<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GoatWizard</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GoatWizard"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/GoatWizard"/>
	<updated>2026-06-12T19:42:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_planner&amp;diff=216890</id>
		<title>Rail planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_planner&amp;diff=216890"/>
		<updated>2026-01-06T21:25:50Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* Ghost building */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;rail planner&#039;&#039;&#039; is a system that allows players to build many segments of [[Rail|rail track]] at once, either directly or as [[ghost]] entities.&lt;br /&gt;
The rail planner can be used immediately after researching the [[Railway_(research)|railway]] technology and acquiring some rails.&lt;br /&gt;
&lt;br /&gt;
Aside from constructing the curved rail using a [[blueprint]] and [[construction robot]]s, the rail planner is currently the only way to place curved rail segments.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
[[File:Manual_rail_planner.png|thumb|300x300px|The rail planner operating in manual mode.]]&lt;br /&gt;
&lt;br /&gt;
While holding rails, left-click (press {{Keybinding|A}} on [[Nintendo Switch version|Nintendo Switch]]) on the green arrow icon on existing rail to initiate the rail planning mode.&lt;br /&gt;
This mode allows the player to directly place rails within a certain proximity to themselves (at most about 10 rails at a time).&lt;br /&gt;
The rails will be placed towards the cursor; simply aim with the cursor and left click (press {{Keybinding|A}} on Nintendo Switch) again to place.&lt;br /&gt;
After placement, the rail planner will continue from the end of the new segment, and the process can be repeated.&lt;br /&gt;
To escape the planner, press {{keybinding|Q}} ({{Keybinding|B}} on Nintendo Switch). &lt;br /&gt;
&lt;br /&gt;
In this mode, the player is allowed to leave the typical range of the &amp;quot;green hologram&amp;quot; to place items.&lt;br /&gt;
This means that, even if the player is physically beyond the range of the &amp;quot;hologram&amp;quot; for the new rail segment, they may still left click (press {{Keybinding|A}} on Nintendo Switch) in order to have the rails placed from a distance.&lt;br /&gt;
This allows the player to start the planner, then run far away in a straight line, and click rapidly to bring the rails up to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_rail_planner.png|thumb|300x300px|The rail planner operating in ghost building mode.]]&lt;br /&gt;
=== Ghost building ===&lt;br /&gt;
The ghost building mode can be used to place longer stretches of rail at once, by creating [[ghost]]s of rails that can be filled in by [[construction robot]]s, either from [[roboport]]s or a [[personal roboport]].&lt;br /&gt;
&lt;br /&gt;
Ghost building mode is available in 3 different modes:&lt;br /&gt;
* Shortest route: hold {{keybinding|Shift}} ({{Keybinding|ZR}} on [[Nintendo Switch version|Nintendo Switch]]) while using the rail planner as described above. The rail planner will find the shortest route without considering natural obstacles such as [[tree]]s or [[cliff]]s, these will be marked for deconstruction, for [[water]] or similar bodies, [[landfill]] or [[foundation]] will be used.&lt;br /&gt;
* Collision avoidance: hold {{keybinding|ctrl}} while using the rail planner as described above. The rail planner will find a route while avoiding entities like [[tree]]s, [[cliff]]s or [[water]].&lt;br /&gt;
* Super Force Building: holding {{keybinding|Control|Shift}} will act the same as shortest route, but will also path through buildings/belts and mark them for deconstruction.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Added super forced building mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.29|&lt;br /&gt;
* Simplified rail building.&lt;br /&gt;
**  Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode.&lt;br /&gt;
**  It doesn&#039;t matter anymore, whether the rail building started with shift or not.&lt;br /&gt;
**  This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* [[Rail planner]] tool simplifies rail building.&lt;br /&gt;
* Removed the curved rail, [[rail]] is the only type now.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [https://factorio.com/blog/post/fff-113 The FFF blog post that introduces this feature.]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-290 FFF describing the rail planning changes made in 0.17.29]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{C|Railway{{!}}#Rail planner}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_planner&amp;diff=216889</id>
		<title>Rail planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_planner&amp;diff=216889"/>
		<updated>2026-01-06T21:24:16Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;rail planner&#039;&#039;&#039; is a system that allows players to build many segments of [[Rail|rail track]] at once, either directly or as [[ghost]] entities.&lt;br /&gt;
The rail planner can be used immediately after researching the [[Railway_(research)|railway]] technology and acquiring some rails.&lt;br /&gt;
&lt;br /&gt;
Aside from constructing the curved rail using a [[blueprint]] and [[construction robot]]s, the rail planner is currently the only way to place curved rail segments.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
[[File:Manual_rail_planner.png|thumb|300x300px|The rail planner operating in manual mode.]]&lt;br /&gt;
&lt;br /&gt;
While holding rails, left-click (press {{Keybinding|A}} on [[Nintendo Switch version|Nintendo Switch]]) on the green arrow icon on existing rail to initiate the rail planning mode.&lt;br /&gt;
This mode allows the player to directly place rails within a certain proximity to themselves (at most about 10 rails at a time).&lt;br /&gt;
The rails will be placed towards the cursor; simply aim with the cursor and left click (press {{Keybinding|A}} on Nintendo Switch) again to place.&lt;br /&gt;
After placement, the rail planner will continue from the end of the new segment, and the process can be repeated.&lt;br /&gt;
To escape the planner, press {{keybinding|Q}} ({{Keybinding|B}} on Nintendo Switch). &lt;br /&gt;
&lt;br /&gt;
In this mode, the player is allowed to leave the typical range of the &amp;quot;green hologram&amp;quot; to place items.&lt;br /&gt;
This means that, even if the player is physically beyond the range of the &amp;quot;hologram&amp;quot; for the new rail segment, they may still left click (press {{Keybinding|A}} on Nintendo Switch) in order to have the rails placed from a distance.&lt;br /&gt;
This allows the player to start the planner, then run far away in a straight line, and click rapidly to bring the rails up to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_rail_planner.png|thumb|300x300px|The rail planner operating in ghost building mode.]]&lt;br /&gt;
=== Ghost building ===&lt;br /&gt;
The ghost building mode can be used to place longer stretches of rail at once, by creating [[ghost]]s of rails that can be filled in by [[construction robot]]s, either from [[roboport]]s or a [[personal roboport]].&lt;br /&gt;
&lt;br /&gt;
Ghost building mode is available in 3 different modes:&lt;br /&gt;
* Shortest route: hold {{keybinding|Shift}} ({{Keybinding|ZR}} on [[Nintendo Switch version|Nintendo Switch]]) while using the rail planner as described above. The rail planner will find the shortest route without considering natural obstacles such as [[tree]]s or [[cliff]]s, these will be marked for deconstruction, for [[water]] or similar bodies, [[landfill]] or [[foundation]] will be used.&lt;br /&gt;
* Collision avoidance: hold {{keybinding|ctrl}} while using the rail planner as described above. The rail planner will find a route while avoiding entities like [[tree]]s, [[cliff]]s or [[water]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
* Super Force Building: holding {{keybinding|Control|Shift}} will act the same as shortest route, but will also path through buildings/belts and mark them for deconstruction.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Added super forced building mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.29|&lt;br /&gt;
* Simplified rail building.&lt;br /&gt;
**  Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode.&lt;br /&gt;
**  It doesn&#039;t matter anymore, whether the rail building started with shift or not.&lt;br /&gt;
**  This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* [[Rail planner]] tool simplifies rail building.&lt;br /&gt;
* Removed the curved rail, [[rail]] is the only type now.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [https://factorio.com/blog/post/fff-113 The FFF blog post that introduces this feature.]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-290 FFF describing the rail planning changes made in 0.17.29]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{C|Railway{{!}}#Rail planner}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_planner&amp;diff=216888</id>
		<title>Rail planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_planner&amp;diff=216888"/>
		<updated>2026-01-06T21:21:22Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* Ghost building */ added note about super force building&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;rail planner&#039;&#039;&#039; is a system that allows players to build many segments of [[Rail|rail track]] at once, either directly or as [[ghost]] entities.&lt;br /&gt;
The rail planner can be used immediately after researching the [[Railway_(research)|railway]] technology and acquiring some rails.&lt;br /&gt;
&lt;br /&gt;
Aside from constructing the curved rail using a [[blueprint]] and [[construction robot]]s, the rail planner is currently the only way to place curved rail segments.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
[[File:Manual_rail_planner.png|thumb|300x300px|The rail planner operating in manual mode.]]&lt;br /&gt;
&lt;br /&gt;
While holding rails, left-click (press {{Keybinding|A}} on [[Nintendo Switch version|Nintendo Switch]]) on the green arrow icon on existing rail to initiate the rail planning mode.&lt;br /&gt;
This mode allows the player to directly place rails within a certain proximity to themselves (at most about 10 rails at a time).&lt;br /&gt;
The rails will be placed towards the cursor; simply aim with the cursor and left click (press {{Keybinding|A}} on Nintendo Switch) again to place.&lt;br /&gt;
After placement, the rail planner will continue from the end of the new segment, and the process can be repeated.&lt;br /&gt;
To escape the planner, press {{keybinding|Q}} ({{Keybinding|B}} on Nintendo Switch). &lt;br /&gt;
&lt;br /&gt;
In this mode, the player is allowed to leave the typical range of the &amp;quot;green hologram&amp;quot; to place items.&lt;br /&gt;
This means that, even if the player is physically beyond the range of the &amp;quot;hologram&amp;quot; for the new rail segment, they may still left click (press {{Keybinding|A}} on Nintendo Switch) in order to have the rails placed from a distance.&lt;br /&gt;
This allows the player to start the planner, then run far away in a straight line, and click rapidly to bring the rails up to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_rail_planner.png|thumb|300x300px|The rail planner operating in ghost building mode.]]&lt;br /&gt;
=== Ghost building ===&lt;br /&gt;
The ghost building mode can be used to place longer stretches of rail at once, by creating [[ghost]]s of rails that can be filled in by [[construction robot]]s, either from [[roboport]]s or a [[personal roboport]].&lt;br /&gt;
&lt;br /&gt;
Ghost building mode is available in 3 different modes:&lt;br /&gt;
* Shortest route: hold {{keybinding|Shift}} ({{Keybinding|ZR}} on [[Nintendo Switch version|Nintendo Switch]]) while using the rail planner as described above. The rail planner will find the shortest route without considering natural obstacles such as [[tree]]s or [[cliff]]s, these will be marked for deconstruction, for [[water]] or similar bodies, [[landfill]] or [[foundation]] will be used.&lt;br /&gt;
* Collision avoidance: hold {{keybinding|ctrl}} while using the rail planner as described above. The rail planner will find a route while avoiding entities like [[tree]]s, [[cliff]]s or [[water]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
* Super Force Building: holding {{keybinding|Control|Shift}} will act the same as shortest route, but will also path through buildings/belts and mark them for deconstruction.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.29|&lt;br /&gt;
* Simplified rail building.&lt;br /&gt;
**  Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode.&lt;br /&gt;
**  It doesn&#039;t matter anymore, whether the rail building started with shift or not.&lt;br /&gt;
**  This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* [[Rail planner]] tool simplifies rail building.&lt;br /&gt;
* Removed the curved rail, [[rail]] is the only type now.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [https://factorio.com/blog/post/fff-113 The FFF blog post that introduces this feature.]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-290 FFF describing the rail planning changes made in 0.17.29]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{C|Railway{{!}}#Rail planner}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Turbo_splitter&amp;diff=213447</id>
		<title>Infobox:Turbo splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Turbo_splitter&amp;diff=213447"/>
		<updated>2025-04-20T20:59:38Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: Broke down total raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/60%&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|map-color = f8d000&lt;br /&gt;
|prototype-type = splitter&lt;br /&gt;
|internal-name = turbo-splitter&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|image = Turbo_splitter_entity_anim.gif&lt;br /&gt;
|health = {{Quality|190|247|304|361|475}}&lt;br /&gt;
|rocket-capacity = 25&lt;br /&gt;
|belt-speed = 60 {{Translation|Items/s}}&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|dimensions = 1×2&lt;br /&gt;
|recipe = Time, 2 + Express splitter, 1 + Lubricant, 80 + Processing unit, 2 + Tungsten plate, 15&lt;br /&gt;
|total-raw = Time, 132.75 + Copper plate, 72.5 + Iron plate, 86 + Lubricant, 160 + Plastic bar, 20 + Processing unit, 2 + Tungsten plate, 15&lt;br /&gt;
|required-technologies = Turbo transport belt&lt;br /&gt;
|producers = Foundry&lt;br /&gt;
|crafted-on = vulcanus&lt;br /&gt;
|space-age = yes&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Turbo_underground_belt&amp;diff=213446</id>
		<title>Infobox:Turbo underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Turbo_underground_belt&amp;diff=213446"/>
		<updated>2025-04-20T20:55:30Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: Broke down total raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/60%&amp;lt;br&amp;gt;{{Translation|Impact}}: 0/30%&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|map-color = 705800&lt;br /&gt;
|prototype-type = underground-belt&lt;br /&gt;
|internal-name = turbo-underground-belt&lt;br /&gt;
|recipe = Time, 2 + Express underground belt, 2 + Lubricant, 40 + Tungsten plate, 40 = Turbo underground belt, 2&lt;br /&gt;
|total-raw = Time, 69.5 + Iron plate, 257.5 + Lubricant, 80 + Tungsten plate, 40&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|image = turbo_underground_belt_entity&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|health = {{Quality|170|221|272|323|425}}&lt;br /&gt;
|rocket-capacity = 25&lt;br /&gt;
|dimensions=1×1&lt;br /&gt;
|belt-speed = 60 {{Translation|Items/s}}&lt;br /&gt;
|required-technologies = Turbo transport belt&lt;br /&gt;
|producers = Foundry&lt;br /&gt;
|crafted-on = vulcanus&lt;br /&gt;
|space-age = yes&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Turbo_transport_belt&amp;diff=213445</id>
		<title>Infobox:Turbo transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Turbo_transport_belt&amp;diff=213445"/>
		<updated>2025-04-20T20:48:59Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: Broke down total raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/50%&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|map-color = c8a040&lt;br /&gt;
|prototype-type = transport-belt&lt;br /&gt;
|internal-name = turbo-transport-belt&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|image = Turbo_transport_belt_entity_anim.gif&lt;br /&gt;
|health = {{Quality|170|221|272|323|425}}&lt;br /&gt;
|rocket-capacity = 50&lt;br /&gt;
|dimensions = 1×1&lt;br /&gt;
|belt-speed = 60 {{Translation|Items/s}}&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|recipe = Time, 0.5 + Express transport belt, 1 + Lubricant, 20 + Tungsten plate, 5&lt;br /&gt;
|total-raw = Time, 9.5 + Iron plate, 31.5 + Lubricant, 40 + Tungsten plate, 5&lt;br /&gt;
|required-technologies = Turbo transport belt&lt;br /&gt;
|producers = Foundry&lt;br /&gt;
|crafted-on = vulcanus&lt;br /&gt;
|space-age = yes&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tree&amp;diff=206561</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tree&amp;diff=206561"/>
		<updated>2024-11-17T14:04:42Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* Agriculture */ fixed subtitle/template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Tree}}&lt;br /&gt;
&#039;&#039;&#039;Trees&#039;&#039;&#039; are plants in Factorio. They can be mined for [[wood]], and are the only source of it.  Trees are obstacles to construction and must be cleared to provide building space, but they also reduce [[pollution]], so take care not to remove more than necessary. Currently, trees cannot be replanted in the vanilla version of the game, though they can be in {{SA}} [[Space Age]]. While [[Nauvis]] has standard Earth-like trees, [[Gleba]]{{SA}} also has alien tree-like structures. [[Vulcanus]]{{SA}} contains ashland trees, which yield small amounts of carbon when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
{{Achievement|pyromaniac}}&lt;br /&gt;
&lt;br /&gt;
== Good methods to remove trees ==&lt;br /&gt;
&lt;br /&gt;
* Mining by hand (*)&lt;br /&gt;
* Shooting swaths of trees with a [[shotgun]] or [[combat shotgun]]&lt;br /&gt;
* Using [[grenade]]s to blow them up&lt;br /&gt;
* Using [[Poison capsule|poison]] to kill them&lt;br /&gt;
* Having construction robots harvest them using a [[deconstruction planner]] (*)&lt;br /&gt;
* Knocking them down by driving a [[tank]] over them&lt;br /&gt;
* Burning them with a [[flamethrower]], causing a forest fire&lt;br /&gt;
* Burning them with a flamethrower while in a tank&lt;br /&gt;
* Using [[atomic bomb]]s to blow them up&lt;br /&gt;
* Being harvested and replanted by an [[agricultural tower]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;(*) Usable to collect wood. Dead trees (except the dry tree) will give 2 wood and have a mining time of 0.5. Live trees (and the dry tree) will give 4 wood and have a mining time of 0.55. All other methods destroy both the tree and the wood.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fires ==&lt;br /&gt;
[[File:ForestFireBegins.gif|frame|A forest fire spreads rapidly after a few moments.]]&lt;br /&gt;
Trees can be set on fire by [[flamethrower]]s and [[flamethrower turret]]s. The fire will spread from tree to tree, releasing high amounts of [[pollution]] and leaving stumps and charred trees behind.&lt;br /&gt;
&lt;br /&gt;
Once on fire, trees cannot be extinguished, but the spread of the fire can be limited by creating a [[wikipedia:Firebreak|fire break]].&lt;br /&gt;
&lt;br /&gt;
== Pollution removal ==&lt;br /&gt;
&lt;br /&gt;
Every single tree absorbs a small amount of [[pollution]] in its chunk per second. If the total pollution in a [[chunk]] is above 60 units, once per second some of the trees in that chunk each have a chance to either lose one stage of leaves or have their leaves become one stage more gray. Regardless of whether the tree loses leaves or gets grayer, 10 pollution are absorbed by the tree.&amp;lt;br&amp;gt;&lt;br /&gt;
A tree stops losing leaves/becoming more gray once the sum of its gray percentage and its leaves lost percentage is above 120%. 50% of trees stop their leaf progression one stage earlier. As the grayness and leaf stage are then locked for that tree forever, it is possible for trees to keep some leaves in heavily polluted chunks but in turn be very gray, or the other way around.&amp;lt;br&amp;gt;&lt;br /&gt;
The less dense the leaves, the slower the tree absorbs pollution, however tree grayness does not affect pollution absorption.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object !! Stage !! Pollution per second&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:Green tree.png|120px]] Tree, red tree, brown tree || 0 (Max leaf density) || -0.001&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -0.00067&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -0.00033&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Min leaf density) || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead grey trunk.png|120px]] Dead gray trunk || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry hairy tree.png|120px]] Dry hairy tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry tree.png|120px]] Dry tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Agriculture ==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Trees can be grown on Nauvis by planting [[tree seed]]s, either manually or via the [[Agricultural tower]]. Grown trees take 10 minutes to reach full maturity, and they will yield 4 [[wood]] when harvested. The Agricultural tower will automatically harvest mature trees in its range, replanting them if they have available seeds.&lt;br /&gt;
&lt;br /&gt;
Tree seeds are produced from [[wood processing]]. 2 wood can be converted into one seed. Because mature trees yield 4 wood, if you process all wood produced from harvesting mature trees, you will have an ever expanding supply of seeds. Tree seeds are [[Fuel#Burnable_fuel|burnable fuel]] fuel and thus can be disposed of easily.&lt;br /&gt;
&lt;br /&gt;
Growing trees can be used to create renewable barriers against pollution spread. Note that the agriculture tower cannot grow seeds as densely as you can manually plant them. The tower will always put two tiles of empty space between each tree.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;190px&amp;quot;&amp;gt;&lt;br /&gt;
File:gleba_trees.png|Tree-like plants on Gleba.&lt;br /&gt;
File:Vulcanus_trees.png|Ashland trees on Vulcanus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.0|&lt;br /&gt;
* Added animation to trees.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Tanks no longer take miniscule amounts of damage from hitting trees.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Damaging a tree with impact or physical damage generates some leaves.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Added fire. Fire will spread between trees and cause forest fires, causing a large amount of pollution to be released.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Trees degenerate slowly when there are high pollution levels.&lt;br /&gt;
* Trees regenerate health slowly.&lt;br /&gt;
* Trees have generally smaller bounding boxes, so it is easier to walk through forest.&lt;br /&gt;
* New tree graphics. Trees have 4 levels of leaves and the leaves are colorable.&lt;br /&gt;
* Trees emit leaves (based on the tree color) when being mined and destroyed.&lt;br /&gt;
* Trees emit branches when mined or destroyed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Changed the amount of wood in dry tree from 1 -&amp;gt; 4.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* New graphics: 10 types of trees that replace the outdated 2 types.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New tree graphics (8 dry trees  12  big trees).}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Pollution]]&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Technologies&amp;diff=206472</id>
		<title>Technologies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Technologies&amp;diff=206472"/>
		<updated>2024-11-16T18:25:51Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* Space Age */ updated cost formula numbers for health research&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Technology tree.png|thumb|right|280px|The technology tree − Click to enlarge.]]&lt;br /&gt;
[[File:tech_bonuses.png|thumb|right|280px|Researched tech bonuses.]]&lt;br /&gt;
&#039;&#039;&#039;Technologies&#039;&#039;&#039; are [[Research|researched]] in [[lab]]s using [[science pack]]s.&lt;br /&gt;
&lt;br /&gt;
Every technology needs a certain amount of science packs per science pack type to be researched, for example the [[Logistics (research)|Logistics]] technology requires 20 [[automation science pack]]s to be placed in labs while the technology is selected for research.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|tech-maniac}}&lt;br /&gt;
* Completing infinite technologies of any level is not required for &#039;&#039;&#039;Tech maniac&#039;&#039;&#039;. All non-infinite levels of technologies that have infinite continuations are still required.&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Infinite technologies ==&lt;br /&gt;
&lt;br /&gt;
While most technologies in Factorio are either one-off or have a finite, relatively small number of levels available, a few are &amp;quot;infinite&amp;quot;, meaning the player can research as many levels as they can afford. All of them unlock bonuses to existing technologies, never new structures or abilities. The per-level bonuses are constant for a particular infinite technologies and, like finite research bonuses, are additive within a single technology. They are subject to diminishing returns; thus, the per-level and per-science pack contributions from very high levels of infinite technologies will eventually provide only marginal improvements.&lt;br /&gt;
&lt;br /&gt;
All infinite technologies levels require [[space science pack]]s, and are also the only technologies that do. As such, they are late-game technologies intended primarily for players who wish to continue playing and expand their factory past the nominal victory condition of launching a rocket.&lt;br /&gt;
&lt;br /&gt;
Infinite technologies are identified in-game by a small &amp;lt;code&amp;gt;∞&amp;lt;/code&amp;gt; infinity symbol shown in the top right corner of the research technology&#039;s card in the research screen.&lt;br /&gt;
&lt;br /&gt;
Most infinite technologies are continuations of ordinary multi-level technologies; the &amp;quot;infinite&amp;quot; mechanic becomes effective once the player reaches the card initially labeled with &amp;lt;code&amp;gt;N - ∞&amp;lt;/code&amp;gt; in the research tree. Only the two [[artillery]]-related technologies (artillery shell [[artillery shell range (research)|range]] and [[artillery shell shooting speed (research)|shooting speed]]) are infinite-only; for these, &amp;lt;code&amp;gt;1 - ∞&amp;lt;/code&amp;gt; is shown before any levels in them are researched. In either case, once the first infinite level is researched, the card label switches to the one discussed above.&lt;br /&gt;
&lt;br /&gt;
=== Pricing formulas ===&lt;br /&gt;
&lt;br /&gt;
The price of all infinite technologies is generated in a [[Wikipedia:Progression|mathematical progression]]; for the majority of technologies, the progression is [[Wikipedia:Geometric_progression|geometric]], mostly in powers of 2. Two technologies - [[mining productivity (research)|mining productivity]] and [[follower robot count (research)|follower robot count]] - use an [[Wikipedia:Arithmetic_progression|arithmetic progression]] instead.&lt;br /&gt;
&lt;br /&gt;
The table below summarizes for all infinite researches their first infinite level, the cost of the first few infinite levels, the cost formula and the per-level bonus. &lt;br /&gt;
&lt;br /&gt;
We denote by &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; the current level of the research, by &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; the final non-infinite level of the research (hence F+1 is the first &amp;quot;infinite&amp;quot; level) and by &amp;lt;code&amp;gt;P[N]&amp;lt;/code&amp;gt; the price of the research at level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! P[F+2] !! P[F+3] !! P[F+4] !! P[F+5] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed]] || +65% Robot Speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|6 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || +10% Mining Productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|4 || 2,500 × (N - F) || style=text-align:center|2,500 || style=text-align:center|5,000 || style=text-align:center|7,500 || style=text-align:center|10,000 || style=text-align:center|12,500 || style=text-align:center|+2500&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || +40% Bullet Damage &amp;lt;br&amp;gt; +70% Turret Damage &amp;lt;br&amp;gt; +40% Shotgun Shell Damage &amp;lt;br&amp;gt; +100% Cannon Shell Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket Damage &amp;lt;br&amp;gt; +20% Grenade Damage &amp;lt;br&amp;gt; +20% Landmine Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Flamethrower Damage|| {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Energy weapons damage (research)}} [[Energy weapons damage (research)|Energy weapons damage]] || +70% Laser Damage&amp;lt;br&amp;gt; +70% Electric Damage&amp;lt;br&amp;gt; +30% Beam Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || +30% Artillery Shell Range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 × 2^N || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|32,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell speed]] || +100% Artillery Speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 + 1,000 × 3^(N - F - 1) || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|10,000 || style=text-align:center|28,000 || style=text-align:center|82,000 || style=text-align:center|×3 then - 2000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +25 Follower Robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|5 || 1000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|3,000 || style=text-align:center|4,000 || style=text-align:center|5,000 || style=text-align:center|+1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Space Age ====&lt;br /&gt;
The table below summarizes all the infinite technologies in Space Age. Some are unique to Space Age, while some have their price and/or effect changed from the base game.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed ]] || +65% Robot Speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F) || style=text-align:center|2,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || +10% Mining Productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || style=text-align:center|3 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|+1,000&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || +40% Bullet Damage &amp;lt;br&amp;gt; +70% Turret Damage &amp;lt;br&amp;gt; +40% Shotgun Shell Damage &amp;lt;br&amp;gt; +100% Cannon Shell Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || +30% Artillery Shell Range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N-1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell speed]] || +100% Artillery Speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N-1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell damage (research)}} [[Artillery shell shooting damage|Artillery shell damage]] || +10% Artillery damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N-1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket Damage &amp;lt;br&amp;gt; +20% Grenade Damage &amp;lt;br&amp;gt; +20% Landmine Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Laser weapons damage (research)}} [[Laser weapons damage (research)|Laser weapons damage]] || +70% Laser Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Flamethrower Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +25 Follower Robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|5 || 1000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|+1000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Steel plate productivity (research)}} [[Steel plate productivity (research)|Steel plate productivity]] || +10% Steel plate recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Low density structure productivity (research)}} [[Low density structure productivity (research)|Low density structure productivity]] || +10% Low density structure recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Scrap recycling productivity (research)}} [[Scrap recycling productivity (research)|Scrap recycling productivity]] || +10% Scrap recycling recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|1 || 500 × 1.5^N || style=text-align:center|750 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Processing unit productivity (research)}} [[Processing unit productivity (research)|Processing unit productivity]] || +10% Processing unit recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Electric weapons damage (research)}} [[Electric weapons damage (research)|Electric weapons damage]] || +70% Tesla damage &amp;lt;br&amp;gt; +70% Electric damage &amp;lt;br&amp;gt; +30% Beam damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|4 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Plastic bar productivity (research)}} [[Plastic bar productivity (research)|Plastic bar productivity]] || +10% Plastic bar recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket fuel productivity (research)}} [[Rocket fuel productivity (research)|Rocket fuel productivity]] || +10% Rocket fuel recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Health (research)}} [[Health (research)|Health]] || +50 Character health || {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 50 × 2^N || style=text-align:center|200 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Asteroid productivity (research)}} [[Asteroid productivity (research)|Asteroid productivity]] || +10% Asteroid processing recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun damage (research)}} [[Railgun damage (research)|Railgun damage]] || +40% Railgun damage bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket part productivity (research)}} [[Rocket part productivity (research)|Rocket part productivity]] || +10% Rocket part recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Cryogenic science pack}} || style=text-align:center|1 || 2000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)}} [[Railgun shooting speed (research)|Railgun shooting speed]] || +20% Railgun shooting speed bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} {{icon|Cryogenic science pack}} || style=text-align:center|1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Research productivity (research)}} [[Research productivity (research)|Research productivity]] || +10% Lab research productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Electromagnetic science pack}} {{icon|Agricultural science pack}} {{icon|Cryogenic science pack}} {{icon|Promethium science pack}} || style=text-align:center|1 || 1000 × 1.2^N || style=text-align:center|1,200 || style=text-align:center|×1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cumulative cost ===&lt;br /&gt;
&lt;br /&gt;
As the price of most infinite technologies (specifically, those based on geometric progressions) increases very steeply, it may be a good idea for players to set realistic target levels for each of the infinite technologies they wish to pursue, and make their factory plans accordingly. To that end, the following properties of cumulative infinite research prices may be useful:&lt;br /&gt;
&lt;br /&gt;
#For infinite technologies whose underlying equation is a powers-of-two geometric series, the cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; infinite levels (skipping the first &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; level, so counting &amp;quot;infinite&amp;quot; levels only) is &amp;lt;code&amp;gt;2 × P[N] - P[F+1]&amp;lt;/code&amp;gt;; i.e., twice the price of the final researched level, less the price of the first &amp;quot;infinite&amp;quot; level. &lt;br /&gt;
#*As &#039;&#039;N&#039;&#039; increases, this is approximated well by &amp;lt;code&amp;gt;2 × P[N] = P[N+1]&amp;lt;/code&amp;gt;, so the cumulative cost of researching to level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is about as much as researching level &amp;lt;code&amp;gt;N+1&amp;lt;/code&amp;gt;. &lt;br /&gt;
#*If one decides a level &amp;lt;code&amp;gt;M&amp;lt;/code&amp;gt; which one considers the &amp;quot;highest feasible&amp;quot; with their current science pack production capacity, expanding said capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; will allow about &amp;lt;code&amp;gt;log[2](X)&amp;lt;/code&amp;gt; additional levels to be researched before the next level takes longer to research with the expanded capacity than level &amp;lt;code&amp;gt;M + 1&amp;lt;/code&amp;gt; would have taken with the pre-expansion production capacity.&lt;br /&gt;
#*For example, if one expands production capacity by a factor of 10, they will be able to research at least &amp;lt;code&amp;gt;floor(log[2](10)) = 3&amp;lt;/code&amp;gt; and at most &amp;lt;code&amp;gt;ceiling(log[2](10)) = 4&amp;lt;/code&amp;gt; additional levels in a given technology before the exponential increase in price negates the speed benefits of their ×10 capacity expansion.&lt;br /&gt;
#The cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; levels of infinite technologies whose underlying equation is an arithmetic series is &amp;lt;code&amp;gt;(N - F) × (P[N] + P[F + 1]) ÷ 2&amp;lt;/code&amp;gt;; i.e, &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; times the mean of the prices of the first and last &amp;quot;infinite&amp;quot; level. For the [[Follower robot count (research)]], an additional &amp;lt;code&amp;gt;900 × (N-F)&amp;lt;/code&amp;gt; need to be added. &lt;br /&gt;
#*Expanding production capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;, as above, will in this case allow an additional &amp;lt;code&amp;gt;N × (X - 1)&amp;lt;/code&amp;gt; levels to be researched before the benefit of the expansion is wiped out (i.e., research progress speed drops to or below what it was pre-expansion).&lt;br /&gt;
#The cumulative price of the first &#039;&#039;&#039;&#039;&#039;N&#039;&#039;&#039;&#039;&#039; levels of &#039;&#039;&#039;artillery shell shooting speed&#039;&#039;&#039;, the sole infinite technology whose underlying equation is a powers-of-three geometric series (equation type (2)) is &amp;lt;code&amp;gt;1.5 × P[N] - 0.5 × P[1]&amp;lt;/code&amp;gt;; i.e., 1.5 times the price of the final researched level, less half the price of the first level.&lt;br /&gt;
&lt;br /&gt;
Note that these prices reflect &#039;&#039;&#039;research units&#039;&#039;&#039;, which will not be equal to science packs if [[productivity module|productivity modules]] are used in labs. (In that case, the science pack requirement will be lower.)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=206471</id>
		<title>Laser turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=206471"/>
		<updated>2024-11-16T18:15:22Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: Enemies have resistances against lasers in both vanilla and space age. Changed a link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Laser turret}}&lt;br /&gt;
&#039;&#039;&#039;Laser turrets&#039;&#039;&#039; are an advanced defense building with longer range than the [[gun turret]], infinite ammo, laser damage and use [[Electric system|electricity]] to operate (and a smaller amount of energy when idle). It is important to note that gun turrets with [[Uranium_rounds_magazine|uranium ammo]] will, nevertheless, deal significantly more damage (4-7 times more). Each shot costs 800kJ of energy; as the shooting speed increases through upgrades, so does the power required to keep firing. &lt;br /&gt;
&lt;br /&gt;
Using laser turrets to ward off attacks can cause electricity usage spikes, these can be offset by using [[accumulator]]s (or [[Storage_tank#Usage_as_.22Energy-tank.22|steam storage]] and excess [[steam turbine]]s).&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=256px heights=256px&amp;gt;&lt;br /&gt;
File:laser_turret_entity_anim.gif|Laser turret firing.&lt;br /&gt;
File:laser turret rotating.gif|thumb|A gif of the laser turret rotating. &amp;lt;small&amp;gt;(Pre 1.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New graphics.&lt;br /&gt;
* Laser turret now use new laser beams.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Laser turret projectiles move much faster.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* All turrets now have a 2×2 footprint.&lt;br /&gt;
* Made 4x as powerful and expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Change to recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Decreased resting energy consumption of laser turret to 1/3 of original value.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added upgrade technologies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Tesla_turret&amp;diff=206469</id>
		<title>Infobox:Tesla turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Tesla_turret&amp;diff=206469"/>
		<updated>2024-11-16T18:05:14Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: added boosting technologies and changed text order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|stack-size = 10&lt;br /&gt;
|rocket-capacity = 10&lt;br /&gt;
|prototype-type = electric-turret&lt;br /&gt;
|internal-name = tesla-turret&lt;br /&gt;
|mining-time = 0.5&lt;br /&gt;
|map-color = d82a28&lt;br /&gt;
|health = {{Quality|1000|1300|1600|1900|2500}}&lt;br /&gt;
|category = Combat&lt;br /&gt;
|range = {{Quality|30|33|36|39|45}}&lt;br /&gt;
|damage = 60 {{Translation|electric}}&amp;lt;br&amp;gt;(10 {{Translation|targets}})&lt;br /&gt;
|dimensions = 4×4&lt;br /&gt;
|recipe = Time, 30 + Electrolyte, 500 + Processing unit, 10 + Supercapacitor, 10 + Superconductor, 50 + Tesla gun, 1&lt;br /&gt;
|required-technologies = Tesla weapons&lt;br /&gt;
|boosting-technologies = Electric weapons damage&lt;br /&gt;
|producers = Electromagnetic plant&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tesla_turret&amp;diff=206466</id>
		<title>Tesla turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tesla_turret&amp;diff=206466"/>
		<updated>2024-11-16T17:49:06Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: Changed most of the text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Tesla turret}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Tesla turret&#039;&#039;&#039; is a powerful turret dealing electric damage capable of hitting multiple enemies at once. &lt;br /&gt;
The tesla turret fires an electric bolt that can bounce to secondary enemies in an arcing chain. Hits temporarily stun enemies, slowing them down, which works well in combination with other turrets.&lt;br /&gt;
&lt;br /&gt;
Unlike the handheld [[tesla gun]], the tesla turret does &#039;&#039;&#039;not&#039;&#039;&#039; require [[tesla ammo]]. It only needs [[electricity]] to operate, which can cause electricity usage spikes during attacks. These can be offset by using [[accumulator]]s (or [[Storage_tank#Usage_as_.22Energy-tank.22|steam storage]] and excess [[steam turbine]]s).&lt;br /&gt;
&lt;br /&gt;
Against large [[enemies]] like stompers, strafers and demolishers, the electric bolt can hit the same enemy multiple times because it can bounce between different segments on the same enemy. &lt;br /&gt;
&lt;br /&gt;
In space the tesla turret are ineffective because of [[asteroids]] 100% electric [[Damage#Resistance|resistance]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tesla_turret&amp;diff=206465</id>
		<title>Tesla turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tesla_turret&amp;diff=206465"/>
		<updated>2024-11-16T17:45:24Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Tesla turret}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Tesla turret&#039;&#039;&#039; is a powerful turret dealing electric damage capable of hitting multiple enemies at once. &lt;br /&gt;
The tesla turret fires an electric bolt that can bounce to secondary enemies in an arcing chain. Hits temporarily stun enemies, slowing them down, which works well in combination with other turrets like [[flamethrower turret]]s.&lt;br /&gt;
&lt;br /&gt;
Unlike the handheld [[tesla gun]], the tesla turret does &#039;&#039;&#039;not&#039;&#039;&#039; require [[tesla ammo]]. It only needs [[electricity]] to operate, which can cause electricity usage spikes during attacks, these can be offset by using [[accumulator]]s (or [[Storage_tank#Usage_as_.22Energy-tank.22|steam storage]] and excess [[steam turbine]]s).&lt;br /&gt;
&lt;br /&gt;
Against large [[enemies]] like stompers, strafers and demolishers, the electric bolt can hit the same enemy multiple times because it can bounce between different segments on the same enemy. &lt;br /&gt;
&lt;br /&gt;
In space the tesla turret is are innefective because of [[asteroids]] 100% electric [[Damage#Resistance|resistance]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solid_fuel&amp;diff=205951</id>
		<title>Solid fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solid_fuel&amp;diff=205951"/>
		<updated>2024-11-11T23:26:21Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* Recipes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}{{:Infobox:Solid fuel}}&lt;br /&gt;
&#039;&#039;&#039;Solid fuel&#039;&#039;&#039; is a kind of [[fuel]] and is processed in a [[chemical plant]]. One unit of solid fuel contains 12MJ of energy, three times the energy value of coal.&lt;br /&gt;
&lt;br /&gt;
Besides being useful as fuel in all [[burner devices]], solid fuel is also used to produce [[rocket fuel]], which is a component of [[rocket part]]s built in the [[rocket silo]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
Solid Fuel can be created from [[heavy oil]], [[light oil]] or [[petroleum gas]]. &lt;br /&gt;
[[Light oil]] has the best oil to solid fuel ratio (10:1). Cracking heavy oil to light oil first changes the ratio for heavy oil to 13:1 (from 20:1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel from light oil}} || {{icon|Light oil|10}} + {{icon|time|1}} || {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel from heavy oil}} || {{icon|Heavy oil|20}} + {{icon|time|1}} || {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel from petroleum gas}} || {{icon|Petroleum gas|20}} + {{icon|time|1}} || {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel from ammonia|space-age=yes}} || {{icon|Crude oil|20}} + {{icon|Ammonia|50}} + {{icon|time|1}} || {{icon|Solid fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Solid fuel is also obtained from recycling [[Scrap]]{{SA}}, which is useful on [[Fulgora]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Decreased the crafting time of solid fuel from 2 to 1.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Relative value of solid fuel decreased by 4%.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Materials}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Personal_laser_defense&amp;diff=205766</id>
		<title>Personal laser defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Personal_laser_defense&amp;diff=205766"/>
		<updated>2024-11-10T12:51:03Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: Undo revision 204475 by Playful Target (talk). I didn&amp;#039;t find a source where the devs have said this is the reason, especially since the change impacts the vanilla game too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Personal laser defense}}&lt;br /&gt;
The [[Personal laser defense]] is a module that can be inserted into [[modular armor]] and the [[spidertron]], it provides a basic laser defense system.&lt;br /&gt;
&lt;br /&gt;
It automatically targets and fires at nearby [[enemies]], and, unlike hand-held weapons, doesn&#039;t slow the player down when firing. It consumes power after it fires (to recharge), so it doesn&#039;t necessarily need [[personal battery|personal batteries]]. Stacking multiple personal laser defenses in the modular armor provides more lasers to attack at once. Each shot costs 50kJ of energy; as the shooting speed increases through [[Laser_shooting_speed_(research)|upgrades]], so does the power required to keep firing. &lt;br /&gt;
&lt;br /&gt;
The personal laser defense will fire at enemies nearby even if the player is inside a [[vehicle]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Nerfed personal laser defense damage output to 1/3 its previous output.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power consumption increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power consumption increased by a factor of 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Discharge defense]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Personal_laser_defense&amp;diff=205765</id>
		<title>Infobox:Personal laser defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Personal_laser_defense&amp;diff=205765"/>
		<updated>2024-11-10T12:39:16Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: added quality range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = active-defense-equipment&lt;br /&gt;
|internal-name = personal-laser-defense-equipment&lt;br /&gt;
|category = Combat&lt;br /&gt;
|image = personal laser defense anim.gif&lt;br /&gt;
|stack-size=20&lt;br /&gt;
|shooting-speed = 1.5{{Translation|/s}}&lt;br /&gt;
|damage = 10 {{Translation|laser}}&lt;br /&gt;
|range = {{Quality|15|16.5|18.0|19.5|22.5}}&lt;br /&gt;
|dimensions = 2×2&lt;br /&gt;
|equipped-in = Modular armor + Power armor + Power armor MK2 + Spidertron&lt;br /&gt;
|energy = 75 {{Translation|kW}} electric&lt;br /&gt;
|energy-capacity = 220 {{Translation|kJ}} electric&lt;br /&gt;
|boosting-technologies = Laser shooting speed + Energy weapons damage&lt;br /&gt;
|recipe = Time, 10 + Laser turret, 5 + Low density structure, 5 + Processing unit, 20&lt;br /&gt;
|total-raw = Time, 310 + Battery, 60 + Copper plate, 250 + Iron plate, 100 + Plastic bar, 25 + Processing unit, 20 + Steel plate, 110&lt;br /&gt;
|required-technologies = Personal laser defense&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Tesla_ammo&amp;diff=205764</id>
		<title>Infobox:Tesla ammo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Tesla_ammo&amp;diff=205764"/>
		<updated>2024-11-10T12:30:59Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: not used by tesla turret&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|recipe = Time, 30 + Plastic bar, 1 + Supercapacitor, 1 + Electrolyte, 10&lt;br /&gt;
|required-technologies = Tesla weapons&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|rocket-capacity = 100&lt;br /&gt;
|damage = {{Quality|30+42|39+54.6|48+67.2|57.0+79.8|75+105}} ({{Translation|electric}})&lt;br /&gt;
|magazine-size = 10&lt;br /&gt;
|used-as-ammo-by = Tesla gun&lt;br /&gt;
|producers = Electromagnetic plant&lt;br /&gt;
|prototype-type = ammo&lt;br /&gt;
|internal-name = tesla-ammo&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tesla_ammo&amp;diff=205763</id>
		<title>Tesla ammo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tesla_ammo&amp;diff=205763"/>
		<updated>2024-11-10T12:30:27Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: not used by tesla turret&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Tesla ammo}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Tesla ammo&#039;&#039;&#039; is the type of [[ammunition]] used by the [[tesla gun]].&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=204962</id>
		<title>Vulcanus</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=204962"/>
		<updated>2024-11-04T22:37:39Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* Biomes */ fixed link and changed header size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:volcanus_preview.png|210px|right]]&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is home to [[Demolisher|demolishers]]{{SA}}, a large boss‐like [[Enemies|enemy]] that defends its territory. There&#039;s no [[pollution]] on Vulcanus. &lt;br /&gt;
&lt;br /&gt;
=== Exclusive recipes === &lt;br /&gt;
The following items can only be crafted on Vulcanus:&lt;br /&gt;
* [[File:Metallurgic science pack.png|32px]] [[Metallurgic science pack]]&lt;br /&gt;
* [[File:Foundry.png|32px]] [[Foundry]]&lt;br /&gt;
* [[File:Big mining drill.png|32px]] [[Big mining drill]]&lt;br /&gt;
* [[File:Turbo transport belt.png|32px]] [[Turbo transport belt]]&lt;br /&gt;
* [[File:Turbo underground belt.png|32px]] [[Turbo underground belt]]&lt;br /&gt;
* [[File:Turbo splitter.png|32px]] [[Turbo splitter]]&lt;br /&gt;
* [[File:Acid neutralisation.png|32px]] [[Acid neutralisation]]&lt;br /&gt;
&lt;br /&gt;
==Demolisher Territories==&lt;br /&gt;
&lt;br /&gt;
Native to Vulcanus are the giant centipede-like enemies known as &amp;quot;demolishers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Demolishers have well-defined territories. On the map, these territories are outlined by an opaque, bright red line and the inside is marked by diagonal, translucent, red lines. Only one demolisher will spawn per territory, and the territories themselves do not overlap. However, they are tightly packed, as they follow a Voronoi-like pattern.&amp;lt;!-- Unconfirmed if it&#039;s actually Voronoi --&amp;gt; At the start of the game, only Vulcanus&#039; starting area is not inside a demolisher&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
When left alone, a demolisher will patrol the border of its territory. However, if players build inside of a demolisher&#039;s territory, it will soon make a beeline towards these buildings with the intent of destroying them. Building inside of a demolisher&#039;s territory is therefore extremely risky and dangerous.&amp;lt;!-- I (tecanec) have also seen a demolisher leave its territory to follow a series of gun turrets that I left as bait. I still don&#039;t know much about this behaviour (including whether there&#039;s a limit to how far the demolisher would&#039;ve traveled, whether bait outside the territory made the demolisher aggressive by attacking it or by simply existing, or what the demolisher would&#039;ve done afterwards had it survived my devious trap), so I won&#039;t include it here without further experimentation. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The death of a demolisher is permanent, as they only spawn during world generation. Likewise, upon the death of a demolisher, its territory permanently becomes free for the player to use, as other demolishers will not try to expand their territories.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
{{NavboxIconLink|Vulcanus}} is connected to 2 other planets: {{NavboxIconLink|Nauvis}} and {{NavboxIconLink|Gleba}}.&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Vulcanus.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Nauvis}} to {{NavboxIconLink|Vulcanus}}&lt;br /&gt;
| [[File:Asteroid_chart_Vulcanus_Gleba.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Vulcanus}} to {{NavboxIconLink|Gleba}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid Type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
Vulcanus has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten ore]]{{SA}}, which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] geysers and [[calcite]]{{SA}}. &amp;lt;!-- comment: Eventually link to &amp;quot;sulfuric acid gyeser&amp;quot; if it gets its own page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]]{{SA}}&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
vulcanis_landscape.png|Example of Vulcanus&#039; landscape.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In mythology, Vulcanus (also spelt Vulcan), is the Roman god of fire, metalworking, and the forge&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pipe&amp;diff=204054</id>
		<title>Pipe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pipe&amp;diff=204054"/>
		<updated>2024-10-31T19:56:42Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Pipe}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;pipe&#039;&#039;&#039; is the most basic method of distribution of fluids. It is commonly used to provide water from [[offshore pump]]s to [[boiler]]s and steam to [[steam engine]]s for power generation, and later on, [[crude oil]] and [[Oil processing|oil products]]. Unlike [[transport belts]], [[player]]s and [[enemies]] can&#039;t walk over them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Process !! Results&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 1}}&amp;lt;br&amp;gt;{{Imagelink|Assembling machine 2}}&amp;lt;br&amp;gt;{{Imagelink|Assembling machine 3}} || {{Imagelink|Pipe}} || {{icon|Time|0.5}} + {{Icon|Iron plate|1}} → {{Icon|Pipe}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Foundry|space-age=yes}} || {{imagelink|Casting pipe}} || {{icon|Time|1}} + {{icon|Molten iron|10}} → {{icon|Pipe}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The flow rate in pipes is heavily dependent on differences of fluid levels in individual segments, more complete information on handling fluids can be found on the [[fluid system]] page. Attempting to build a pipe that would potentially mix two liquids will fail, as the pipe won&#039;t be placed. However, fluids may be mixed in other ways, so pipes can contain multiple fluids. Undesired fluid can be flushed from the pipe system by opening the pipe GUI and clicking the trash button next to the fluid. Fluids that are flushed from pipes are deleted permanently.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery heights=175px widths=273px&amp;gt;&lt;br /&gt;
File:pipe_mix_deny.gif||Failed attempt to mix fluids. &amp;lt;small&amp;gt;(Pre 2.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
File:Pipe_GUI.png|GUI of a pipe inside a fluid system containing mixed fluids.&lt;br /&gt;
File:pipes_placement_gui.png|The GUI of liquids going through pipes when ready to place more pipes.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased stack size from 50 to 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Underground pipes and belts are placed at max connecting distance apart when built by dragging.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* The Oil refinery and chemical plant are disconnected from pipes if the recipe is reset.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Added new icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Unused pipe connections are passive and do not connect to pipes.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Pipes now refresh their connection to [[storage tank]]s when rotated.&lt;br /&gt;
* Small quantities of fluid can be pushed/destroyed by larger quantities in pipes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* New graphics.&lt;br /&gt;
* All terminating pipes now have visuals.&lt;br /&gt;
* Pipes now show fluid inside when {{keybinding|ALT}} mode is enabled.&lt;br /&gt;
* Optimized bounding boxes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* The [[boiler]] is now fast-replaceable with pipes, and vice versa.&lt;br /&gt;
* New graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Visualization of connection to a pipe to ground.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pump]]&lt;br /&gt;
* [[Pipe to ground]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Rocket_part&amp;diff=203751</id>
		<title>Talk:Rocket part</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Rocket_part&amp;diff=203751"/>
		<updated>2024-10-29T12:01:09Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: Created page with &amp;quot;==== 2.0.7 changes ==== I think the math in this page is outdated with the recipe changes. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== 2.0.7 changes ====&lt;br /&gt;
I think the math in this page is outdated with the recipe changes.&lt;br /&gt;
[[User:GoatWizard|GoatWizard]] ([[User talk:GoatWizard|talk]]) 12:00, 29 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crafting&amp;diff=203750</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crafting&amp;diff=203750"/>
		<updated>2024-10-29T11:43:26Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* Automated crafting */ Added cryogenic plant and SA icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The process of &#039;crafting&#039; is to produce an end product off of input products using a recipe. The [[player]] or a variety of buildings like [[Assembling machine]]s can craft materials. Smelting is a particular kind of crafting that can only be done by [[furnace]]s. Since smelting cannot be done by the player, it is impossible to craft some items directly from raw resources.&lt;br /&gt;
&lt;br /&gt;
In the beginning of the game, it is easy to make everything manually, but as the game advances, manual crafting is less and less efficient of a way to create. Products that require liquids and a few others (such as engine units) cannot be manually crafted. This is to encourage automation. The more advanced or expensive an item is, the more [[time]] it may take to craft.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|lazy-bastard}}&lt;br /&gt;
&lt;br /&gt;
== Manual crafting ==&lt;br /&gt;
[[File:crafting_queue_anim.gif|left]]&lt;br /&gt;
Manual crafting is the most basic form of crafting, it is done directly in the player&#039;s inventory. To manually craft an object, open the player&#039;s inventory with {{keybinding|E}} ({{Keybinding|X}} on [[Nintendo Switch version|Nintendo Switch]]), and select an object to manually craft on the right. Left click for one, right click for five, and shift click to make as many as possible. If the image of the item is grayed out, ensure you have the materials necessary to craft the object. If you lack a resource, it will be shown highlighted in &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; text if you mouse-over the product. Materials that you don&#039;t have but you can craft will be highlighted in &amp;lt;span style=&amp;quot;color:#FF530D&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; text, and will be chain-crafted to reach the product you selected. This is an advantage over automatic crafting using machines, which do not automatically create intermediate ingredients.&lt;br /&gt;
&lt;br /&gt;
While manually crafting, there will be icons in the bottom left of the screen, which shows the current crafting operation. When an item is selected for crafting, the resources will be preemptively taken from the player&#039;s inventory. If that operation is then canceled, the items will be fully returned to the player.&lt;br /&gt;
&lt;br /&gt;
To cancel a manual crafting operation from the queue at the bottom left of the screen, left click (to cancel one operation), right click (to cancel five operations), or shift-left click to cancel all crafts of that item. This is useful if you accidentally queue the wrong product, or too many of a product. All the materials taken to craft the item will be returned to your inventory. Manual crafting can be canceled at any time, but already-crafted intermediate products will not be uncrafted.&lt;br /&gt;
&lt;br /&gt;
There are many kinds of materials which cannot be manually crafted and must be crafted by a machine:&lt;br /&gt;
&lt;br /&gt;
* Ores can only be smelted in a [[furnace]].&lt;br /&gt;
* Any recipe that involves liquids must be processed in a machine.&lt;br /&gt;
* [[Engine unit]]s must be crafted in an [[assembling machine]].&lt;br /&gt;
&lt;br /&gt;
If the result of any of these recipes is used as the input to something which can be manually crafted, the player must have that intermediate product in their inventory to craft the item.&lt;br /&gt;
&lt;br /&gt;
== Automated crafting ==&lt;br /&gt;
&lt;br /&gt;
Automated crafting is done outside of the player&#039;s inventory, allowing for multiple products to be produced at once, in synchronous harmony. This is where most crafting should take place.&lt;br /&gt;
&lt;br /&gt;
Key structures in automated crafting are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2| Resource Extraction&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}}&amp;lt;br /&amp;gt;{{Imagelink|Electric mining drill}}&amp;lt;br /&amp;gt;{{Imagelink|Big mining drill|space-age=yes}} || [[Mining|Mine]]s resources.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Offshore pump}} || Extracts [[water]] from lakes.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || Extracts [[crude oil]] from oil fields.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Steel furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Electric furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Foundry|space-age=yes}} || Process raw minerals to their base metal, by smelting.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Production&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 1}} || Cannot handle fluid ingredients.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 2}}&amp;lt;br /&amp;gt;{{imagelink|Assembling machine 3}}&amp;lt;br /&amp;gt;{{Imagelink|Electromagnetic plant|space-age=yes}} || Can handle recipes requiring fluid ingredients.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}}&amp;lt;br /&amp;gt;{{Imagelink|Chemical plant}}&amp;lt;br /&amp;gt;{{Imagelink|Cryogenic plant|space-age=yes}} || Processes [[crude oil]] and other fluids.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Centrifuge}} || Process [[uranium ore]] into more useful intermediate products.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
As an introduction to crafting, let&#039;s craft some simple iron plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task&#039;&#039;&#039;: create [[Iron plate]]s.&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
# Place a [[Burner mining drill]] onto an [[Iron ore]] resource field. This is a silvery patch that is fairly common.&lt;br /&gt;
# Place a [[Furnace]] directly in front of the output (press {{keybinding|Alt}} to show output arrow), so that the miner outputs the ore into the furnace, which can receive on any side.&lt;br /&gt;
# Fill both the miner and the furnace with [[Fuel]], such as coal or logs.&lt;br /&gt;
# Wait. After a few seconds, the first piece of [[Iron plate]] is smelted and available for collection. Either collect it manually, or pull it out with an [[Inserters|inserter]].&lt;br /&gt;
&lt;br /&gt;
This entire process is commonly referred to as &#039;smelting&#039;. [[Copper ore]] must also be smelted.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
Crafting of items can be automated. To automatically craft items, place a [[Assembling machine]], and select the recipe. Note that if the recipe is complicated enough, higher tiers of assembling machines may be necessary. Then, place all requested ingredients into the input slots, and the assembling machine should craft the item. Note that unlike manual crafting, each step of the craft requires another assembly machine. For example, crafting a [[lamp]] requires a machine to make [[copper cable]], a machine to make [[iron stick]]s, a machine to make [[electronic circuit]]s, etc. &#039;&#039;Assembly machines cannot automatically chain-craft like the player.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep up continuous production ingredients must be provided via [[belt transport system|belts]] and [[Inserters]]. The manufactured items can also be extracted by [[Inserters]] and are then available for further usage elsewhere in the factory.&lt;br /&gt;
&lt;br /&gt;
== Recipe difficulties ==&lt;br /&gt;
&lt;br /&gt;
When [[map generator|generating a world]], the player can choose between normal and expensive recipes (expensive mode). The expensive recipes represent another challenge beyond the &amp;quot;vanilla&amp;quot; game with normal recipes (normal mode) because they change some common ratios and have higher resource requirements.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Crafting now pauses when the results cannot fit into the player&#039;s inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.4|&lt;br /&gt;
* Surplus items are used for crafting further items, instead of being dropped into the inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Crafting counts are recorded per force.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.15|&lt;br /&gt;
* Order of inputs/outputs for fluid in machines is now constant.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Inventory now sorts properly when god mode crafting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Event &amp;quot;on_player_crafted_item&amp;quot; is now called for every single finished item.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* Crafting GUI now supports scrolling.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Recipes can now be hidden, so they don&#039;t appear in the player crafting screen.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Crafting GUI now resizes dynamically to fit the largest size.&lt;br /&gt;
* Only play crafting sound when final product is finished.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Updated/added sounds for crafting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Unified crafting time, crafting time is now 1:1 with manual crafting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Recipes categorized better.&lt;br /&gt;
* Recipes can now cost nothing but time.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Wider item selection screen.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.10|&lt;br /&gt;
* Tool tip in technology preview now shows total raw.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.9|&lt;br /&gt;
* Recipes are categorized.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Intermediate items in the crafting queue now show in a different color.&lt;br /&gt;
* Canceling crafting now cascades to all ingredients.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Assembling machine]]&lt;br /&gt;
* [[Furnace]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module&amp;diff=203749</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module&amp;diff=203749"/>
		<updated>2024-10-29T11:33:57Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* Quality module{{SA}} */ Added SA template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:modules_preview.png|right]]&#039;&#039;&#039;Modules&#039;&#039;&#039; are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate [[research]], and are produced slowly, but can eventually greatly improve the efficiency of a factory.&lt;br /&gt;
&lt;br /&gt;
Quick usage summary:&lt;br /&gt;
*For more products per second a speed module should be used.&lt;br /&gt;
*For more products per input resource a productivity module should be used.&lt;br /&gt;
*For more products per watt of energy an efficiency module should be used (except in rare cases when productivity modules are also used - then a speed module might be better).&lt;br /&gt;
&lt;br /&gt;
Note that changing a machine&#039;s energy consumption directly affects how much pollution the machine generates. This is the case because the pollution production rate is directly linked to the machine&#039;s energy consumption, so this applies even when power is produced in a pollution-free way.&lt;br /&gt;
&lt;br /&gt;
== Types of modules ==&lt;br /&gt;
&lt;br /&gt;
There are three types of modules in &#039;&#039;Factorio&#039;&#039;, each with 3 tiers of effect. Higher tiers have stronger effects but are more expensive. Note that the machine&#039;s properties (speed, energy consumption and pollution) cannot be reduced below 20% of the original value.&lt;br /&gt;
&lt;br /&gt;
=== Speed module ===&lt;br /&gt;
Speed modules increase the speed and energy consumption of a machine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Speed bonus !! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Speed module}} || +20% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Speed module 2}} || +30% || +60%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Speed module 3}} || +50% || +70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Increases speed of machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; If used with productivity modules, it can increase the efficiency of the machine in terms of items produced per joule (or items produced per pollution generated). &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Increases energy use per cycle (exceptions exist). &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Increased energy usage means increased pollution generation (pollution depends on power usage). &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Productivity module ===&lt;br /&gt;
&lt;br /&gt;
Productivity modules add a purple &amp;quot;productivity bar&amp;quot; when placed inside item-producing buildings and [[lab]]s. If the productivity bar is already present through completed research, the modules will simply speed up the bar. Each time the machine finishes crafting the recipe it is set to, an amount is added to the bar equal to the percentages of the productivity modules inside the machine. When the bar reaches 100%, an extra set of products is immediately generated without consuming any resources.&lt;br /&gt;
&lt;br /&gt;
Productivity modules can only be used in machines that are set to make [[:Category:Intermediate_products|intermediate products]]. These are all the ores mined by electric drills, the stone brick (and anything else smelted in a furnace) and some of the items listed in the intermediate products tab. Exceptions to the items listed in this tab are the recipes that fill/empty a barrel. Productivity modules cannot be placed in [[beacon]]s either.  When a recipe uses the same item as an input and output (e.g. [[coal liquefaction]] and the [[kovarex enrichment process]]) the productivity bonus only applies to the net product [https://www.factorio.com/blog/post/fff-256].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Productivity&amp;lt;br \&amp;gt; bonus !! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption !! Speed !! [[Pollution]]&amp;lt;br/&amp;gt; multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Productivity module}} || +4% || +40% || -5% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Productivity module 2}} || +6% || +60% || -10% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Productivity module 3}} || +10% || +80% || -15% || +10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Creates an additional free item occasionally. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Increases pollution generated. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Slows the machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Efficiency module ===&lt;br /&gt;
Efficiency modules reduce the required electricity to run the machine. The lowest amount of energy that efficiency modules can be used to achieve is 20% of the machine&#039;s base energy usage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module!! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Efficiency module}} || -30%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Efficiency module 2}} || -40%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Efficiency module 3}} || -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Reduces energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Decreased energy usage means decreased pollution generation (pollution depends on power usage). &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Cannot lower energy usage below 20%. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; If used with productivity modules, sometimes the efficiency gain is lower than what a speed module could achieve. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quality module ===&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Quality modules increase the chance of items being produced in higher qualities, which in turn grant bonuses which makes items and buildings work more efficiently. Higher quality items have a lesser chance of being created. Note that quality modules themselves can be made with higher qualities, which further increases the chance of higher quality products being made.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Quality&amp;lt;br \&amp;gt; bonus !! Speed&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Quality module}} || +1% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Quality module 2}} || +2% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Quality module 3}} || +2.5% || -5%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Can provide higher quality items. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Quality modules themselves can have higher quality. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Modules with higher qualities have larger bonuses, further increasing the chance of better items being made. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Slightly decreases speed of buildings. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Not all higher quality items have bonuses. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
&lt;br /&gt;
As a rule, modules do not have diminishing returns (except that consumption is capped to -80%), that is if an assembler is making 2 items per second, adding 1 speed 3 module (+50% speed) will increase item production by 1/s, a second speed3 module will increase production by the same 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency 1 module will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting 2 speed 1 modules in one machine and 2 efficiency 1 modules in a second machine, than putting 1 of each in both machines - in both cases the total items produced per second and average energy required per item is identical.&lt;br /&gt;
&lt;br /&gt;
There is however synergy between productivity modules and speed modules, productivity modules reduce crafting speed which lowers the production rate of items and increases the energy consumed per item, the speed bonus from speed modules increases production rate of items and lowers the energy consumed per item - in fact when dealing with productivity modules, the reduction in energy consumption from the increased speed from speed modules can be greater than the increased energy consumption. For detailed calculations on the synergy between productivity modules and speed modules refer to [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 this discussion] as well as [https://forums.factorio.com/viewtopic.php?f=16&amp;amp;t=59989 this warning].&lt;br /&gt;
&lt;br /&gt;
Filling the device with &#039;&#039;&#039;speed modules&#039;&#039;&#039; is useful when a resource is infinite but the amount of resource pools is low. The best example would be &#039;&#039;&#039;oil deposits&#039;&#039;&#039;. Another good place to use speed modules would be for assembly machines which make products that take a long time to make, for example engine units. Using speed modules allows more compact setups, because one machine can provide materials to more consumers than normal. If used together with productivity modules, they can also increase efficiency (in terms of items produced per watt or per pollution generated) of a machine.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;productivity modules&#039;&#039;&#039; is recommended when resources are scarce. An example would be more advanced products not being produced enough due to bottlenecks. It will take longer and more energy, but the overall amount of products per time will be higher. Productivity is especially useful in recipes that consume a lot of resources per second such as [[electronic circuit]]s, as this will result in a lot of free items being created and quickly cover the cost of the module. Also by saving the need to mine ore, smelt plates and process intermediates for those free items the additional energy cost can be easily covered.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;efficiency modules&#039;&#039;&#039; is recommended for electric furnaces as these use a lot of power. Note that making higher level efficiency modules are not worth it in terms of power saved vs materials used to build a [[solar panel]] setup with same power output so the only incentive is to further reduce pollution or space utilization. Modules are also able to control [[pollution]], as &#039;&#039;&#039;pollution depends also on [[Electric system|energy]] usage&#039;&#039;&#039;. So reducing a machine&#039;s energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa! Also note that if you&#039;re using productivity modules, a speed module can sometimes provide better efficiency gains due to the fact that the machine will now be producing much more items per second. Efficiency modules also generally don&#039;t work well in beacons.&lt;br /&gt;
&lt;br /&gt;
=== Examples of usage ===&lt;br /&gt;
[[Electric furnace]]s are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (−30%) – almost a [[solar panel]] worth of power. [[Electric mining drill]]s normally create 10 units of [[pollution]], using 3 basic efficiency modules on them reduces their pollution production by 80% to 2 units per minute.&lt;br /&gt;
&lt;br /&gt;
Using productivity module 3s in the [[rocket silo]] reduces the total resource cost for 1 rocket launch by almost 30%, saving 26k copper ore per rocket launch.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Beacon]]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=16&amp;amp;t=59989 Speed modules are sometimes more efficient than Efficiencies]&lt;br /&gt;
&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tank&amp;diff=203198</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tank&amp;diff=203198"/>
		<updated>2024-10-26T11:53:40Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About|the armored combat vehicle|the liquid storage container|Storage tank}}&lt;br /&gt;
{{:Infobox:Tank}}&lt;br /&gt;
[[File:colored_tanks.png|thumb|right|250px|Tanks, like cars, match the color of the player driving them.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;tank&#039;&#039;&#039; is a heavy armored fighting vehicle. It is a mid-game vehicle with three weapons; an integrated [[submachine gun]], a short range flamethrower and a powerful cannon that uses [[cannon shell]]s. It, along with the [[car]] and [[spidertron]], are the three non-rail vehicles in Factorio. In multiplayer, it is possible for a [[player]] to enter a tank alongside another player. The passenger can take control of the weapons of the tank using a switch in the GUI of the tank, but cannot steer the tank. &lt;br /&gt;
&lt;br /&gt;
Since engine units can only be built in assembling machines, tanks (like [[car]]s) cannot be built from scratch by hand from their raw materials. If the tank is destroyed, its inventory is destroyed with it, though the player gets ejected and not killed. Tanks will change color based on the color of the player who drove it last.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
The tank is a strong fighting vehicle due to its large health pool and the very high damage of its main weapon, the cannon. Additionally, due to the ability to employ drones from within the vehicle, it can be used as a form of drone or capsule transport vehicle, with the player simply using capsules to fight their battles. The tank particularly shines in battle against [[Enemies|Worms]], as their high damage projectiles are much less of a problem for an entity with a high health pool.&lt;br /&gt;
&lt;br /&gt;
The tank lags behind in speed, however, compared to the player and the car. As a result, it may not perform as well in combat against melee enemies or enemies with shorter range than the player, as it has more difficulty dodging enemies. This may result in the tank being destroyed quickly, leaving the player in a tight spot.&lt;br /&gt;
&lt;br /&gt;
It is possible to use throwable items such as grenades, poisons, and follower robots while riding in the tank. This makes it possible to perform drive-by attacks on large bases with a reasonable area of effect. Since grenades and tank are available fairly early in the game this enables an effective means of early game expansion before the better known turret creep strategy becomes viable.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
The tank is very robust, and unlike the car can move through and destroy [[tree]]s without taking damage. Even when not moving, simply driving into an entity is enough to damage it. This can also be employed as a weapon against [[enemies]], although certain enemies and structures (nests in particular) will deal high damage to the tank in the process, requiring repair after skirmishes.&lt;br /&gt;
&lt;br /&gt;
The tank is slower than the car and can be rotated in place while standing still, unlike the car.&lt;br /&gt;
&lt;br /&gt;
The speed and, in particular, responsiveness of the tank can be improved somewhat by burning better [[fuel]]: The tank, like all other vehicles, gains top speed and acceleration bonuses when running on solid fuel, rocket fuel and nuclear fuel, as opposed to wood or coal. The bonuses are +5% / +15% / +15% top speed and +20% / +80% / +150% acceleration for solid fuel, rocket fuel and nuclear fuel, respectively; wood and coal both yield the base level of top speed and acceleration.&lt;br /&gt;
&lt;br /&gt;
== Speeds ==&lt;br /&gt;
&lt;br /&gt;
===Tank top speed (km/h)===&lt;br /&gt;
&lt;br /&gt;
Top speed with various fuels on different tiles&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!			!! [[Wood]] !! [[Coal]] !! [[Solid fuel]] !! [[Rocket fuel]] !! [[Nuclear fuel]]&lt;br /&gt;
|-&lt;br /&gt;
|Sand			|| 50.1 || 50.1 || 54.8 || 67.1 || 79.1&lt;br /&gt;
|-&lt;br /&gt;
|Grass 			|| 50.9 || 50.9 || 55.8 || 68.3 || 80.5&lt;br /&gt;
|-&lt;br /&gt;
|Red desert		|| 50.9 || 50.9 || 55.8 || 68.3 || 80.5&lt;br /&gt;
|-&lt;br /&gt;
|Dirt			|| 51.4 || 51.4 || 56.8 || 69.6 || 82.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Stone brick|Stone path]]|| 53.4 || 53.4 || 58.5 || 71.6 || 84.4&lt;br /&gt;
|-&lt;br /&gt;
|Shallow water		|| 53.9 || 53.9 || 59.1 || 72.3 || 85.3&lt;br /&gt;
|-&lt;br /&gt;
|[[Concrete]]*		|| 55.0 || 55.0 || 60.3 || 73.8 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Refined concrete]]*	|| 55.0 || 55.0 || 60.3 || 73.8 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;* The same stats apply to the [[Hazard concrete|hazard]] [[Refined hazard concrete|version]] of these surfaces.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speed in reverse ===&lt;br /&gt;
&lt;br /&gt;
The top speed of the car in reverse is ~70.6% of the forward top speed.&lt;br /&gt;
&lt;br /&gt;
==Capsules and Bots integration==&lt;br /&gt;
&lt;br /&gt;
[[Capsules]] can be used while inside the tank, including combat robots. [[Construction robot]]s, including those from a [[personal roboport]] within range of the tank, will repair damage if [[repair pack]]s are available. Also, [[logistic robot]]s can still refill the player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added a equipment grid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.18.0|&lt;br /&gt;
* Updated sound effects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Decreased tank machine gun damage to match the player held submachine gun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* In multiplayer players can now ride as passengers in cars/tanks.&lt;br /&gt;
* Tanks no longer take minuscule amounts of damage from hitting trees.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added tank flamethrower.&lt;br /&gt;
* Buffed tank:&lt;br /&gt;
** Increased health from 1,000 to 2,000.&lt;br /&gt;
** Added a +100% damage bonus and a +5 tiles range increase to the tank machine gun.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in tanks.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.18|&lt;br /&gt;
* Increased tank machine gun range to 20 tiles.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New icon for tank.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over in a tank in peaceful mode will now anger them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.21|&lt;br /&gt;
* When attacking a player in a tank, the tank will be attacked instead of the player directly.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Tanks can now turn in place.&lt;br /&gt;
* Tank inventory can now be filtered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds&lt;br /&gt;
* Added muzzle flash for tanks&lt;br /&gt;
* Tank ammo inventory is refilled from the trunk and player inventory when exhausted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Added a small scorch mark when heavy weaponry like the tank cannon fires.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==Development data==&lt;br /&gt;
Weekly blogs concerning the Tank:&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-56&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-51&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-48&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-44&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Car]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Resistances]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Tank&amp;diff=203197</id>
		<title>Infobox:Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Tank&amp;diff=203197"/>
		<updated>2024-10-26T11:50:41Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox&lt;br /&gt;
|mining-time = 0.5&lt;br /&gt;
|prototype-type = car&lt;br /&gt;
|internal-name = tank&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|image = tank entity&lt;br /&gt;
|health        =2000&lt;br /&gt;
|storage-size = 80&lt;br /&gt;
|map-icon = [[File:car_map_icon.png]]&lt;br /&gt;
|grid-size = 6×8&lt;br /&gt;
|stack-size=1&lt;br /&gt;
|resistance = {{Translation|Acid}}: 0/70%&amp;lt;br&amp;gt;{{Translation|Explosion}}: 15/70%&amp;lt;br&amp;gt;{{Translation|Fire}}: 15/60%&amp;lt;br&amp;gt;{{Translation|Impact}}: 50/80%&amp;lt;br&amp;gt;{{Translation|Physical}}: 15/60%&lt;br /&gt;
|range         ={{Translation|Tank cannon}}: 30&amp;lt;br&amp;gt;{{Translation|Vehicle machine gun}}: 20&amp;lt;br&amp;gt;{{Translation|Vehicle flamethrower}}: 9&lt;br /&gt;
|shooting-speed ={{Translation|Tank cannon}}: 0.67{{Translation|/s}}&amp;lt;br&amp;gt;{{Translation|Vehicle machine gun}}: 15{{Translation|/s}}&amp;lt;br&amp;gt;{{Translation|Vehicle flamethrower}}: 67.5{{Translation|/s}}&lt;br /&gt;
|valid-fuel = Wood + Coal + Solid fuel + Rocket fuel + Nuclear fuel&lt;br /&gt;
|ammunition    =explosive cannon shell + cannon shell + uranium cannon shell + explosive uranium cannon shell + firearm magazine + piercing rounds magazine + uranium rounds magazine + flamethrower ammo&lt;br /&gt;
|recipe = Time, 5 + Advanced circuit, 10 + Engine unit, 32 + Iron gear wheel, 15 + Steel plate, 50&lt;br /&gt;
|total-raw = Time, 107.5 + Copper plate, 50 + Engine unit, 32 + Iron plate, 50 + Plastic bar, 20 + Steel plate, 50&lt;br /&gt;
|energy = 600 {{Translation|kW}} burner&lt;br /&gt;
|weight = 20000&lt;br /&gt;
|required-technologies = Tank&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pump&amp;diff=202050</id>
		<title>Pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pump&amp;diff=202050"/>
		<updated>2024-10-23T11:09:46Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* Throughput */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Pump}}&lt;br /&gt;
{{About|the pump, formerly known as the small pump|the water extraction device|offshore pump|the oil extraction device|pumpjack}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
A &#039;&#039;&#039;Pump&#039;&#039;&#039; is a multipurpose fluid handling device which can be used to move fluids, perform flow control, prevent back-flow and load/unload trains. The pump can be seen as the [[inserter]] for fluids.&lt;br /&gt;
&lt;br /&gt;
When connected to pipes on both ends of the pump and powered, the pump will transfer fluid from the source side to the output side if it will fit. This will occur even if the input side has significantly lower fluid levels.&lt;br /&gt;
&lt;br /&gt;
Furthermore, unlike normal pipes, pumps can connect to pipes only on the front and back of the pump instead of connecting to pipes from all sides. This can be useful for having tightly packed lines of pipes being parallel to each other, without the risk of fluids mixing, acting as a &amp;quot;diode&amp;quot; pipe.&lt;br /&gt;
&lt;br /&gt;
[[File:packed_pump_entities.png|thumb|290px|none|Parallel pumps preventing side connections.]]&lt;br /&gt;
&lt;br /&gt;
== Throughput ==&lt;br /&gt;
&lt;br /&gt;
Pumps can move 20 units of fluid per tick, or 1200 per second. This is further limited by the input fluid container: the pump can never move more fluid than is available and it is therefore generally beneficial to have a pressurized [[storage tank]] directly at its input. More information on pump and pipe throughput can be found on [[Fluid_system#Pipelines|fluid system]].&lt;br /&gt;
&lt;br /&gt;
== Loading/unloading fluid wagons ==&lt;br /&gt;
&lt;br /&gt;
Pumps can load and unload [[fluid wagon|fluid wagons]] at [[Train stop|train stops]]. When a pump is placed with one end facing a rail track and the other end connected to a pipe, it will visually change. When a fluid wagon is stopped adjacent, the pump head will connect to the top of the nearest tank and begin transferring fluids. It will not connect if a circuit condition is preventing it, or it is unpowered.&lt;br /&gt;
&lt;br /&gt;
== Use as a valve ==&lt;br /&gt;
&lt;br /&gt;
The pump works as a controllable valve:&lt;br /&gt;
* When powered, the pump will let fluids through, but only in its set direction.&lt;br /&gt;
* If unpowered, the pump doesn&#039;t let anything through.&lt;br /&gt;
* If the pump is powered but has a circuit condition, it will only let fluids through when the condition is met.&lt;br /&gt;
*: This can be used to control some parts of a player&#039;s factory. For example, with a single wire from a [[lubricant]] tank to a pump pumping [[heavy oil]], you can disable cracking heavy oil → [[light oil]] when lubricant is needed.&lt;br /&gt;
&lt;br /&gt;
== Animations and visuals ==&lt;br /&gt;
&lt;br /&gt;
[[File:pipe network animation.gif]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Lowered Fluid pumping speed from 12000 to 1200.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Graphics changed, now has a nice animation&lt;br /&gt;
* Size changed to 2×1 tiles&lt;br /&gt;
* Recipe changed, now requires [[engine unit]]s rather than [[electric engine unit]]s.&lt;br /&gt;
* Throughput massively increased.&lt;br /&gt;
* Renamed from &#039;&#039;&#039;Small Pump&#039;&#039;&#039; to &#039;&#039;&#039;Pump&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Copy pasting settings now works for small pumps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now connectible to the [[circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Changed collision box logic}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Cannon_shell&amp;diff=201951</id>
		<title>Talk:Cannon shell</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Cannon_shell&amp;diff=201951"/>
		<updated>2024-10-22T21:52:20Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: patch notes and in game do not match up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== 2.0.7 Patch notes mistake? =====&lt;br /&gt;
The patchnotes says &amp;quot;Increased damage and range of non-explosive cannon shells.&amp;quot; but in game I can only see that the damage, piercing power and stack size have changed. The range is the same. Same thing with the uranium cannon shell.&lt;br /&gt;
&lt;br /&gt;
Is there a misstake in the patchnotes/in game or is there something I missed?&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Cannon_shell&amp;diff=201934</id>
		<title>Infobox:Cannon shell</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Cannon_shell&amp;diff=201934"/>
		<updated>2024-10-22T18:56:54Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: 2.0.7 changes, damage and piercing power&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|used-as-ammo-by = Tank&lt;br /&gt;
|prototype-type = ammo&lt;br /&gt;
|internal-name = cannon-shell&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|category = Combat&lt;br /&gt;
|image = cannon shell explosion.png&lt;br /&gt;
|range        =30&lt;br /&gt;
|damage       =1000 {{Translation|physical}}&amp;lt;br&amp;gt; 100 {{Translation|explosion}}&lt;br /&gt;
|damage-bonus  ={{Translation|Piercing Power}}: 1000&lt;br /&gt;
|recipe = Time, 8 + Explosives, 1 + Plastic bar, 2 + Steel plate, 2&lt;br /&gt;
|required-technologies = Tank&lt;br /&gt;
|boosting-technologies    = Physical projectile damage + Weapon shooting speed&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|consumers = Uranium cannon shell&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cannon_shell&amp;diff=201933</id>
		<title>Cannon shell</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cannon_shell&amp;diff=201933"/>
		<updated>2024-10-22T18:55:43Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* History */ 2.0.7 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Cannon shell}}&lt;br /&gt;
The &#039;&#039;&#039;cannon shells&#039;&#039;&#039; are the basic ammunition for the [[tank]] along with [[explosive cannon shell]]s. Once enough research is conducted, [[uranium cannon shell|uranium]] shells are made available, which are equal or superior in all regards. Since regular shells are still specifically required to manufacture uranium variants, any previously manufactured stockpile can be &amp;quot;upgraded&amp;quot; without waste.&lt;br /&gt;
&lt;br /&gt;
While cannon shells still deal an amount of explosive damage, it is only dealt on the directly hit target and it is also a much lower amount than what explosive shells deal; its primary damage outlet is physical and therefore better suited against [[Enemies#Worms|worms]], [[Enemies#Spawners|nests]] and large [[Enemies#Spitters|spitters]] for their lesser resistances against it. It also features much greater [[Damage#Piercing_Power|piercing power]] that is reliable for up to medium-sized enemies.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Increased physical damage from 200 to 1000.&lt;br /&gt;
* Increased piercing power from 300 to 1000. &lt;br /&gt;
* Reduced stack size from 200 to 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Explosive cannon shell]]&lt;br /&gt;
* [[Uranium cannon shell]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Rocket_control_unit&amp;diff=201757</id>
		<title>Archive:Rocket control unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Rocket_control_unit&amp;diff=201757"/>
		<updated>2024-10-21T17:41:11Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive}}{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket control unit}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;rocket control unit&#039;&#039;&#039; is used in the production of orbital rockets.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Removed from the game, recipes that previously required rocket control unit now instead require processing unit}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
=== Rocket components ===&lt;br /&gt;
* [[Low density structure]]&lt;br /&gt;
* [[Rocket fuel]]&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Rocket_control_unit&amp;diff=201756</id>
		<title>Archive:Rocket control unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Rocket_control_unit&amp;diff=201756"/>
		<updated>2024-10-21T17:41:01Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* History */ 2.0.7 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive}}{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket control unit}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;rocket control unit&#039;&#039;&#039; is used in the production of orbital rockets.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.07|&lt;br /&gt;
* Removed from the game, recipes that previously required rocket control unit now instead require processing unit}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
=== Rocket components ===&lt;br /&gt;
* [[Low density structure]]&lt;br /&gt;
* [[Rocket fuel]]&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Shotgun_shells&amp;diff=201750</id>
		<title>Infobox:Shotgun shells</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Shotgun_shells&amp;diff=201750"/>
		<updated>2024-10-21T17:07:57Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: 2.0.7 changes, pellet damage increased from 5 to 8&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|used-as-ammo-by = Shotgun + Combat shotgun&lt;br /&gt;
|prototype-type = ammo&lt;br /&gt;
|internal-name = shotgun-shell&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|category = Combat&lt;br /&gt;
|image = player_shotgun&lt;br /&gt;
|range        =15&lt;br /&gt;
|damage       =12×8 ({{Translation|physical}})&lt;br /&gt;
|magazine-size =10&lt;br /&gt;
|recipe = Time, 3 + Copper plate, 2 + Iron plate, 2&lt;br /&gt;
|required-technologies = Military&lt;br /&gt;
|boosting-technologies = Physical projectile damage + Weapon shooting speed&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|consumers = Piercing shotgun shells&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Shotgun_shells&amp;diff=201749</id>
		<title>Shotgun shells</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Shotgun_shells&amp;diff=201749"/>
		<updated>2024-10-21T17:06:41Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* History */ 2.0.7 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Shotgun shells}}&lt;br /&gt;
Basic shells for all shotguns, and can be used to craft the more powerful [[piercing shotgun shells]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Increased damage of shotgun pellets from 5 to 8. &lt;br /&gt;
* Shotgun projectiles spawn closer to the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Piercing shotgun shells]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Explosive_rocket&amp;diff=201748</id>
		<title>Explosive rocket</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Explosive_rocket&amp;diff=201748"/>
		<updated>2024-10-21T17:02:53Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* History */ acceleration speed doubled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Explosive rocket}}&lt;br /&gt;
Explosive rockets are ammunition for the [[rocket launcher]] and the [[spidertron]]. They have high range and damage which makes them perfect for attacking [[Enemies#Nests|enemy buildings]]. While the total base damage is only 150 vs the 200 from a standard [[rocket]], 100 of it is splash, which can be highly effective against groups of enemies. This is approximately triple that of a [[grenade]]. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Explosive rocket projectile accelerate twice as fast.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Added small scorch mark from impact of heavy weapons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.6|&lt;br /&gt;
* Updated the explosive rocket icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Increased the range of the rocket from 20 to 22.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Increased the damage radius of the explosive rocket from 4 to 6.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Damage increases: Rocket 40 to 60, Explosive rocket 20 to 40}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Atomic bomb]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket&amp;diff=201747</id>
		<title>Rocket</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket&amp;diff=201747"/>
		<updated>2024-10-21T17:00:57Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* History */ acceleration speed doubled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}{{:Infobox:Rocket}}&lt;br /&gt;
{{About|the explosive ammo for the rocket launcher|the large end-game rocket silo|Rocket silo}}&lt;br /&gt;
Rockets are the common ammunition for the [[rocket launcher]] and the [[spidertron]]. They have high range and damage which makes them perfect for attacking [[Enemies#Nests|enemy buildings]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Recipe changed, no longer requires an electronic circuit.&lt;br /&gt;
* Rocket projectile accelerate twice as fast.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Greatly increased the damage and fire rate of Rockets and Cannon Shells.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Added small scorch mark from impact of heavy weapons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Increased the range of the rocket from 20 to 22.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Damage increase: Rocket 40 to 60}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Explosive rocket]]&lt;br /&gt;
* [[Atomic bomb]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket&amp;diff=201746</id>
		<title>Rocket</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket&amp;diff=201746"/>
		<updated>2024-10-21T16:56:43Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* History */ added recipe change to history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}{{:Infobox:Rocket}}&lt;br /&gt;
{{About|the explosive ammo for the rocket launcher|the large end-game rocket silo|Rocket silo}}&lt;br /&gt;
Rockets are the common ammunition for the [[rocket launcher]] and the [[spidertron]]. They have high range and damage which makes them perfect for attacking [[Enemies#Nests|enemy buildings]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Recipe changed, no longer requires an electronic circuit.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Greatly increased the damage and fire rate of Rockets and Cannon Shells.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Added small scorch mark from impact of heavy weapons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Increased the range of the rocket from 20 to 22.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Damage increase: Rocket 40 to 60}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Explosive rocket]]&lt;br /&gt;
* [[Atomic bomb]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Medium_electric_pole&amp;diff=201728</id>
		<title>Medium electric pole</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Medium_electric_pole&amp;diff=201728"/>
		<updated>2024-10-21T14:29:36Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* History */ 2.0.7 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Medium electric pole}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;medium electric pole&#039;&#039;&#039; is an improved [[Electric system#Distribution|electric pole]] that is superior to the [[small electric pole]] in all regards, requiring slightly more expensive resources to produce. Although it lacks benefits of more advanced, specialized variants, it is a consummate all-rounder with decent reach, supply area and size. It can also carry signals for the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Recipe now uses copper cables instead of copper plates.&lt;br /&gt;
* Electric poles are no longer limited to 5 copper connections to other electric poles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Electric poles can be opened from the zoomed-to-world view.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Visualizations of Area of effect when hovering on pole.&lt;br /&gt;
* Further optimization on building while holding mouse down.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Poles now auto-connect to all poles in reach with no common neighbor.&lt;br /&gt;
* Building electric poles with shift pressed builds it without any connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.3|&lt;br /&gt;
* Max wire distance between poles is limited to the smallest pole&#039;s when manually connecting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Shows what is connected to the electric pole when selected.&lt;br /&gt;
* Added electric network statistics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Small electric pole]]&lt;br /&gt;
* [[Big electric pole]]&lt;br /&gt;
* [[Substation]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Substation&amp;diff=201727</id>
		<title>Substation</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Substation&amp;diff=201727"/>
		<updated>2024-10-21T14:26:58Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* History */ added 2.0.7 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Substation}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;substation&#039;&#039;&#039; is an advanced [[Electric system#Distribution|electric pole]]. It offers a vast supply area with a wire reach long enough to accommodate efficient coverage of an area with very few dead spots, if handled properly. However, this comes at a cost of larger dimensions of the substations, which may make them difficult to place, and their production involves relatively advanced components. It can also carry signals for the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Recipe now uses copper cables instead of copper plates.&lt;br /&gt;
* Electric poles are no longer limited to 5 copper connections to other electric poles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Electric poles can be opened from the zoomed-to-world view.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the substation supply area (16×16 to 18×18) and wire reach (16 to 18).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Small electric pole]]&lt;br /&gt;
* [[Medium electric pole]]&lt;br /&gt;
* [[Big electric pole]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Big_electric_pole&amp;diff=201726</id>
		<title>Infobox:Big electric pole</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Big_electric_pole&amp;diff=201726"/>
		<updated>2024-10-21T14:24:45Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: wire reach changed from 30 to 32&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/100%&lt;br /&gt;
|total-raw = Time, 3.5 + Copper plate, 2 + Iron plate, 4 + Steel plate, 5&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|map-color = 006090&lt;br /&gt;
|prototype-type = electric-pole&lt;br /&gt;
|internal-name = big-electric-pole&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|image = big_electric_pole_entity&lt;br /&gt;
|health = 150&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|dimensions = 2×2&lt;br /&gt;
|wire-reach = 32&lt;br /&gt;
|supply-area = 4×4&lt;br /&gt;
|recipe = Time, 0.5 + Copper cable, 4 + Iron stick, 8 + Steel plate, 5&lt;br /&gt;
|required-technologies = Electric energy distribution 1&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Big_electric_pole&amp;diff=201725</id>
		<title>Big electric pole</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Big_electric_pole&amp;diff=201725"/>
		<updated>2024-10-21T14:23:53Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: Added 2.0.7 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Big electric pole}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;big electric pole&#039;&#039;&#039; is an improved [[Electric system#Distribution|electric pole]]. It is a more specialized variant compared to the [[medium electric pole]], offering the longest wire reach of all of the electric poles, with the trade-off of a very short supply area. Because of this, big electric poles are ideal for long-distance power lines, as they require the smallest number of entities to be placed to span a given distance, but generally unsuitable for providing local coverage to groups of structures. It can also carry signals for the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Maximum wire reach increased from 30 to 32.&lt;br /&gt;
* Recipe now uses copper cables instead of copper plates.&lt;br /&gt;
* Electric poles are no longer limited to 5 copper connections to other electric poles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Medium and Big power pole recipes now use iron sticks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Electric poles can be opened from the zoomed-to-world view.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Visualizations of Area of effect when hovering on pole.&lt;br /&gt;
* Further optimization on building while holding mouse down.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Poles now auto-connect to all poles in reach with no common neighbor.&lt;br /&gt;
* Building electric poles with shift pressed builds it without any connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.3|&lt;br /&gt;
* Max wire distance between poles is limited to the smallest pole&#039;s when manually connecting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Shows what is connected to the electric pole when selected.&lt;br /&gt;
* Added electric network statistics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Small electric pole]]&lt;br /&gt;
* [[Medium electric pole]]&lt;br /&gt;
* [[Substation]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=201716</id>
		<title>Vulcanus</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=201716"/>
		<updated>2024-10-21T11:55:24Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* Exclusive recipes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is home to [[Demolisher|demolishers]]{{SA}}, a large boss‐like [[Enemies|enemy]] that defends its territory. There&#039;s no [[pollution]] on Vulcanus. &lt;br /&gt;
&lt;br /&gt;
=== Exclusive recipes === &lt;br /&gt;
The following items can only be crafted on Vulcanus:&lt;br /&gt;
* [[Metallurgic science pack]]{{SA}}&lt;br /&gt;
* [[Foundry]]{{SA}}&lt;br /&gt;
* [[Big mining drill]]{{SA}}&lt;br /&gt;
* [[Turbo transport belt]]{{SA}}&lt;br /&gt;
* [[Turbo underground belt]]{{SA}}&lt;br /&gt;
* [[Turbo splitter]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Vulcanus has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten]]{{SA}}, which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] geysers and [[calcite]]{{SA}}. &amp;lt;!-- comment: Eventually link to &amp;quot;sulfuric acid gyeser&amp;quot; if it gets its own page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]]{{SA}}&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.0|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electromagnetic_plant&amp;diff=200163</id>
		<title>Electromagnetic plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electromagnetic_plant&amp;diff=200163"/>
		<updated>2024-10-12T12:50:12Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: Added SA templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;!--{{:Infobox:Electromagnetic plant}}--&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Upcoming|placeholder-graphics=true}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Electromagnetic plant&#039;&#039;&#039; is a version of [[assembly machine]] from [[fulgora]]{{SA}} that specializes in the production of electronics and electromagnets. It has size of 4x4, a production speed of 2, a built-in productivity bonus of +50%, and 5 module slots.&lt;br /&gt;
&lt;br /&gt;
The built-in productivity is really significant here, because unlike [[productivity module]]s, built-in productivity is not restricted to intermediates only.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=256px heights=256px&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.0|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=200154</id>
		<title>Vulcanus</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=200154"/>
		<updated>2024-10-11T19:50:32Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is home to [[Demolisher|demolishers]]{{SA}}, a large boss‐like [[Enemies|enemy]] that defends its territory. There&#039;s no [[pollution]] on Vulcanus. &lt;br /&gt;
&lt;br /&gt;
=== Exclusive recipes === &lt;br /&gt;
The following items can only be crafted on Vulcanus:&lt;br /&gt;
* [[Metallurgic science pack]]{{SA}}&lt;br /&gt;
* [[Foundry]]{{SA}}&lt;br /&gt;
* [[Big mining drill]]{{SA}}&lt;br /&gt;
* &#039;&#039;New tier of belts (more to be added)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Vulcanus has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten]]{{SA}}, which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] geysers and [[calcite]]{{SA}}. &amp;lt;!-- comment: Eventually link to &amp;quot;sulfuric acid gyeser&amp;quot; if it gets its own page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.0|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=200153</id>
		<title>Vulcanus</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=200153"/>
		<updated>2024-10-11T19:45:36Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: Added demolisher info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is home to [[Demolisher|demolishers]], a large boss‐like [[Enemies|enemy]] that defends its territory. There&#039;s no [[pollution]] on Vulcanus. &lt;br /&gt;
&lt;br /&gt;
=== Exclusive recipes === &lt;br /&gt;
The following items can only be crafted on Vulcanus:&lt;br /&gt;
* [[Metallurgic science pack]]&lt;br /&gt;
* [[Foundry]]&lt;br /&gt;
* [[Big mining drill]]&lt;br /&gt;
* &#039;&#039;New tier of belts (more to be added)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Vulcanus has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten]]{{SA}}, which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] geysers and [[calcite]]{{SA}}. &amp;lt;!-- comment: Eventually link to &amp;quot;sulfuric acid gyeser&amp;quot; if it gets its own page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.0|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:GoatWizard&amp;diff=200152</id>
		<title>User:GoatWizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:GoatWizard&amp;diff=200152"/>
		<updated>2024-10-11T19:24:54Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive recipes === &lt;br /&gt;
The following items can only be crafted on Vulcanus:&lt;br /&gt;
* [[Metallurgic science pack]]&lt;br /&gt;
* [[Foundry]]&lt;br /&gt;
* [[Big mining drill]]&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Vulcanus has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten]], which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] vents and [[calcite]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.0|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=200151</id>
		<title>Vulcanus</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=200151"/>
		<updated>2024-10-11T19:23:35Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: added SA template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive recipes === &lt;br /&gt;
The following items can only be crafted on Vulcanus:&lt;br /&gt;
* [[Metallurgic science pack]]&lt;br /&gt;
* [[Foundry]]&lt;br /&gt;
* [[Big mining drill]]&lt;br /&gt;
* &#039;&#039;New tier of belts (more to be added)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Vulcanus has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten]]{{SA}}, which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] geysers and [[calcite]]{{SA}}. &amp;lt;!-- comment: Eventually link to &amp;quot;sulfuric acid gyeser&amp;quot; if it gets its own page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.0|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:GoatWizard&amp;diff=200150</id>
		<title>User:GoatWizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:GoatWizard&amp;diff=200150"/>
		<updated>2024-10-11T19:16:33Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: removed stub tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive recipes === &lt;br /&gt;
The following items can only be crafted on Vulcanus:&lt;br /&gt;
* [[Metallurgic science pack]]&lt;br /&gt;
* [[Foundry]]&lt;br /&gt;
* [[Big mining drill]]&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Vulcanus has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten]], which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] vents and [[calcite]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.0|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=200149</id>
		<title>Vulcanus</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=200149"/>
		<updated>2024-10-11T19:15:18Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: Short description, Biomes section and Exclusive recipes section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive recipes === &lt;br /&gt;
The following items can only be crafted on Vulcanus:&lt;br /&gt;
* [[Metallurgic science pack]]&lt;br /&gt;
* [[Foundry]]&lt;br /&gt;
* [[Big mining drill]]&lt;br /&gt;
* &#039;&#039;New tier of belts (more to be added)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Vulcanus has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten]], which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] geysers and [[calcite]]. &amp;lt;!-- comment: Should it link to &amp;quot;sulfuric acid&amp;quot; or to &amp;quot;sulfuric acid gyeser&amp;quot;?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.0|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:GoatWizard&amp;diff=200146</id>
		<title>User:GoatWizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:GoatWizard&amp;diff=200146"/>
		<updated>2024-10-11T15:17:11Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: /* Biomes */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive recipes === &lt;br /&gt;
The following items can only be crafted on Vulcanus:&lt;br /&gt;
* [[Metallurgic science pack]]&lt;br /&gt;
* [[Foundry]]&lt;br /&gt;
* [[Big mining drill]]&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Vulcanus has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten]], which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] vents and [[calcite]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.0|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:GoatWizard&amp;diff=200145</id>
		<title>User:GoatWizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:GoatWizard&amp;diff=200145"/>
		<updated>2024-10-11T14:57:25Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive recipes === &lt;br /&gt;
The following items can only be crafted on Vulcanus:&lt;br /&gt;
* [[Metallurgic science pack]]&lt;br /&gt;
* [[Foundry]]&lt;br /&gt;
* [[Big mining drill]]&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Vulcanos has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten]], which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] vents and [[calcite]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.0|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:GoatWizard&amp;diff=200144</id>
		<title>User:GoatWizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:GoatWizard&amp;diff=200144"/>
		<updated>2024-10-11T14:32:25Z</updated>

		<summary type="html">&lt;p&gt;GoatWizard: Created page with &amp;quot;{{Languages}} {{Stub}} {{Upcoming}} {{About/Space age}} &amp;#039;&amp;#039;&amp;#039;Vulcanus&amp;#039;&amp;#039;&amp;#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.  === Biomes === Vulcanos has three main biomes, each with different resources. * &amp;#039;&amp;#039;&amp;#039;Lava basins&amp;#039;&amp;#039;&amp;#039;, with tungsten. * &amp;#039;&amp;#039;&amp;#039;Ashlands&amp;#039;&amp;#039;&amp;#039;, with coal patches. * &amp;#039;&amp;#039;&amp;#039;Volcanoes&amp;#039;&amp;#039;&amp;#039;, with calcite patches and sulfuric acid geysers.  === Exclusive recipes ===  The following...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Vulcanos has three main biomes, each with different resources.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039;, with [[Tungsten|tungsten]].&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039;, with [[coal]] patches.&lt;br /&gt;
* &#039;&#039;&#039;Volcanoes&#039;&#039;&#039;, with [[Calcite|calcite]] patches and [[sulfuric acid]] geysers.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive recipes === &lt;br /&gt;
The following items can only be crafted on Vulcanus.&lt;br /&gt;
* [[Metallurgic science pack]]&lt;br /&gt;
* [[Foundry]]&lt;br /&gt;
* [[Big mining drill]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.0|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;/div&gt;</summary>
		<author><name>GoatWizard</name></author>
	</entry>
</feed>