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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jaylawl</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=Jaylawl"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Jaylawl"/>
	<updated>2026-04-23T15:37:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fusion_generator&amp;diff=208576</id>
		<title>Fusion generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fusion_generator&amp;diff=208576"/>
		<updated>2024-12-30T23:08:57Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: Fixed dimensions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Fusion_generator}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;fusion generator&#039;&#039;&#039; consumes [[plasma]]{{SA}} from the [[fusion reactor]]{{SA}} to generate electric energy and [[fluoroketone (hot)]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
The fusion generator has 9 fluid connection points; 2 plasma inputs, 5 plasma outputs for pass-through, and 2 hot fluoroketone outputs. Because plasma cannot go into pipes, fusion generators will have to be placed in close proximity to fusion reactors, while still leaving room for the outputting fluroketone.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]]{{SA}}&lt;br /&gt;
* [[Fusion reactor]]{{SA}}&lt;br /&gt;
* [[Power production]]&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;
{{ProductionNav}}&lt;/div&gt;</summary>
		<author><name>Jaylawl</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Fusion_generator&amp;diff=208574</id>
		<title>Infobox:Fusion generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Fusion_generator&amp;diff=208574"/>
		<updated>2024-12-30T23:06:54Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: Fixed dimensions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|required-technologies = Fusion reactor&lt;br /&gt;
|prototype-type = fusion-generator&lt;br /&gt;
|internal-name = fusion-generator&lt;br /&gt;
|image = fusion-generator&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/70%&lt;br /&gt;
|mining-time = 0.2&lt;br /&gt;
|map-color = 007aa0&lt;br /&gt;
|health = {{Quality|1000|1300|1600|1900|2500}}&lt;br /&gt;
|category = Production&lt;br /&gt;
|stack-size   =5&lt;br /&gt;
|rocket-capacity = 5&lt;br /&gt;
|dimensions   =3x5&lt;br /&gt;
|power-output  = {{Quality|50|65|80|95|125}} {{Translation|MW}}&lt;br /&gt;
|fluid-consumption = {{Quality|2/s|2.6/s|3.2/s|3.8/s|5/s}} Plasma&lt;br /&gt;
|heat-output = {{Quality|2/s|2.6/s|3.2/s|3.8/s|5/s}} Flouroketone (Hot)&lt;br /&gt;
|recipe = Time, 30 + Quantum processor, 50 + Superconductor, 100 + Tungsten plate, 100&lt;br /&gt;
|producers = Cryogenic plant&lt;br /&gt;
|space-age = yes&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>Jaylawl</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Productivity&amp;diff=208572</id>
		<title>Productivity</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Productivity&amp;diff=208572"/>
		<updated>2024-12-30T18:59:51Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: Use &amp;lt;math&amp;gt; library to prettify formula display&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It can be increased by inserting [[Module#Productivity_module|productivity modules]] and by researching certain [[Technologies|technologies]].&lt;br /&gt;
&lt;br /&gt;
== Functionality ==&lt;br /&gt;
Progress made by productivity bonuses can be observed by opening the interface of a building that has a bonus. It will be shown as an additional progress bar in purple. For each time this bar fills up, the machine creates an additional product. How fast this bar progresses is determined by the amount of productivity bonus.&lt;br /&gt;
[[File:production_module_bar.png|thumb|none|The purple bar represents the productivity bonus progress.]]&lt;br /&gt;
A productivity of 100 % will create an extra product at the same rate the machine works at. A productivity of 50 % will create additional product on every second cycle. A productivity of 1 % will create an additional product on every 100th cycle, and so on. &lt;br /&gt;
&lt;br /&gt;
Represented as a simple formula:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;math&amp;gt;AdditionalProductPerCycle = \frac{Productivity %}{100}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lab productivity ===&lt;br /&gt;
&lt;br /&gt;
When productivity is applied to [[lab]]s (or [[biolab]]s{{SA}}), the productivity bonus is directly calculated and applied each tick so the productivity bar is simply cosmetic. This means that it does not matter that the productivity bar resets when the research is changed; no productivity bonus is lost.&lt;br /&gt;
&lt;br /&gt;
== Built-in productivity ==&lt;br /&gt;
Some buildings have a built-in productivity bonus regardless of modules and researched technologies:&lt;br /&gt;
* [[Biochamber]] {{SA}}&lt;br /&gt;
* [[Electromagnetic_plant|Electromagnetic plant]] {{SA}}&lt;br /&gt;
* [[Foundry]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain technologies will increase the productivity of various processes and recipes:&lt;br /&gt;
&lt;br /&gt;
* [[Mining_productivity_(research)|Mining productivity]]: applies to all mining drill types&lt;br /&gt;
* [[Steel_plate_productivity_(research)|Steel plate productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[steel plate]].&lt;br /&gt;
* [[Low_density_structure_productivity_(research)|Low density structure productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[low density structure]].&lt;br /&gt;
* [[Scrap_recycling_productivity_(research)|Scrap recycling productivity]] {{SA}}: applies to [[Scrap]] recycling in a [[recycler]], but not to hand-&amp;quot;crafted&amp;quot; scrap recycling.&lt;br /&gt;
* [[Processing_unit_productivity_(research)|Processing unit productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[processing unit]]s.&lt;br /&gt;
* [[Plastic_bar_productivity_(research)|Plastic bar productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[plastic bar]]s.&lt;br /&gt;
* [[Rocket_fuel_productivity_(research)|Rocket fuel productivity]] {{SA}}: applies to all non-[[recycler]] recipes that generate [[rocket fuel]].&lt;br /&gt;
* [[Asteroid_productivity_(research)|Asteroid productivity]] {{SA}}: applies to [[Space platform (research)|standard]] and [[Advanced asteroid processing (research)|advanced]] asteroid crushing recipes, but not to [[Asteroid reprocessing (research)|asteroid reprocessing recipes]].&lt;br /&gt;
* [[Rocket_part_productivity_(research)|Rocket part productivity]] {{SA}}: applies to producing [[rocket part]]s in a [[rocket silo]].&lt;br /&gt;
* [[Research_productivity_(research)|Research productivity]] {{SA}}: applies to all [[lab]]-type buildings&lt;br /&gt;
&lt;br /&gt;
== Limits {{SA}}==&lt;br /&gt;
&lt;br /&gt;
All recipes have a maximum productivity of 300%. This was primarily done to prevent infinite resource exploits involving the [[recycler]]{{SA}} and its 25% return of input items. This cap puts a hard limit on the effectiveness of infinite productivity researches. You can research past level 30 of these technologies, but it will have no practical effects.&lt;br /&gt;
&lt;br /&gt;
Note that miners are not crafting machines that execute recipes, nor are labs. As such, [[mining productivity (research)]] and [[research productivity (research)]]{{SA}} have no limit.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine]]&lt;br /&gt;
* [[Module#Productivity_module|Productivity modules]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Jaylawl</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Productivity&amp;diff=208566</id>
		<title>Productivity</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Productivity&amp;diff=208566"/>
		<updated>2024-12-30T16:08:34Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: /* Limits {{SA}} */ Typo fix (has -&amp;gt; have)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It can be increased by inserting [[Module#Productivity_module|productivity modules]] and by researching certain [[Technologies|technologies]].&lt;br /&gt;
&lt;br /&gt;
== Functionality ==&lt;br /&gt;
Progress made by productivity bonuses can be observed by opening the interface of a building that has a bonus. It will be shown as an additional progress bar in purple. For each time this bar fills up, the machine creates an additional product. How fast this bar progresses is determined by the amount of productivity bonus.&lt;br /&gt;
[[File:production_module_bar.png|thumb|none|The purple bar represents the productivity bonus progress.]]&lt;br /&gt;
A productivity of 100 % will create an extra product at the same rate the machine works at. A productivity of 50 % will create additional product on every second cycle. A productivity of 1 % will create an additional product on every 100th cycle, and so on. &lt;br /&gt;
&lt;br /&gt;
Represented as a simple forumla:&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Additional product per cycle = productivity % / 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lab productivity ===&lt;br /&gt;
&lt;br /&gt;
When productivity is applied to [[lab]]s (or [[biolab]]s{{SA}}), the productivity bonus is directly calculated and applied each tick so the productivity bar is simply cosmetic. This means that it does not matter that the productivity bar resets when the research is changed; no productivity bonus is lost.&lt;br /&gt;
&lt;br /&gt;
== Built-in productivity ==&lt;br /&gt;
Some buildings have a built-in productivity bonus regardless of modules and researched technologies:&lt;br /&gt;
* [[Biochamber]] {{SA}}&lt;br /&gt;
* [[Electromagnetic_plant|Electromagnetic plant]] {{SA}}&lt;br /&gt;
* [[Foundry]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain technologies will increase the productivity of some buildings and/or recipes:&lt;br /&gt;
* [[Mining_productivity_(research)|Mining productivity]]&lt;br /&gt;
* [[Steel_plate_productivity_(research)|Steel plate productivity]] {{SA}}&lt;br /&gt;
* [[Low_density_structure_productivity_(research)|Low density structure productivity]] {{SA}}&lt;br /&gt;
* [[Scrap_recycling_productivity_(research)|Scrap recycling productivity]] {{SA}}&lt;br /&gt;
* [[Processing_unit_productivity_(research)|Processing unit productivity]] {{SA}}&lt;br /&gt;
* [[Plastic_bar_productivity_(research)|Plastic bar productivity]] {{SA}}&lt;br /&gt;
* [[Rocket_fuel_productivity_(research)|Rocket fuel productivity]] {{SA}}&lt;br /&gt;
* [[Asteroid_productivity_(research)|Asteroid productivity]] {{SA}}&lt;br /&gt;
* [[Rocket_part_productivity_(research)|Rocket part productivity]] {{SA}}&lt;br /&gt;
* [[Research_productivity_(research)|Research productivity]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Limits {{SA}}==&lt;br /&gt;
&lt;br /&gt;
All recipes have a maximum productivity of 300%. This was primarily done to prevent infinite resource exploits involving the [[recycler]]{{SA}} and its 25% return of input items. This cap puts a hard limit on the effectiveness of infinite productivity researches.&lt;br /&gt;
&lt;br /&gt;
Note that miners are not crafting machines that execute recipes, nor are labs. As such, [[mining productivity (research)]] and [[research productivity (research)]]{{SA}} have no upper limit.&lt;/div&gt;</summary>
		<author><name>Jaylawl</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Productivity&amp;diff=208565</id>
		<title>Productivity</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Productivity&amp;diff=208565"/>
		<updated>2024-12-30T16:05:41Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: /* Technologies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It can be increased by inserting [[Module#Productivity_module|productivity modules]] and by researching certain [[Technologies|technologies]].&lt;br /&gt;
&lt;br /&gt;
== Functionality ==&lt;br /&gt;
Progress made by productivity bonuses can be observed by opening the interface of a building that has a bonus. It will be shown as an additional progress bar in purple. For each time this bar fills up, the machine creates an additional product. How fast this bar progresses is determined by the amount of productivity bonus.&lt;br /&gt;
[[File:production_module_bar.png|thumb|none|The purple bar represents the productivity bonus progress.]]&lt;br /&gt;
A productivity of 100 % will create an extra product at the same rate the machine works at. A productivity of 50 % will create additional product on every second cycle. A productivity of 1 % will create an additional product on every 100th cycle, and so on. &lt;br /&gt;
&lt;br /&gt;
Represented as a simple forumla:&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Additional product per cycle = productivity % / 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lab productivity ===&lt;br /&gt;
&lt;br /&gt;
When productivity is applied to [[lab]]s (or [[biolab]]s{{SA}}), the productivity bonus is directly calculated and applied each tick so the productivity bar is simply cosmetic. This means that it does not matter that the productivity bar resets when the research is changed; no productivity bonus is lost.&lt;br /&gt;
&lt;br /&gt;
== Built-in productivity ==&lt;br /&gt;
Some buildings have a built-in productivity bonus regardless of modules and researched technologies:&lt;br /&gt;
* [[Biochamber]] {{SA}}&lt;br /&gt;
* [[Electromagnetic_plant|Electromagnetic plant]] {{SA}}&lt;br /&gt;
* [[Foundry]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain technologies will increase the productivity of some buildings and/or recipes:&lt;br /&gt;
* [[Mining_productivity_(research)|Mining productivity]]&lt;br /&gt;
* [[Steel_plate_productivity_(research)|Steel plate productivity]] {{SA}}&lt;br /&gt;
* [[Low_density_structure_productivity_(research)|Low density structure productivity]] {{SA}}&lt;br /&gt;
* [[Scrap_recycling_productivity_(research)|Scrap recycling productivity]] {{SA}}&lt;br /&gt;
* [[Processing_unit_productivity_(research)|Processing unit productivity]] {{SA}}&lt;br /&gt;
* [[Plastic_bar_productivity_(research)|Plastic bar productivity]] {{SA}}&lt;br /&gt;
* [[Rocket_fuel_productivity_(research)|Rocket fuel productivity]] {{SA}}&lt;br /&gt;
* [[Asteroid_productivity_(research)|Asteroid productivity]] {{SA}}&lt;br /&gt;
* [[Rocket_part_productivity_(research)|Rocket part productivity]] {{SA}}&lt;br /&gt;
* [[Research_productivity_(research)|Research productivity]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Limits {{SA}}==&lt;br /&gt;
&lt;br /&gt;
All recipes has a maximum productivity of 300%. This was primarily done to prevent infinite resource exploits involving the [[recycler]]{{SA}} and its 25% return of input items. This cap puts a hard limit on the effectiveness of infinite productivity researches.&lt;br /&gt;
&lt;br /&gt;
Note that miners are not crafting machines that execute recipes, nor are labs. As such, [[mining productivity (research)]] and [[research productivity (research)]]{{SA}} have no upper limit.&lt;/div&gt;</summary>
		<author><name>Jaylawl</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Productivity&amp;diff=208553</id>
		<title>Productivity</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Productivity&amp;diff=208553"/>
		<updated>2024-12-30T11:56:27Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: /* Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It can be increased by inserting [[Module#Productivity_module|productivity modules]] and by researching certain [[Technologies|technologies]].&lt;br /&gt;
&lt;br /&gt;
== Functionality ==&lt;br /&gt;
Progress made by productivity bonuses can be observed by opening the interface of a building that has a bonus. It will be shown as an additional progress bar in purple. For each time this bar fills up, the machine creates an additional product. How fast this bar progresses is determined by the amount of productivity bonus.&lt;br /&gt;
[[File:production_module_bar.png|thumb|none|The purple bar represents the productivity bonus progress.]]&lt;br /&gt;
A productivity of 100 % will create an extra product at the same rate the machine works at. A productivity of 50 % will create additional product on every second cycle. A productivity of 1 % will create an additional product on every 100th cycle, and so on. &lt;br /&gt;
&lt;br /&gt;
Represented as a simple forumla:&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Additional product per cycle = productivity % / 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Built-in productivity ==&lt;br /&gt;
Some buildings have a built-in productivity bonus regardless of modules and researched technologies:&lt;br /&gt;
* [[Biochamber]] {{SA}}&lt;br /&gt;
* [[Electromagnetic_plant|Electromagnetic plant]] {{SA}}&lt;br /&gt;
* [[Foundry]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain technologies will increase the productivity of some recipes:&lt;br /&gt;
* [[Mining_productivity_(research)|Mining productivity]]&lt;br /&gt;
* [[Steel_plate_productivity_(research)|Steel plate productivity]] {{SA}}&lt;br /&gt;
* [[Low_density_structure_productivity_(research)|Low density structure productivity]] {{SA}}&lt;br /&gt;
* [[Scrap_recycling_productivity_(research)|Scrap recycling productivity]] {{SA}}&lt;br /&gt;
* [[Processing_unit_productivity_(research)|Processing unit productivity]] {{SA}}&lt;br /&gt;
* [[Plastic_bar_productivity_(research)|Plastic bar productivity]] {{SA}}&lt;br /&gt;
* [[Rocket_fuel_productivity_(research)|Rocket fuel productivity]] {{SA}}&lt;br /&gt;
* [[Asteroid_productivity_(research)|Asteroid productivity]] {{SA}}&lt;br /&gt;
* [[Rocket_part_productivity_(research)|Rocket part productivity]] {{SA}}&lt;br /&gt;
* [[Research_productivity_(research)|Research productivity]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Limits {{SA}}==&lt;br /&gt;
Some productivity bonuses have an upper limit while others can be increased infinitely.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Productivity limit&lt;br /&gt;
|-&lt;br /&gt;
| Mining productivity&amp;lt;br&amp;gt;{{Icon|Mining_productivity_(research)}}|| &#039;&#039;&#039;Unlimited&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Research productivity&amp;lt;br&amp;gt;{{Icon|Research_productivity_(research)}}|| &#039;&#039;&#039;Unlimited&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid productivity&amp;lt;br&amp;gt;{{Icon|Metallic asteroid crushing}}{{Icon|Carbonic asteroid crushing}}{{Icon|Oxide asteroid crushing}}{{Icon|Advanced metallic asteroid crushing}}{{Icon|Advanced carbonic asteroid crushing}}{{Icon|Advanced oxide asteroid crushing}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Low density structure productivity&amp;lt;br&amp;gt;{{Icon|Low density structure}}{{Icon|Casting low density structure}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Plastic productivity&amp;lt;br&amp;gt;{{Icon|Plastic bar}}{{Icon|Bioplastic}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Processing unit productivity&amp;lt;br&amp;gt;{{Icon|Processing unit}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket part productivity&amp;lt;br&amp;gt;{{Icon|Rocket part}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket fuel productivity&amp;lt;br&amp;gt;{{Icon|Rocket fuel}}{{Icon|Ammonia rocket fuel}}{{Icon|rocket fuel from jelly}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Scrap recycling productivity&amp;lt;br&amp;gt;{{Icon|Scrap recycling}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Steel plate productivity&amp;lt;br&amp;gt;{{Icon|Steel plate}}{{Icon|Casting steel}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jaylawl</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Productivity&amp;diff=208552</id>
		<title>Productivity</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Productivity&amp;diff=208552"/>
		<updated>2024-12-30T11:55:45Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: Created page with &amp;quot;Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It can be increased by inserting productivity modules and by researching certain technologies.  == Functionality == Progress made by productivity bonuses can be observed by opening the interface of a building that has a bonus. It will be shown as an additional progress bar in purple. For each time thi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Productivity is a percentage based modifier that can be applied to assembling machine, mining drill, and lab type buildings. It can be increased by inserting [[Module#Productivity_module|productivity modules]] and by researching certain [[Technologies|technologies]].&lt;br /&gt;
&lt;br /&gt;
== Functionality ==&lt;br /&gt;
Progress made by productivity bonuses can be observed by opening the interface of a building that has a bonus. It will be shown as an additional progress bar in purple. For each time this bar fills up, the machine creates an additional product. How fast this bar progresses is determined by the amount of productivity bonus.&lt;br /&gt;
[[File:production_module_bar.png|thumb|none|The purple bar represents the productivity bonus progress.]]&lt;br /&gt;
A productivity of 100 % will create an extra product at the same rate the machine works at. A productivity of 50 % will create additional product on every second cycle. A productivity of 1 % will create an additional product on every 100th cycle, and so on. &lt;br /&gt;
&lt;br /&gt;
Represented as a simple forumla:&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Additional product per cycle = productivity % / 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Built-in productivity ==&lt;br /&gt;
Some buildings have a built-in productivity bonus regardless of modules and researched technologies:&lt;br /&gt;
* [[Biochamber]] {{SA}}&lt;br /&gt;
* [[Electromagnetic_plant|Electromagnetic plant]] {{SA}}&lt;br /&gt;
* [[Foundry]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain technologies will increase the productivity of some recipes:&lt;br /&gt;
* [[Mining_productivity_(research)|Mining productivity]]&lt;br /&gt;
* [[Steel_plate_productivity_(research)|Steel plate productivity]] {{SA}}&lt;br /&gt;
* [[Low_density_structure_productivity_(research)|Low density structure productivity]] {{SA}}&lt;br /&gt;
* [[Scrap_recycling_productivity_(research)|Scrap recycling productivity]] {{SA}}&lt;br /&gt;
* [[Processing_unit_productivity_(research)|Processing unit productivity]] {{SA}}&lt;br /&gt;
* [[Plastic_bar_productivity_(research)|Plastic bar productivity]] {{SA}}&lt;br /&gt;
* [[Rocket_fuel_productivity_(research)|Rocket fuel productivity]] {{SA}}&lt;br /&gt;
* [[Asteroid_productivity_(research)|Asteroid productivity]] {{SA}}&lt;br /&gt;
* [[Rocket_part_productivity_(research)|Rocket part productivity]] {{SA}}&lt;br /&gt;
* [[Research_productivity_(research)|Research productivity]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Limits ==&lt;br /&gt;
Some productivity bonuses have an upper limit while others can be increased infinitely.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Productivity limit&lt;br /&gt;
|-&lt;br /&gt;
| Mining productivity&amp;lt;br&amp;gt;{{Icon|Mining_productivity_(research)}}|| &#039;&#039;&#039;Unlimited&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Research productivity&amp;lt;br&amp;gt;{{Icon|Research_productivity_(research)}}|| &#039;&#039;&#039;Unlimited&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid productivity&amp;lt;br&amp;gt;{{Icon|Metallic asteroid crushing}}{{Icon|Carbonic asteroid crushing}}{{Icon|Oxide asteroid crushing}}{{Icon|Advanced metallic asteroid crushing}}{{Icon|Advanced carbonic asteroid crushing}}{{Icon|Advanced oxide asteroid crushing}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Low density structure productivity&amp;lt;br&amp;gt;{{Icon|Low density structure}}{{Icon|Casting low density structure}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Plastic productivity&amp;lt;br&amp;gt;{{Icon|Plastic bar}}{{Icon|Bioplastic}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Processing unit productivity&amp;lt;br&amp;gt;{{Icon|Processing unit}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket part productivity&amp;lt;br&amp;gt;{{Icon|Rocket part}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket fuel productivity&amp;lt;br&amp;gt;{{Icon|Rocket fuel}}{{Icon|Ammonia rocket fuel}}{{Icon|rocket fuel from jelly}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Scrap recycling productivity&amp;lt;br&amp;gt;{{Icon|Scrap recycling}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Steel plate productivity&amp;lt;br&amp;gt;{{Icon|Steel plate}}{{Icon|Casting steel}}|| &#039;&#039;&#039;300 %&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jaylawl</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=208041</id>
		<title>Captive biter spawner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=208041"/>
		<updated>2024-12-17T22:31:47Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: Add info about biter eggs production, sort into more sub-sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Captive biter spawner}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;captive biter spawner&#039;&#039;&#039; is a special production building that is initially unlocked on [[Gleba]]{{SA}} and is used to produce [[biter egg|biter eggs]]. A captive biter spawner has no [[module]] slots, is unaffected by [[beacon]]s, and cannot be connected to either circuit or logistic networks. A captive spawner cannot be removed by the player or [[construction robot]]s, but can be destroyed via weapon fire, at which point it will spawn a small biter.&lt;br /&gt;
&lt;br /&gt;
== Biter egg production ==&lt;br /&gt;
These buildings are solely used to produce [[biter egg|biter eggs]], for which they are the only source in the game. Producing biter eggs does not require setting a recipe nor providing any ingredients other than a constant influx of fuel in the form of [[bioflux]]. A captive biter spawner can hold a maximum of 100 biter eggs, which they produce at a rate of 0.5 / second. The production cycle continues when the output slot is full, even though no additional eggs are being produced. Biter eggs held in the output slot will not start to spoil until removed.&lt;br /&gt;
&lt;br /&gt;
== Obtainment ==&lt;br /&gt;
They can be obtained in two different ways. They can be &amp;quot;built&amp;quot; by firing a [[capture bot rocket]]{{SA}} at a [[Enemies#Nests|biter spawner]] on [[Nauvis]], which will slowly transform the spawner into a captive one. Alternatively, after reaching [[Aquilo]]{{SA}} and researching the relevant [[Captive biter spawner (research)|technology]], the player can craft captive biter spawners themselves using [[biter egg]]s{{SA}} and [[uranium-235]], which can be manually placed. While in the player&#039;s inventory or another container, a captive spawner has a spoilage time of 30 minutes, at which point it will turn into a behemoth biter.&lt;br /&gt;
&lt;br /&gt;
A captive spawner will lose health at a rate of 1/second, unless fed with a supply of [[bioflux]]{{SA}}. If a captive spawner&#039;s health reaches zero, it will transform back into a normal spawner and will have to be captured again. While captured, a spawner will generate biter eggs at a rate of 0.5/second. Unlike other spoilable items, a biter egg will only begin to spoil once it has been removed from the spawner. &lt;br /&gt;
&lt;br /&gt;
== Food consumption ==&lt;br /&gt;
&lt;br /&gt;
A captive biter spawner needs food. If left starving, it will lose health over time, and when its health reaches zero, it transforms into a hostile non-captured biter spawner. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Previously captured and then starved [[Enemies#Nests|biter spawner]] cannot be focused by [[turret]]s, [[Personal laser defense|personal laser defense]] or [[Spidertron|spidertron&#039;s]] automatic rocket launchers, but it can still consume [[Pollution|pollution]] and spawn biters and this spawner is still affected by [[Enemies#Evolution|evolution factor]].&lt;br /&gt;
&lt;br /&gt;
[[Bioflux]]{{SA}} is used for food. One item of bioflux has an energy value of 6 MJ, and since the captive biter spawner consumes 100 kW of food, each item of bioflux will last for exactly one minute. With one normal-quality item of bioflux lasting for two hours before it [[spoilage|spoils]], this means that 120 items of bioflux of the same age may be consumed by a single captive biter spawner before any of them spoil.&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
Higher [[quality]]{{SA}} grades of this crafted biter spawner will increase its crafting speed, among other stat increases.&lt;br /&gt;
&lt;br /&gt;
Captive biter spawners with a higher quality level will &#039;&#039;not&#039;&#039; yield higher quality [[Biter egg|biter eggs]].&lt;br /&gt;
&lt;br /&gt;
== Containment importance ==&lt;br /&gt;
In case a captive biter spawner reverts back into a biter spawner for any reason it will retain the quality it had as a captive biter spawner. This resulting spawner will spawn biters of the same quality, which will have the capability of forming expansion groups that will also retain their quality level upon successful expansion - creating more quality biter or [[Enemies#Spitters|spitter]] spawners, and even quality [[Enemies#Worms|worms]]. Failing to contain such reverted spawners can lead to the planet becoming populated by higher quality enemies.&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;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Jaylawl</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=208025</id>
		<title>Captive biter spawner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=208025"/>
		<updated>2024-12-16T22:26:51Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Captive biter spawner}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;captive biter spawner&#039;&#039;&#039; is a special production building that is initially unlocked on [[Gleba]]{{SA}}. It can be &amp;quot;built&amp;quot; by firing a [[capture bot rocket]]{{SA}} at a [[Enemies#Nests|biter spawner]] on [[Nauvis]], which will slowly transform the spawner into a captive one.  A captive spawner will lose health at a rate of 1/second, unless fed with a supply of [[bioflux]]{{SA}}. If a captive spawner&#039;s health reaches zero, it will transform back into a normal spawner and will have to be captured again. While captured, a spawner will generate [[biter egg]]{{SA}} at a rate of 0.5/second. Unlike other spoilable items, a biter egg will only begin to spoil once it has been removed from the spawner. &lt;br /&gt;
&lt;br /&gt;
A captive biter spawner has no [[module]] slots, is unaffected by [[beacon]]s, and cannot be connected to either circuit or logistic networks.&lt;br /&gt;
&lt;br /&gt;
A captive spawner cannot be removed by the player or [[construction robot]]s, but can be destroyed via weapon fire, at which point it will spawn a small biter.&lt;br /&gt;
&lt;br /&gt;
After reaching [[Aquilo]]{{SA}}, the player can craft biter spawners themselves using eggs and [[uranium-235]], which can be manually placed. While in the player&#039;s inventory or another container, a captive spawner has a spoilage time of 30 minutes, at which point it will turn into a behemoth biter. &lt;br /&gt;
&lt;br /&gt;
== Food consumption ==&lt;br /&gt;
&lt;br /&gt;
A captive biter spawner needs food. If left starving, it will lose health over time, and when its health reaches zero, it transforms into a hostile non-captured biter spawner. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Previously captured and then starved [[Enemies#Nests|biter spawner]] cannot be focused by [[turret]]s, [[Personal laser defense|personal laser defense]] or [[Spidertron|spidertron&#039;s]] automatic rocket launchers, but it can still consume [[Pollution|pollution]] and spawn biters and this spawner is still affected by [[Enemies#Evolution|evolution factor]].&lt;br /&gt;
&lt;br /&gt;
[[Bioflux]]{{SA}} is used for food. One item of bioflux has an energy value of 6 MJ, and since the captive biter spawner consumes 100 kW of food, each item of bioflux will last for exactly one minute. With one normal-quality item of bioflux lasting for two hours before it [[spoilage|spoils]], this means that 120 items of bioflux of the same age may be consumed by a single captive biter spawner before any of them spoil.&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
Higher [[quality]]{{SA}} grades of this crafted biter spawner will increase its crafting speed, among other stat increases.&lt;br /&gt;
&lt;br /&gt;
Captive biter spawners with a higher quality level will &#039;&#039;not&#039;&#039; yield higher quality [[Biter egg|biter eggs]].&lt;br /&gt;
&lt;br /&gt;
== Containment importance ==&lt;br /&gt;
In case a captive biter spawner reverts back into a biter spawner for any reason it will retain the quality it had as a captive biter spawner. This resulting spawner will spawn biters of the same quality, which will have the capability of forming expansion groups that will also retain their quality level upon successful expansion - creating more quality biter or [[Enemies#Spitters|spitter]] spawners, and even quality [[Enemies#Worms|worms]]. Failing to contain such reverted spawners can lead to the planet becoming populated by higher quality enemies.&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;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Jaylawl</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=208024</id>
		<title>Captive biter spawner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=208024"/>
		<updated>2024-12-16T22:22:19Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: Typo fix from previous edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Captive biter spawner}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;captive biter spawner&#039;&#039;&#039; is a special production building that is initially unlocked on [[Gleba]]{{SA}}. It can be &amp;quot;built&amp;quot; by firing a [[capture bot rocket]]{{SA}} at a [[Enemies#Nests|biter spawner]] on [[Nauvis]], which will slowly transform the spawner into a captive one.  A captive spawner will lose health at a rate of 1/second, unless fed with a supply of [[bioflux]]{{SA}}. If a captive spawner&#039;s health reaches zero, it will transform back into a normal spawner and will have to be captured again. While captured, a spawner will generate [[biter egg]]{{SA}} at a rate of 0.5/second. Unlike other spoilable items, a biter egg will only begin to spoil once it has been removed from the spawner. &lt;br /&gt;
&lt;br /&gt;
A captive biter spawner has no [[module]] slots, and is unaffected by [[beacon]]s.&lt;br /&gt;
&lt;br /&gt;
A captive spawner cannot be removed by the player or [[construction robot]]s, but can be destroyed via weapon fire, at which point it will spawn a small biter.&lt;br /&gt;
&lt;br /&gt;
After reaching [[Aquilo]]{{SA}}, the player can craft biter spawners themselves using eggs and [[uranium-235]], which can be manually placed. While in the player&#039;s inventory or another container, a captive spawner has a spoilage time of 30 minutes, at which point it will turn into a behemoth biter. &lt;br /&gt;
&lt;br /&gt;
== Food consumption ==&lt;br /&gt;
&lt;br /&gt;
A captive biter spawner needs food. If left starving, it will lose health over time, and when its health reaches zero, it transforms into a hostile non-captured biter spawner. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Previously captured and then starved [[Enemies#Nests|biter spawner]] cannot be focused by [[turret]]s, [[Personal laser defense|personal laser defense]] or [[Spidertron|spidertron&#039;s]] automatic rocket launchers, but it can still consume [[Pollution|pollution]] and spawn biters and this spawner is still affected by [[Enemies#Evolution|evolution factor]].&lt;br /&gt;
&lt;br /&gt;
[[Bioflux]]{{SA}} is used for food. One item of bioflux has an energy value of 6 MJ, and since the captive biter spawner consumes 100 kW of food, each item of bioflux will last for exactly one minute. With one normal-quality item of bioflux lasting for two hours before it [[spoilage|spoils]], this means that 120 items of bioflux of the same age may be consumed by a single captive biter spawner before any of them spoil.&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
Higher [[quality]]{{SA}} grades of this crafted biter spawner will increase its crafting speed, among other stat increases.&lt;br /&gt;
&lt;br /&gt;
Captive biter spawners with a higher quality level will &#039;&#039;not&#039;&#039; yield higher quality [[Biter egg|biter eggs]].&lt;br /&gt;
&lt;br /&gt;
== Containment importance ==&lt;br /&gt;
In case a captive biter spawner reverts back into a biter spawner for any reason it will retain the quality it had as a captive biter spawner. This resulting spawner will spawn biters of the same quality, which will have the capability of forming expansion groups that will also retain their quality level upon successful expansion - creating more quality biter or [[Enemies#Spitters|spitter]] spawners, and even quality [[Enemies#Worms|worms]]. Failing to contain such reverted spawners can lead to the planet becoming populated by higher quality enemies.&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;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Jaylawl</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=208023</id>
		<title>Captive biter spawner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=208023"/>
		<updated>2024-12-16T22:21:31Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: Moved quality effects into its own section and added a section about containment importance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Captive biter spawner}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;captive biter spawner&#039;&#039;&#039; is a special production building that is initially unlocked on [[Gleba]]{{SA}}. It can be &amp;quot;built&amp;quot; by firing a [[capture bot rocket]]{{SA}} at a [[Enemies#Nests|biter spawner]] on [[Nauvis]], which will slowly transform the spawner into a captive one.  A captive spawner will lose health at a rate of 1/second, unless fed with a supply of [[bioflux]]{{SA}}. If a captive spawner&#039;s health reaches zero, it will transform back into a normal spawner and will have to be captured again. While captured, a spawner will generate [[biter egg]]{{SA}} at a rate of 0.5/second. Unlike other spoilable items, a biter egg will only begin to spoil once it has been removed from the spawner. &lt;br /&gt;
&lt;br /&gt;
A captive biter spawner has no [[module]] slots, and is unaffected by [[beacon]]s.&lt;br /&gt;
&lt;br /&gt;
A captive spawner cannot be removed by the player or [[construction robot]]s, but can be destroyed via weapon fire, at which point it will spawn a small biter.&lt;br /&gt;
&lt;br /&gt;
After reaching [[Aquilo]]{{SA}}, the player can craft biter spawners themselves using eggs and [[uranium-235]], which can be manually placed. While in the player&#039;s inventory or another container, a captive spawner has a spoilage time of 30 minutes, at which point it will turn into a behemoth biter. &lt;br /&gt;
&lt;br /&gt;
== Food consumption ==&lt;br /&gt;
&lt;br /&gt;
A captive biter spawner needs food. If left starving, it will lose health over time, and when its health reaches zero, it transforms into a hostile non-captured biter spawner. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Previously captured and then starved [[Enemies#Nests|biter spawner]] cannot be focused by [[turret]]s, [[Personal laser defense|personal laser defense]] or [[Spidertron|spidertron&#039;s]] automatic rocket launchers, but it can still consume [[Pollution|pollution]] and spawn biters and this spawner is still affected by [[Enemies#Evolution|evolution factor]].&lt;br /&gt;
&lt;br /&gt;
[[Bioflux]]{{SA}} is used for food. One item of bioflux has an energy value of 6 MJ, and since the captive biter spawner consumes 100 kW of food, each item of bioflux will last for exactly one minute. With one normal-quality item of bioflux lasting for two hours before it [[spoilage|spoils]], this means that 120 items of bioflux of the same age may be consumed by a single captive biter spawner before any of them spoil.&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
Higher [[quality]]{{SA}} grades of this crafted biter spawner will increase its crafting speed, among other stat increases.&lt;br /&gt;
&lt;br /&gt;
Captive biter spawners with a higher quality level will &#039;&#039;not&#039;&#039; yield higher quality [[Biter egg|biter eggs]].&lt;br /&gt;
&lt;br /&gt;
== Containment importance ==&lt;br /&gt;
In case a captive biter spawner reverts back into a biter spawner for any reason it will retain the quality it had as a captive biter spawner. This resulting spawner will spawn biters of the same quality, which will have the capability of forming expansion groups that will also retain their quality level upon successful expansion - creating more quality biter or [Enemies#Spitter|spitter] spawners, and even quality [[Enemies#Worms|worms]]. Failing to contain such reverted spawners can lead to the planet becoming populated by higher quality enemies.&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;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Jaylawl</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=208022</id>
		<title>Captive biter spawner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=208022"/>
		<updated>2024-12-16T22:02:52Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: Fixed incorrect spoilage time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Captive biter spawner}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;captive biter spawner&#039;&#039;&#039; is a special production building that is initially unlocked on [[Gleba]]{{SA}}. It can be &amp;quot;built&amp;quot; by firing a [[capture bot rocket]]{{SA}} at a [[Enemies#Nests|biter spawner]] on [[Nauvis]], which will slowly transform the spawner into a captive one.  A captive spawner will lose health at a rate of 1/second, unless fed with a supply of [[bioflux]]{{SA}}. If a captive spawner&#039;s health reaches zero, it will transform back into a normal spawner and will have to be captured again. While captured, a spawner will generate [[biter egg]]{{SA}} at a rate of 0.5/second. Unlike other spoilable items, a biter egg will only begin to spoil once it has been removed from the spawner. &lt;br /&gt;
&lt;br /&gt;
A captive biter spawner has no [[module]] slots, and is unaffected by [[beacon]]s.&lt;br /&gt;
&lt;br /&gt;
A captive spawner cannot be removed by the player or [[construction robot]]s, but can be destroyed via weapon fire, at which point it will spawn a small biter.&lt;br /&gt;
&lt;br /&gt;
After reaching [[Aquilo]]{{SA}}, the player can craft biter spawners themselves using eggs and [[uranium-235]], which can be manually placed. While in the player&#039;s inventory or another container, a captive spawner has a spoilage time of 30 minutes, at which point it will turn into a behemoth biter. Higher [[quality]]{{SA}} grades of this crafted biter spawner will increase its crafting speed.&lt;br /&gt;
&lt;br /&gt;
== Food consumption ==&lt;br /&gt;
&lt;br /&gt;
A captive biter spawner needs food. If left starving, it will lose health over time, and when its health reaches zero, it transforms into a hostile non-captured biter spawner. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Previously captured and then starved [[Enemies#Nests|biter spawner]] cannot be focused by [[turret]]s, [[Personal laser defense|personal laser defense]] or [[Spidertron|spidertron&#039;s]] automatic rocket launchers, but it can still consume [[Pollution|pollution]] and spawn biters and this spawner is still affected by [[Enemies#Evolution|evolution factor]].&lt;br /&gt;
&lt;br /&gt;
[[Bioflux]]{{SA}} is used for food. One item of bioflux has an energy value of 6 MJ, and since the captive biter spawner consumes 100 kW of food, each item of bioflux will last for exactly one minute. With one normal-quality item of bioflux lasting for two hours before it [[spoilage|spoils]], this means that 120 items of bioflux of the same age may be consumed by a single captive biter spawner before any of them spoil.&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;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Jaylawl</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=208021</id>
		<title>Captive biter spawner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=208021"/>
		<updated>2024-12-16T22:02:15Z</updated>

		<summary type="html">&lt;p&gt;Jaylawl: Swapped &amp;quot;crafting time&amp;quot; for &amp;quot;crafting speed&amp;quot; for clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Captive biter spawner}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;captive biter spawner&#039;&#039;&#039; is a special production building that is initially unlocked on [[Gleba]]{{SA}}. It can be &amp;quot;built&amp;quot; by firing a [[capture bot rocket]]{{SA}} at a [[Enemies#Nests|biter spawner]] on [[Nauvis]], which will slowly transform the spawner into a captive one.  A captive spawner will lose health at a rate of 1/second, unless fed with a supply of [[bioflux]]{{SA}}. If a captive spawner&#039;s health reaches zero, it will transform back into a normal spawner and will have to be captured again. While captured, a spawner will generate [[biter egg]]{{SA}} at a rate of 0.5/second. Unlike other spoilable items, a biter egg will only begin to spoil once it has been removed from the spawner. &lt;br /&gt;
&lt;br /&gt;
A captive biter spawner has no [[module]] slots, and is unaffected by [[beacon]]s.&lt;br /&gt;
&lt;br /&gt;
A captive spawner cannot be removed by the player or [[construction robot]]s, but can be destroyed via weapon fire, at which point it will spawn a small biter.&lt;br /&gt;
&lt;br /&gt;
After reaching [[Aquilo]]{{SA}}, the player can craft biter spawners themselves using eggs and [[uranium-235]], which can be manually placed. While in the player&#039;s inventory or another container, a captive spawner has a spoilage time of 5 hours, at which point it will turn into a behemoth biter. Higher [[quality]]{{SA}} grades of this crafted biter spawner will increase its crafting speed.&lt;br /&gt;
&lt;br /&gt;
== Food consumption ==&lt;br /&gt;
&lt;br /&gt;
A captive biter spawner needs food. If left starving, it will lose health over time, and when its health reaches zero, it transforms into a hostile non-captured biter spawner. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Previously captured and then starved [[Enemies#Nests|biter spawner]] cannot be focused by [[turret]]s, [[Personal laser defense|personal laser defense]] or [[Spidertron|spidertron&#039;s]] automatic rocket launchers, but it can still consume [[Pollution|pollution]] and spawn biters and this spawner is still affected by [[Enemies#Evolution|evolution factor]].&lt;br /&gt;
&lt;br /&gt;
[[Bioflux]]{{SA}} is used for food. One item of bioflux has an energy value of 6 MJ, and since the captive biter spawner consumes 100 kW of food, each item of bioflux will last for exactly one minute. With one normal-quality item of bioflux lasting for two hours before it [[spoilage|spoils]], this means that 120 items of bioflux of the same age may be consumed by a single captive biter spawner before any of them spoil.&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;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Jaylawl</name></author>
	</entry>
</feed>