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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kelenius</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=Kelenius"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Kelenius"/>
	<updated>2026-06-17T04:33:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nightvision&amp;diff=218729</id>
		<title>Nightvision</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nightvision&amp;diff=218729"/>
		<updated>2026-06-09T19:23:52Z</updated>

		<summary type="html">&lt;p&gt;Kelenius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Nightvision}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightvision&#039;&#039;&#039; is a kind of [[Equipment modules|equipment module]]. It can be used by placing it in the grid that opens by right clicking the armor.&lt;br /&gt;
&lt;br /&gt;
Having nightvision in the [[Modular armor|armor]] during the [[Game-day|night]] changes the standard vision at night to be brighter with a slight grey overlay that drains non-lit areas of color. Equipping multiple nightvision units provides no effect other than consuming more power. Nightvision turns off and requires no energy during the day time.&lt;br /&gt;
&lt;br /&gt;
Nightvision requires a suit energy supply to function. Unfortunately its complementary tech [[portable solar panel]] does not provide energy at night, and the nightvision&#039;s internal buffer of 120 kJ will drain in a few seconds. To get any use out of nightvision requires either a [[Personal battery|battery]] to retain power or constant power generation, such as [[portable fission reactor]].&lt;br /&gt;
&lt;br /&gt;
When placed in a vehicle, the effects only work when the player enters or remote controls the vehicle. In contrast, nightvision placed in player&#039;s armor will always function, including in remote view, across surfaces, and while remote-controlling a vehicle that doesn&#039;t have nightvision.&lt;br /&gt;
&lt;br /&gt;
Nightvision is the only module to be absolutely unaffected by [[quality]]{{SA}}. It &#039;&#039;can&#039;&#039; be made in higher quality, but it will have no effect on its functionality. It is the only craftable item unaffected by quality that&#039;s not a tile or an intermediate product.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.22|&lt;br /&gt;
* Nightvision is less orange.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Changed night vision effect from grayscale to a more contrasty one.}}&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|0.11.17|&lt;br /&gt;
* Moved the night vision tint color into the night vision equipment prototype.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Show energy consumption in the tooltip.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Green color of night vision is less dense.}}&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;
* [[Equipment modules]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Kelenius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mech_armor&amp;diff=218728</id>
		<title>Mech armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mech_armor&amp;diff=218728"/>
		<updated>2026-06-09T18:45:40Z</updated>

		<summary type="html">&lt;p&gt;Kelenius: Remove info that&amp;#039;s already in the infobox, also health, what?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Mech_armor}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Mech armor&#039;&#039;&#039; is the strongest armor in the game. It has the highest armor values, largest inventory size bonus, and the biggest [[Equipment modules|equipment grid]] size. Access the equipment grid by right-clicking on the armor.&lt;br /&gt;
&lt;br /&gt;
Additionally, it gives the [[player]] the ability to fly. It is automatically triggered by walking into any obstacle, including [[cliff]]s, [[tree]]s, factory buildings, [[vehicle]]s, [[enemies]], oceans of [[water]], [[lava]], and [[ammonia]], as well as slowing terrain, such as [[oil ocean]]s of Fulgora. It even protects the player from being hit by [[train]]s or [[tank]]s by automatically flying over them. It will not, however, fly over acid puddles created by spitters and worms. [[Exoskeleton]]s provide their speed bonus while in the air, but fast terrain such as [[concrete]] does not. Mech armor cannot be removed while flying. Flying has no time limit and requires no energy.&lt;br /&gt;
&lt;br /&gt;
Smoke clouds from [[Enemies#Demolishers|demolishers]] disable the mech armor&#039;s flying ability and force the player to land. The armor will land even if it was over an unwalkable location (e.g lava). Any unwalkable terrain landed on will result in death almost instantly.&lt;br /&gt;
&lt;br /&gt;
Equipping the armor adds 50 slots to the [[player]]&#039;s inventory. As with all modular armors, taking off the armor will remove the inventory bonus, and any items in the extra inventory slots will prevent the player from unequipping the armor.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
{{Achievement|no-room-for-more}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=190px heights=200px&amp;gt;&lt;br /&gt;
File:mech_armor_fly_over_water.png|Flying over water with the mech armor.&lt;br /&gt;
File:mech_armor_fly_over_trees.png|Flying over trees.&lt;br /&gt;
File:mech_armor_gui.png|Mech armor GUI.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
** [[Power armor MK2]]&lt;br /&gt;
* [[Equipment modules]]&lt;br /&gt;
* [[Resistances]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Armor}}&lt;/div&gt;</summary>
		<author><name>Kelenius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cargo_landing_pad&amp;diff=218712</id>
		<title>Cargo landing pad</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cargo_landing_pad&amp;diff=218712"/>
		<updated>2026-06-07T13:53:24Z</updated>

		<summary type="html">&lt;p&gt;Kelenius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Cargo landing pad}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;cargo landing pad&#039;&#039;&#039; is a large storage structure that is part of the [[logistic network]]. It acts as an 8×8 [[passive provider chest]] with a capacity of 80 slots. Only one can be placed on the surface at a time. [[Inserters]] can pull items out of it like any other container, but cannot insert &#039;&#039;into&#039;&#039; the landing pad. Additionally, it provides radar coverage around itself without requiring power. Its purpose depends on whether or not [[Space Age]]{{SA}} is enabled.&lt;br /&gt;
&lt;br /&gt;
The landing pad can be connected to the [[circuit network]] to read its contents like other containers.&lt;br /&gt;
&lt;br /&gt;
== Base game ==&lt;br /&gt;
When the [[rocket silo]] sends a rocket with a [[satellite]] into space, the cargo landing pad will receive 1,000 [[space science pack]]s. If the landing pad is full, the science will be deposited on the ground and marked for deconstruction. The science will be delivered to the landing pad regardless of its distance from the rocket silo.&lt;br /&gt;
&lt;br /&gt;
== Space Age ==&lt;br /&gt;
In [[Space Age]]{{SA}}, the cargo landing pad instead acts as a hub for orbital deliveries. It acts as a [[requester chest]] for orbiting [[space platform]]s{{SA}}. Platforms that are stopped over the current planet may have their cargo dropped down to satisfy the landing pad&#039;s requests. The landing pad has 3 cargo hatches and can only receive 3 stacks of items at a time.&lt;br /&gt;
&lt;br /&gt;
Placing a [[cargo bay]]{{SA}} that is touching the landing pad next to at least one tile will increase the landing pad&#039;s inventory size by 20 slots each (increased with higher [[quality]]{{SA}}) and increase the number of item stacks that can be dropped from the platform at the same time by 1. If a landing pad&#039;s inventory is full, dropped items will be thrown on the ground around the cargo bay and can be picked up manually or with a deconstruction planner.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;trash unrequested&#039;&#039;&#039; box is ticked, the landing pad will automatically move all items from its inventory that are not currently requested to its trash slots.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.14|&lt;br /&gt;
* Changed cargo landing pad mining time to 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
* [[Space platform]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Kelenius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electronic_circuit&amp;diff=218711</id>
		<title>Electronic circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electronic_circuit&amp;diff=218711"/>
		<updated>2026-06-07T13:45:03Z</updated>

		<summary type="html">&lt;p&gt;Kelenius: No more expensive mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Electronic circuit}}&lt;br /&gt;
The &#039;&#039;&#039;electronic circuit&#039;&#039;&#039; (or &amp;quot;green circuit&amp;quot;) is a basic intermediate product, widely used throughout the game. The electronic circuit is the first in a line of circuit-type intermediate products.&lt;br /&gt;
&lt;br /&gt;
Electronic circuits are used as an ingredient for many item recipes, including creation of all kinds of [[inserters]], and most production machines such as [[assembling machine|assemblers]], [[solar panel]]s and [[electric mining drill]]s. Certain other logistic devices will also need electronic circuits to be created, such as rail signalling equipment. The [[logistic network]] is also incredibly dependent on products constructed with these circuits.&lt;br /&gt;
&lt;br /&gt;
Electronic circuits need to be made in order to produce the upgraded variants of circuit such as the [[advanced circuit]]s and [[processing unit]]s. Combined together, these circuits can also make [[module]]s.&lt;br /&gt;
&lt;br /&gt;
The ratio of assembling machines of the same tier to craft this item is 3 [[copper cable]] assembling machines to 2 &#039;&#039;&#039;electronic circuit&#039;&#039;&#039; assembling machines.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|mass-production-1}}&lt;br /&gt;
{{Achievement|mass-production-2}}&lt;br /&gt;
{{Achievement|mass-production-3}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Kelenius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Agricultural_tower&amp;diff=218710</id>
		<title>Agricultural tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Agricultural_tower&amp;diff=218710"/>
		<updated>2026-06-07T04:41:54Z</updated>

		<summary type="html">&lt;p&gt;Kelenius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Agricultural tower}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;agricultural tower&#039;&#039;&#039; is a machine unlocked on [[Gleba]]. It automatically plants and harvests trees in its range, provided that it is supplied with [[seed]]s, and the soils near it support the kinds of seeds it is loaded with.&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
The agricultural tower can plant [[yumako seed]]s, [[jellynut seed]]s, or [[tree seed]]s. When placing it or hovering the cursor over it, its range will be highlighted. The agricultural tower&#039;s working area is broken up into 3×3 tile sectors, and its reach covers an area of 7x7 sectors. The tower itself is 3x3 and occupies the sector in the middle. A green sector indicates suitable soil, yellow sector indicates that suitable artificial soil can be placed there, and orange indicates unsuitable soil. All tiles in the sector must be suitable; if a sector contains a mix of tiles, the least suitable will determine the color. The tower does not distinguish between tiles requiring artificial soil and more expensive overgrowth soil, so care should be taken if artificial soil is not available.&lt;br /&gt;
&lt;br /&gt;
If the tower has a suitable seed and an empty green sector, it will plant the seed in the middle of the sector. Towers will not plant in sectors that have any object or [[ghost]] in them, even if it wouldn&#039;t block the tree: a [[medium electric pole]] can be placed on the edges of the sector without any harm to the tree, but the tower will not replant that tree after harvesting it. Such blocked sector will still show up as green. A tower in range of different kinds of soils can plant and harvest both, but if a &#039;&#039;sector&#039;&#039; includes different types of soil, it will show up as green despite not being suitable for planting.&lt;br /&gt;
&lt;br /&gt;
If there is no planting work and the tower has space in the output slots, it will harvest any fully grown plants in range. Note that this includes wild plants native to Gleba such as [[slipstack]] or [[cuttlepop]]; if you don&#039;t clear out the area beforehand, the tower will pick up items like [[wood]] and [[spoilage]] into its output. Otherwise, the tower will stand still and wait for the plants to grow. [[Yumako tree]]s and [[jellystem]]s take 5 minutes to grow, while [[tree]]s on Nauvis take 10 minutes. Agricultural towers consume no electricity while waiting. The order in which towers plant and harvest appears to be random.&lt;br /&gt;
&lt;br /&gt;
Harvesting trees on Gleba creates [[spores]], which attract enemies. Agricultural towers themselves also produce spores while working.&lt;br /&gt;
&lt;br /&gt;
A tower can support growing up to 48 trees; however, in practice the actual maximum number is 47 to account for power and inserters/belts, and using all 48 tiles would require at least a [[Quality|rare]] [[substation]] and manual insertion/removal. A [[fast underground belt]] is sufficient to use 47 sectors.&lt;br /&gt;
&lt;br /&gt;
[[File:Agri_tower_hover.jpg|thumb|300px|none|Example of an agricultural tower, showing the various indicators.]]&lt;br /&gt;
&lt;br /&gt;
== Trees and tiles ==&lt;br /&gt;
* [[Yumako seed]]s grow into [[yumako tree]]s, which are harvested for [[yumako]]s. On the map, their natural soil is bright yellow, tiles suitable for [[artificial yumako soil]] are dark yellow, and tiles suitable for [[overgrowth yumako soil]] are greenish yellow.&lt;br /&gt;
* [[Jellynut seed]]s grow into [[jellystem]]s, which are harvested for [[jellynut]]s. On the map, their natural soil is bright purple, tiles suitable for [[artificial jellynut soil]] are dark purple, and tiles suitable for [[overgrowth jellynut soil]] are red and dark red.&lt;br /&gt;
* [[Tree seed]]s grow into [[tree]]s, which are harvested for [[wood]]. Most tiles on Nauvis are suitable for trees, other than sand and [[landfill]].&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
Unlike most other methods of resource gathering in the game, agricultural towers do not benefit from [[Mining productivity (research)|mining productivity research]], and they have no module slots. Each processed fruit has a 2% chance to return its respective seed, so the expected number of seeds that each tree produces is one - the same number of seeds that was used to produce the tree. This can cause your seed amount to diminish, especially if fruits are allowed to spoil, burned, or eaten. However, fruit processing &#039;&#039;&#039;does&#039;&#039;&#039; benefit from productivity - either via [[productivity module]]s or via the 50% inbuilt productivity of the [[biochamber]]{{SA}}. Using just a biochamber with no extra productivity modules takes the expected seeds each tree returns from 1 to 1.5.&lt;br /&gt;
&lt;br /&gt;
Note that this is only an &#039;&#039;expectation&#039;&#039; - there is no underlying mechanic that guarantees 50 fruits will return any number of seeds. It is entirely possible that one might process all 50 fruits harvested from a single tree, or even multiple trees, and obtain no seeds in return.&lt;br /&gt;
&lt;br /&gt;
Agricultural towers may be activated or deactivated via the [[circuit network]]. This can be useful to avoid letting excess fruit back up, as they may eventually spoil and be wasted - and even if it does not, the extra time spent waiting to be processed decreases the [[Spoilage mechanics|freshness]]{{SA}} of the item, which in turn may decrease the freshness of recipes that consume this item. It&#039;s worth mentioning that agricultural towers will collect fruit until their inventory is full, even if inserters aren&#039;t removing the fruits, and therefore it&#039;s inadvisable to control fruit production via inserters, lest the fruit turn into [[spoilage]]{{SA}} while still inside the agricultural tower.&lt;br /&gt;
&lt;br /&gt;
Furthermore, agricultural towers do not coordinate amongst each other if more than one tower could harvest/plant on a specific piece of land. Having overlapping agricultural towers work areas will not speed up the action time of each tower, in fact, it will slow down with the towers attempting to harvest/plant the same tree.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
During development, the agricultural tower had a fluid input/output, and this can still be seen on the in-game sprite.&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;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Agriculture}}&lt;/div&gt;</summary>
		<author><name>Kelenius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tesla_turret&amp;diff=218708</id>
		<title>Tesla turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tesla_turret&amp;diff=218708"/>
		<updated>2026-06-07T01:57:24Z</updated>

		<summary type="html">&lt;p&gt;Kelenius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Tesla turret}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;tesla turret&#039;&#039;&#039; is a powerful turret which deals 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. It consumes 1 MW continuously. Each shot consumes 12 MJ of energy, so when firing at full speed, the turret pulls a total of 7 MW. 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;
Many larger enemies are segmented ([[demolisher]]s, [[stompers]] and strafers); this means that they have different target entities that share a single pool of hit points. The tesla turret can be particularly effective against such enemies, as a single electric bolt can bounce between different segments of the same enemy.&lt;br /&gt;
&lt;br /&gt;
The tesla turret is ineffective against [[asteroids]] as they all have 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>Kelenius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=218707</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=218707"/>
		<updated>2026-06-07T00:40:19Z</updated>

		<summary type="html">&lt;p&gt;Kelenius: /* Biomes */ &amp;quot;Oillands&amp;quot; is not a term I can find being used anywhere&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[file:fulgora_preview.png|210px|right]]&#039;&#039;&#039;Fulgora&#039;&#039;&#039; is a new barren desert [[planet]]. Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings.&lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Fulgora (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet.&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Fulgora and can only be crafted on-planet:&lt;br /&gt;
* {{imagelink|Electromagnetic science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Electromagnetic plant|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning collector|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning rod|space-age=yes}}&lt;br /&gt;
* {{imagelink|Recycler|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Fulgora but can be crafted elsewhere:&lt;br /&gt;
* {{imagelink|Mech armor|space-age=yes}}&lt;br /&gt;
* {{imagelink|Personal battery MK3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Energy shield MK2}}&lt;br /&gt;
* {{imagelink|Personal roboport MK2}}&lt;br /&gt;
* {{imagelink|Quality module 3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Tesla turret|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fulgora Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 3 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 99&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 800&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
Fulgora is split between two distinct biomes. &lt;br /&gt;
* &#039;&#039;&#039;Plateaus&#039;&#039;&#039; are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to [[fulgoran ruin|alien ruins]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s. You can walk through them, but occasional &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans are further divided into deep and shallow areas, with deep areas slowing down player movement even further and not even allowing for rail supports to be built until [[rail support foundations (research)]] is researched.&lt;br /&gt;
&lt;br /&gt;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. However, most islands are detached, meaning that transport between islands will have to occur by train. In many cases, the distance between two islands is also too vast for [[roboport]]s or [[big electric pole]]s to reach, thus requiring local [[logistic network|logistic]] and [[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
During [[time|nighttime]], dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. Lightning will strike each [[chunk]] once, every 10 seconds or so (&amp;lt;code&amp;gt;lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
If a lightning strike is set to occur near a [[lightning rod]], [[lightning collector]], or [[Fulgoran lightning attractor]], then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities.&lt;br /&gt;
&lt;br /&gt;
Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
The duration of lightning storms is 90 seconds, spanning half the cycle (during the in game sunrise and sunset phase as well as night)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran vault ruin]] || 95&lt;br /&gt;
|-&lt;br /&gt;
| Colossal [[Fulgoran ruin]] || 94&lt;br /&gt;
|-&lt;br /&gt;
| Huge [[Fulgoran ruin]] || 93&lt;br /&gt;
|-&lt;br /&gt;
| Big [[Fulgoran ruin]] || 92&lt;br /&gt;
|-&lt;br /&gt;
| Medium [[Fulgoran ruin]] || 91&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lightning rods and collectors ===&lt;br /&gt;
&lt;br /&gt;
[[Lightning rod]]s and [[lightning collector]]s serve a secondary function beyond protecting an area from lightning strikes. They convert lightning into stored power, which [[Power production#Lightning power|they quickly discharge]] into the local [[electric system]]. With enough [[accumulator]]s to last during daytime or between lightning strikes, this can serve as the factory&#039;s main power source.&lt;br /&gt;
&lt;br /&gt;
With this, lightning on Fulgora becomes both a curse and a blessing: players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak [[solar panel|solar output]] on Fulgora&#039;s surface and the difficulty of setting up a global electric network on Fulgora before [[foundation]] becomes available.&lt;br /&gt;
&lt;br /&gt;
Every thunderbolt contains 1 GJ of energy, which is then extracted at the lightning rod/collectors efficiency rating (e.g. the base efficiency of a lightning rod is 20%, making the energy extracted 200 MW per bolt collected)&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
Aside from numerous items that can be collected by mining ancient ruins, only two &amp;quot;natural&amp;quot; resources occur on Fulgora, those being [[heavy oil]] and [[scrap]].&lt;br /&gt;
&lt;br /&gt;
Heavy oil can be obtained in infinite and non-diminishing amounts by placing an [[offshore pump]] on the shore of an island, allowing it to collect heavy oil directly from the oillands.&lt;br /&gt;
&lt;br /&gt;
Scrap is found in deposits on small and medium sized islands, as if it were an ore. However, in stark contrast to most other natural resources, scrap is not directly processed into a single basic resource like [[iron plate|iron]] or [[copper plate]]s using traditional production methods. Rather, it is [[recycler|recycled]] to produce a variety of items. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since this list includes intermediate products, such as [[processing unit]]s, but no iron or copper plates, players are generally forced to further recycle many of these items in order to obtain their ingredients. Players are thus left with the decision of what items to recycle, all while having to avoid cluttering their belts with unused resources.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained from [[ice]] (from recycling [[scrap]]) via [[ice melting]]&lt;br /&gt;
* [[Stone]] can be obtained by recycling [[scrap]]&lt;br /&gt;
* [[Iron ore]] can be obtained by recycling [[concrete]]&lt;br /&gt;
* [[Iron plate]] can be obtained by recycling [[iron gear wheel]], [[battery]], or [[electronic circuit]]&lt;br /&gt;
* [[Copper plate]] can be obtained by recycling [[copper cable]], [[battery]], or [[low density structure]]&lt;br /&gt;
* [[Coal]] cannot be obtained and must be shipped in from other planets. However:&lt;br /&gt;
** [[Plastic bar]] can be obtained by recycling [[advanced circuit]] or [[low density structure]]&lt;br /&gt;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&lt;br /&gt;
* [[Copper ore]] is not available as the only recipe it is used in is copper plates and smelting processes cannot be reversed&lt;br /&gt;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
According to the above mechanics section, lightning strikes a chunk (defined as a 32x32 tile region) once every 10 seconds. Presumably it chooses a random tile within that section, and if a lightning rod is present in said chunk it strikes that instead. The exact mechanism is not clear, and there is also Lightning Reach modifying the selection/range, but in simple terms we can consider it this way until more detailed information is added.&lt;br /&gt;
&lt;br /&gt;
Every thunderbolt contains 1 GJ of raw energy, which can then be harnessed at the stated efficiency of the lightning rod/collector (20%/40%). Both the coverage range and efficiency can be improved with quality, this will not be considered currently and will be added at a later time.&lt;br /&gt;
&lt;br /&gt;
Since lightning strikes each chunk once per 10 seconds on average, that means that each chunk can generate 200/400 MJ per strike. Since the storm spans 90 seconds, that converts to 1.8/3.6 GJ per chunk per cycle. Since a cycle span 360 seconds, that converts to an averaged 5/10 MW per chunk (10/20 MW production for the active half of the cycle). For reference a theoretically ideal chunk of accumulators (so no electrical poles or anything else, just a pure 16x16 grid of accumulators) has an electrical density of 1.28 GJ (16 x 16 x 5). This means the gross production of electricity from lightning exceeds what is possible to store with base quality accumulators even with the lowest 20% efficiency. &lt;br /&gt;
&lt;br /&gt;
In practice though we are assuming are factory maintains a static linear power draw during both day and night, meaning we are only trying to store half the lightning with the rest being used immediately, and possibly a little extra buffer. This means the ratio of accumulator capacity to lightning energy is actually adequate when using lightning rods.&lt;br /&gt;
&lt;br /&gt;
An alternative way to view power using lightning is that each accumulator needs to store power for 180 seconds of uptime (half a cycle), meaning each accumulator at 5000 kJ effectively offers you 27.7... kW of usable power. Since every chunk offers you 5/10 MW, and each accumulator offers you 5 MJ, you effectively need 180/360 accumulators per chunk to match under ideal conditions. 180 accumulators is ~70% of the chunk&#039;s total size. This also establishes that for every 1 MW you need 36 accumulators somewhere in your factory&lt;br /&gt;
&lt;br /&gt;
These calculations are theoretical and awaiting empirical confirmation&lt;br /&gt;
&lt;br /&gt;
Note about drain: The lightning rods claim to have a drain of 150 MW, but this seems to work fundamentally differently to normal drain on every other electrical item. This 150 MW is not actually drained from the electrical grid as the name implies, as verified by the power panel, and its actual role in our calculations above is currently unclear&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MW per unit of water, and offers an energy density of 0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler).&lt;br /&gt;
&lt;br /&gt;
Using a heat exchanger offers 0.97 MW per unit of water. To calculate the space efficiency as an ideal, we take the least common multiple that gives us a perfect ratio of heat exchangers to steam turbines, which is effectively 60 heat exchangers paired with 103 turbines. That gives a total area of 1905, and the 103 turbines generate 599.46 MW, meaning the ideal per tile density of energy is ~0.31468 NW, slightly better than regular boilers. This assumes ideal conditions and maximal utilization though, which is unlikely in practice. Also unlike the the boilers which produce their own heat, this setup will require additional space usage to create heat. Given the low practical likelihood of getting ideal utilization combined with the additional appendage requirement, we can declaratively say this is the less space efficient option, though it is significantly more water efficient.&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer 4.4... MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. Using reactors will require importing fuel since its not natively available on planet. Nuclear fuel offers 400 GJ per stack or 80 GJ per rocket. Meanwhile solid fuel offers 1.5 GJ per stack with the heating tower efficiency bonus, but is extremely abundant on planet.&lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. A space platform can collect ice and drop it to the surface as a supplement, and if something more consistent is required water can always be transported from other planets. Transporting ice from Aquilo is significantly more efficient than the alternative of transporting water barrels offering twice the water per stack and 40 times as much per rocket. It is recommended to liquify the ice in orbit and then drop it in barrels. Electricity in orbit is free, and liquifying ice creates significantly more electrical overhead than unbarreling, which would lower net yield.&lt;br /&gt;
&lt;br /&gt;
Remember for reference that lightning power has density of just ~6.94/~13.89 kW (not MW) per tile and is second to last only beating solar power. Also this number is raw energy, and does not take into consideration your ability to actually capture/store said energy. If your accumulator storage fails to fully accept any lightning while its full then your effective rate will be even lower. This calculation is based on the surface area taken by just the accumulators (180:5MW) and does not account for peripherals like power poles or the actual lightning rods themselves, which would skew the number further down slightly.&lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Boilers are roughly the same if not better in terms of density&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning &lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Fulgora]] is connected to 3 other planets: [[Nauvis]], [[Gleba]], and [[Aquilo]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]|| 30,000&lt;br /&gt;
|}&lt;br /&gt;
&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_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Nauvis to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Gleba to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from Fulgora to Aquilo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&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;th&amp;gt;Big&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;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&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;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&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;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&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;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 120%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk || .25&lt;br /&gt;
|-&lt;br /&gt;
| Medium || .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{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;
fulgora_landscape.png|Example landscape of Fulgora.&lt;br /&gt;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The planet&#039;s ruins suggest that an unknown civilization once existed there before the game&#039;s events.&lt;br /&gt;
* In mythology, Fulgora is the Roman personification of lightning, and a shieldmaiden to the god of thunder, Jupiter.&lt;br /&gt;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Kelenius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=218706</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=218706"/>
		<updated>2026-06-06T19:19:04Z</updated>

		<summary type="html">&lt;p&gt;Kelenius: Rewrite/rearrange to condense and remove duplicate info, correct outdated info, add some info about quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Radar}}&lt;br /&gt;
The &#039;&#039;&#039;radar&#039;&#039;&#039; reveals the map for the force it belongs to. They continuously reveal a small area around them, and slowly scan a much larger area. They also transmit signals to other radars on the same surface.&lt;br /&gt;
&lt;br /&gt;
A radar can be continuously powered by eight [[solar panel]]s and six [[accumulator]]s. Seven solar panels and five accumulators is the most efficient; it gives the radar full power for all but a short time in the morning, and never dips below the 20% power threshold for nearby scanning.&lt;br /&gt;
&lt;br /&gt;
Despite being categorized as a military building, radars will not be attacked by [[enemies]] unless they block their path to another target, which means that radars can be safely placed in biter-infested areas without needing to be defended. The radar will show enemy lifeforms and structures, as well as [[Railway#Trains|trains]], [[Car|cars]], and other [[player]]s in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Continuous coverage ==&lt;br /&gt;
&lt;br /&gt;
The radar continuously reveals an area of 7×7 [[Map_structure#Chunk|chunks]] (224×224 [[Map_structure#Tile|tiles]]), centered on the chunk the radar occupies. This range can be seen on the minimap when placing the radar. This nearby area is updated as a single pulse, approximately every second if the radar is fully powered. At reduced power levels, this pulse will happen less frequently, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations without accumulators.&lt;br /&gt;
&lt;br /&gt;
A radar can keep an area constantly revealed if supplied with as little as 25 kW, though the area will appear periodically dimming when zoomed out on the map. A single [[solar panel]] can supply two radars, and one isolating [[accumulator]] can supply around 10.&lt;br /&gt;
&lt;br /&gt;
[[Player]]s, [[roboport]]s, and [[spidertron]]s similarly chart an area of 5x5 chunks (160x160 tiles) around them, so radars are not necessary in the areas with roboport coverage.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles and remove control ===&lt;br /&gt;
&lt;br /&gt;
[[Car]]s and [[tank]]s remain visible in the fog of war as white triangles with red border. Their position will be up-to-date.&lt;br /&gt;
&lt;br /&gt;
Tanks in visible chunks can be remotely entered and controlled. They cannot be entered when out of radar range, but can still be controlled if driven into that area, though lack of detail may make navigation difficult. If a tank is exited while outside radar range, it will become impossible to remotely enter until coverage is provided.&lt;br /&gt;
&lt;br /&gt;
[[Train]]s are always visible and can be entered and remotely controlled even when outside of radar range.&lt;br /&gt;
&lt;br /&gt;
Since [[spidertron]]s provide their own radar coverage, they can always be entered.&lt;br /&gt;
&lt;br /&gt;
== Exploration coverage ==&lt;br /&gt;
&lt;br /&gt;
Radars also periodically scan chunks in a much bigger range of 29x29. The radar charts one distant chunk every time the sector scanning progress bar fills. This takes 33.333 seconds if the radar is receiving full power. The bar can be seen in the mouse-over panel. Once a chunk is scanned, it is revealed for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;. The last known state of the chunk will be visible on the player&#039;s map as a dim image that cannot be zoomed into. This allows the radars to slowly reveal the terrain, resources, and [[enemies]] in a large area.&lt;br /&gt;
&lt;br /&gt;
The radars will scan the unexplored (black) chunks first. They will prioritize the top-left chunk, then follow clockwise. If all chunks are revealed, they will re-scan the longest-ago revealed chunk. The actual chunk is picked when the scan is complete, so multiple radars can work in tandem to scan the area faster. Since the radar draws 300 kW of power and a scan takes 33.333 seconds, it takes 300 kW * 33.333 seconds = 10 MJ of energy to scan one chunk. Supplying less power will slow exploration down accordingly. With a total number of 792 chunks (29×29 − 7×7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle without interference.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that only the last known state of the chunk is shown on the map. For example, if expansions are enabled, it is possible for the enemies to create a new nest in a previously scanned chunk; it won&#039;t be visible until the chunk is revealed again (by a radar re-scan or otherwise). This is true regardless of how the chunk was revealed, but is most noticeable with radars.&lt;br /&gt;
&lt;br /&gt;
Firing [[artillery]] also reveals chunks along the projectile&#039;s path, which can be used as a faster but costlier method of charting.&lt;br /&gt;
&lt;br /&gt;
[[File:radar_revealing_sectors.gif|thumb|220px|none|Animation of chunks in the upper-right area being revealed by radars.]]&lt;br /&gt;
&lt;br /&gt;
== Circuit network ==&lt;br /&gt;
&lt;br /&gt;
Every radar has a [[circuit network]] connection to every other radar on that surface. Any circuit signal sent into a radar is output from every other radar on the surface. When the radar loses power, it loses its circuit connection. The output signal can only be seen in connected objects like electric poles, because the radar does not have a GUI.&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
[[Quality]]{{SA}} radars both reveal a bigger area continuously and can explore a bigger area.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! Common !! Uncommon !! Rare !! Epic !! Legendary&lt;br /&gt;
|-&lt;br /&gt;
| Continuous range || 3 || 4 || 5 || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Continuous chunk area || 7x7 || 9x9 || 11x11 || 13x13 || 17x17&lt;br /&gt;
|-&lt;br /&gt;
| Exploration range || 14 || 15 || 16 || 17 || 19&lt;br /&gt;
|-&lt;br /&gt;
| Exploration chunk area || 29x29 || 31x31 || 33x33 || 35x35 || 39x39&lt;br /&gt;
|-&lt;br /&gt;
| Total exploration chunks || 792 || 880 || 968 || 1056 || 1232&lt;br /&gt;
|-&lt;br /&gt;
| Full scan time || 7 hours 20 minutes || ~8 hours 9 minutes || ~9 hours || ~9 hours 46 minutes || ~11 hours 24 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_coverage.png|thumb|500px|none|The coverage area of a radar and the player.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* All radars on a surface are now connected to a single circuit network.&lt;br /&gt;
* Enemies no longer actively target radars.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Radar now allows remote view via map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&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;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 Long-term radar behavior]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Kelenius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_fuel&amp;diff=218699</id>
		<title>Rocket fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_fuel&amp;diff=218699"/>
		<updated>2026-06-06T15:25:03Z</updated>

		<summary type="html">&lt;p&gt;Kelenius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket fuel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocket fuel&#039;&#039;&#039; is a [[fuel]] that is used in the production of orbital rockets. Unlike [[solid fuel]], it&#039;s made in assembling machines. Rocket fuel can be used in burner devices to provide 100MJ of energy. Since 10 [[solid fuel]]s it&#039;s made of would provide 120MJ, this is slightly less efficient than using solid fuels, unless extra products are created using [[productivity module]]s or [[Rocket fuel productivity (research)|productivity research]]{{SA}}. It is the second-most long-lasting of all the fuel types, beaten only by [[nuclear fuel]]. It is also the second-best fuel for vehicles, providing 115% top speed and 180% acceleration, again beaten only by nuclear fuel, which provides same top speed but 250% acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanilla:&#039;&#039;&#039; 10 rocket fuels are required for 1 [[rocket part]], and 100 rocket parts are needed for a rocket launch, so 1000 rocket fuels are needed for each launch. Additional 50 rocket fuels are required for crafting each [[satellite]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Age:&#039;&#039;&#039; 1 rocket fuel is required for 1 rocket part, and 50 rocket parts are needed for a rocket launch, so 50 rocket fuels are needed for each launch. &lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ammonia rocket fuel||}} Ammonia rocket fuel || {{icon|Time|10}} + {{icon|Water|50}} + {{icon|Ammonia|500}} + {{icon|Solid fuel|10}} || {{icon|Rocket fuel|1}} || {{icon|Chemical plant}} {{icon|Cryogenic plant|space-age=yes}} || {{icontech|Planet discovery Aquilo (research)|}} [[Planet discovery Aquilo (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket fuel from jelly||}} Rocket fuel from jelly || {{icon|Time|10}} + {{icon|Bioflux|2}} + {{icon|jelly|30}} + {{icon|Water|30}} || {{icon|Rocket fuel|1}} || {{icon|Biochamber|space-age=yes}} || {{icontech|Bioflux processing (research)|}} [[Bioflux processing (research)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.24|&lt;br /&gt;
* Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased rocket fuel stack size from 10 to 20.&lt;br /&gt;
* Decreased the crafting time of rocket fuel from 30 to 15.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.60|&lt;br /&gt;
* Rocket fuel requires light oil.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%.}}&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|0.13.0|&lt;br /&gt;
* Rocket fuel can now be used as fuel.}}&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 part]] components:&lt;br /&gt;
** [[Low density structure]]&lt;br /&gt;
** [[Processing unit]]&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
* [[Solid fuel]]&lt;br /&gt;
* [[Tutorial:Producing power from oil]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Kelenius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=218652</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=218652"/>
		<updated>2026-06-04T19:40:20Z</updated>

		<summary type="html">&lt;p&gt;Kelenius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
Normal-quality lightning rods in a square pattern can be at most 34 tiles apart while completely protecting the area between them.&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;
* [[Lightning collector]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Kelenius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=218651</id>
		<title>Lightning collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=218651"/>
		<updated>2026-06-04T19:40:15Z</updated>

		<summary type="html">&lt;p&gt;Kelenius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning collector}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning collector&#039;&#039;&#039; is an upgraded version of the [[lightning rod]] from [[Fulgora]]{{SA}} that protects a larger area from getting struck by lightning, as well as [[Power production#Lightning power|converting each strike to more electricity]] than its counterpart. Like the lightning rod, the peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system.&lt;br /&gt;
&lt;br /&gt;
Also like the lightning rod, the lightning collector cannot be crafted on any planet other than Fulgora, due to the other planets&#039; lack of a strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
Normal-quality lightning collectors in a square pattern can be at most 47 tiles apart while completely protecting the area between them.&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;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Kelenius</name></author>
	</entry>
</feed>