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		<id>https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=216623</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=216623"/>
		<updated>2025-12-08T16:01:43Z</updated>

		<summary type="html">&lt;p&gt;Kitters: Add braking formula and force values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Locomotive}}&lt;br /&gt;
The &#039;&#039;&#039;Locomotive&#039;&#039;&#039; is the engine for movement of [[Railway|trains]] over [[rail|tracks]]. Trains are useful for moving large amounts of items over large distances. With the [[Space Age]] expansion, locomotives can also utilize [[railway#Elevated Rails|elevated rails]], which are rails built off of a [[rail ramp]], allowing trains to freely drive over obstacles on the ground.&lt;br /&gt;
&lt;br /&gt;
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the [[car]] or [[tank]].  Naturally, they do not have the same freedom of movement, as they are confined to the track. They can be set up to travel automatically between [[train stop]]s, or be controlled manually, even if the [[player]] is in a [[cargo wagon]] attached to the train instead of the locomotive itself. Automatic trains can also use [[rail signal]]s and [[rail chain signal]]s to designate different or changing paths on a railway, as well as manage multiple trains on multiple or intertwining tracks.&lt;br /&gt;
&lt;br /&gt;
Locomotives are [[burner devices]] and require [[fuel]] to run; the more powerful the fuel used, the faster the locomotive&#039;s acceleration and top speed will be. [[Solid fuel]], [[rocket fuel]] and [[nuclear fuel]] will give +20%, +80% and +150% acceleration respectively, and provide +5%, +15% and +15% for top speed respectively. Multiple locomotives can be used on a single train to increase its speed. If a locomotive has no fuel, it can still be moved manually, albeit very slowly.&lt;br /&gt;
&lt;br /&gt;
While locomotives can be assembled by hand, the [[engine unit]] for it requires [[Assembling machine|automated construction]] to build, so it cannot be built from raw materials by hand. The color of the locomotive can be customized.&lt;br /&gt;
&lt;br /&gt;
== Connecting/Disconnecting a locomotive ==&lt;br /&gt;
[[File:locomotive_gui.png|thumb|right|200px|Locomotive GUI]]&lt;br /&gt;
&lt;br /&gt;
To connect locomotives, cargo wagons, or [[fluid wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or connect an already existing disconnected car by driving the locomotive near the car and press {{Keybinding|G}} by default. To disconnect the last car in a train, press {{Keybinding|V}} by default.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
A locomotive in transit can usually crash through everything in its way (including biters, [[car|other]] [[tank|vehicles]], and the player). However, if the locomotive is moving too slowly, or the target is too tough, it will stop the train instead. Once stopped, the train will continually do damage if trying to accelerate. If the locomotive hits an [[enemies|enemy]], the enemies will fight back and try to destroy the train and the rails.&lt;br /&gt;
&lt;br /&gt;
[[Construction robot]]s are a good way to automatically repair damage at train stations.&lt;br /&gt;
&lt;br /&gt;
[[File:train_kills_biters.gif|frame|none|Train killing three big biters.]]&lt;br /&gt;
&lt;br /&gt;
== Speed calculations ==&lt;br /&gt;
The maximum speed that a locomotive can get to depends on the train that it is pulling. The speed of an accelerating, fully fueled, train is calculated every tick by the game with the following formula:&lt;br /&gt;
&lt;br /&gt;
 train_speed = max(0, abs(train_speed) - train_friction_force ÷ train_weight)&lt;br /&gt;
 train_speed = train_speed + (10 × number_of_locomotives_in_moving_direction × fuel_acceleration_bonus ÷ train_weight)&lt;br /&gt;
 train_speed = train_speed × (1 - air_resistance_of_front_rolling_stock ÷ (train_weight ÷ 1000))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;train_friction_force&amp;lt;/code&amp;gt; is the total friction of a train, a sum of frictions contributed by each entity. &lt;br /&gt;
&amp;lt;code&amp;gt;train_weight&amp;lt;/code&amp;gt; is the total weight a train, a sum of weights of each entity. &lt;br /&gt;
The &amp;lt;code&amp;gt;air_resistance_of_front_rolling_stock&amp;lt;/code&amp;gt; is air resistance for the entity at the head of a train. &lt;br /&gt;
The calculated &amp;lt;code&amp;gt;train_speed&amp;lt;/code&amp;gt; is also capped to &amp;lt;code&amp;gt;max_speed = 1.2 * fuel_top_speed_multiplier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When braking:&lt;br /&gt;
&lt;br /&gt;
 train_speed = max(0, abs(train_speed) - train_braking_force ÷ train_weight)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;train_braking_force&amp;lt;/code&amp;gt; is the total braking force of a train, a sum of braking forces contributed by each entity, multiplied by (1+technology_breaking_bonus). &lt;br /&gt;
&lt;br /&gt;
The values of friction, weight, brake and air resistance for every entity (found in their prototypes, file trains.lua):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Entity&lt;br /&gt;
! weight&lt;br /&gt;
! air_resistance&lt;br /&gt;
! friction_force&lt;br /&gt;
! braking_force&lt;br /&gt;
|-&lt;br /&gt;
| Locomotive&lt;br /&gt;
| &amp;lt;math&amp;gt;2000&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.0075&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.5&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;10&amp;lt;/math&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cargo wagon&lt;br /&gt;
| &amp;lt;math&amp;gt;1000&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.01&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.5&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;3&amp;lt;/math&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fluid wagon&lt;br /&gt;
| &amp;lt;math&amp;gt;1000&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.01&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.5&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;3&amp;lt;/math&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Artillery wagon&lt;br /&gt;
| &amp;lt;math&amp;gt;4000&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.015&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.5&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;3&amp;lt;/math&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, air resistance incentivizes to put a locomotive at the head of a train since it has 25% less resistance than a cargo wagon.&lt;br /&gt;
&lt;br /&gt;
== Fuel duration (in seconds) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1 item of !! Burning time in seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wood}} || 3.33&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Coal}} || 6.67&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Rocket fuel}} || 166.67&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Nuclear fuel}} || 2016.67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Driving controls ==&lt;br /&gt;
These are the default bindings, they can be changed in the Settings menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&lt;br /&gt;
! Keyboard and mouse&lt;br /&gt;
! Controller&lt;br /&gt;
|-&lt;br /&gt;
|Enter/Exit&lt;br /&gt;
|{{Keybinding|enter}}&lt;br /&gt;
|{{Keybinding|ZR|X}}&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate&lt;br /&gt;
|{{Keybinding|W}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate/Reverse&lt;br /&gt;
|{{Keybinding|S}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Pick which fork to take at junction (left, right)&lt;br /&gt;
|{{Keybinding|A}},{{Keybinding|D}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Connect/Disconnect train&lt;br /&gt;
|{{Keybinding|G}},{{Keybinding|V}}&lt;br /&gt;
| Not set&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When using a controller, such as on the [[Nintendo Switch version|Nintendo Switch]], the behaviour of the left joystick in vehicles can be switched between two modes:&lt;br /&gt;
* Relative vehicle driving mode (default): Moving the stick in a direction will make vehicles automatically turn and accelerate to that side of the screen.&lt;br /&gt;
* Absolute vehicle driving mode: Moving the stick up/down will make vehicles accelerate/brake. Moving the stick left/right will make vehicles turn in that direction.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Locomotives are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|getting-on-track}}&lt;br /&gt;
{{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px&amp;gt;&lt;br /&gt;
File:trains_colors.png|The player among different colored locomotives.&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;
* Locomotive sounds overhauled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Locomotive fuel consumption doubled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.19|&lt;br /&gt;
* Locomotive snaps to a train stop when placing the first locomotive next to the train stop.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Can now be colored.&lt;br /&gt;
* Trains are now regular size in horizontal and vertical orientations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Trains that are moving automatically cannot be rotated.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now show contents in tooltip.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Increased the crafting cost of the cargo wagon and locomotive.&lt;br /&gt;
* Removing and merging the locomotive of a train without any additional locomotives doesn&#039;t clear the schedule anymore.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Copy paste can now be used for train schedules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* Now recalculates path on rotation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Backer names are used for locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Recipe change}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Train can find the path backward when it has locomotives in the back&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Locomotive + wagon + rails are more expensive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Smooth (precise) rolling stock placement.&lt;br /&gt;
* Rotating while building affects the direction of the rolling stock.&lt;br /&gt;
* Rolling stocks can be disconnected from both sides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Locomotive uses fuel.&lt;br /&gt;
* Locomotive and Car are minable&lt;br /&gt;
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)&lt;br /&gt;
* Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Now shows health bar below locomotive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Now emits light if active.}}&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;
* [[Railway]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;br /&gt;
{{C|Rolling stock}}&lt;/div&gt;</summary>
		<author><name>Kitters</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=216622</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=216622"/>
		<updated>2025-12-08T14:37:35Z</updated>

		<summary type="html">&lt;p&gt;Kitters: Add air resistance values. (I was the one who added this paragraph 5 years ago, but values was deleted by admin as wrong ones, I pulled up correct ones.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Locomotive}}&lt;br /&gt;
The &#039;&#039;&#039;Locomotive&#039;&#039;&#039; is the engine for movement of [[Railway|trains]] over [[rail|tracks]]. Trains are useful for moving large amounts of items over large distances. With the [[Space Age]] expansion, locomotives can also utilize [[railway#Elevated Rails|elevated rails]], which are rails built off of a [[rail ramp]], allowing trains to freely drive over obstacles on the ground.&lt;br /&gt;
&lt;br /&gt;
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the [[car]] or [[tank]].  Naturally, they do not have the same freedom of movement, as they are confined to the track. They can be set up to travel automatically between [[train stop]]s, or be controlled manually, even if the [[player]] is in a [[cargo wagon]] attached to the train instead of the locomotive itself. Automatic trains can also use [[rail signal]]s and [[rail chain signal]]s to designate different or changing paths on a railway, as well as manage multiple trains on multiple or intertwining tracks.&lt;br /&gt;
&lt;br /&gt;
Locomotives are [[burner devices]] and require [[fuel]] to run; the more powerful the fuel used, the faster the locomotive&#039;s acceleration and top speed will be. [[Solid fuel]], [[rocket fuel]] and [[nuclear fuel]] will give +20%, +80% and +150% acceleration respectively, and provide +5%, +15% and +15% for top speed respectively. Multiple locomotives can be used on a single train to increase its speed. If a locomotive has no fuel, it can still be moved manually, albeit very slowly.&lt;br /&gt;
&lt;br /&gt;
While locomotives can be assembled by hand, the [[engine unit]] for it requires [[Assembling machine|automated construction]] to build, so it cannot be built from raw materials by hand. The color of the locomotive can be customized.&lt;br /&gt;
&lt;br /&gt;
== Connecting/Disconnecting a locomotive ==&lt;br /&gt;
[[File:locomotive_gui.png|thumb|right|200px|Locomotive GUI]]&lt;br /&gt;
&lt;br /&gt;
To connect locomotives, cargo wagons, or [[fluid wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or connect an already existing disconnected car by driving the locomotive near the car and press {{Keybinding|G}} by default. To disconnect the last car in a train, press {{Keybinding|V}} by default.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
A locomotive in transit can usually crash through everything in its way (including biters, [[car|other]] [[tank|vehicles]], and the player). However, if the locomotive is moving too slowly, or the target is too tough, it will stop the train instead. Once stopped, the train will continually do damage if trying to accelerate. If the locomotive hits an [[enemies|enemy]], the enemies will fight back and try to destroy the train and the rails.&lt;br /&gt;
&lt;br /&gt;
[[Construction robot]]s are a good way to automatically repair damage at train stations.&lt;br /&gt;
&lt;br /&gt;
[[File:train_kills_biters.gif|frame|none|Train killing three big biters.]]&lt;br /&gt;
&lt;br /&gt;
== Maximum speed ==&lt;br /&gt;
The maximum speed that a locomotive can get to depends on the train that it is pulling. The speed of an accelerating, fully fueled, train is calculated every tick by the game with the following formula:&lt;br /&gt;
&lt;br /&gt;
 train_speed = max(0, abs(train_speed) - train_friction_force ÷ train_weight)&lt;br /&gt;
 train_speed = train_speed + (10 × number_of_locomotives_in_moving_direction × fuel_acceleration_bonus ÷ train_weight)&lt;br /&gt;
 train_speed = train_speed × (1 - air_resistance_of_front_rolling_stock ÷ (train_weight ÷ 1000))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;train_friction_force&amp;lt;/code&amp;gt; is the total friction of a train, a sum of frictions contributed by each entity. &lt;br /&gt;
&amp;lt;code&amp;gt;train_weight&amp;lt;/code&amp;gt; is the total weight a train, a sum of weights of each entity. &lt;br /&gt;
The &amp;lt;code&amp;gt;air_resistance_of_front_rolling_stock&amp;lt;/code&amp;gt; is air resistance for the entity at the head of a train. &lt;br /&gt;
The calculated &amp;lt;code&amp;gt;train_speed&amp;lt;/code&amp;gt; is also capped to &amp;lt;code&amp;gt;max_speed = 1.2 * fuel_top_speed_multiplier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The values of friction, weight and air resistance for every entity (found in their prototypes, file trains.lua):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Entity&lt;br /&gt;
! weight&lt;br /&gt;
! air_resistance&lt;br /&gt;
! friction_force&lt;br /&gt;
|-&lt;br /&gt;
| Locomotive&lt;br /&gt;
| &amp;lt;math&amp;gt;2000&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.0075&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.5&amp;lt;/math&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cargo wagon&lt;br /&gt;
| &amp;lt;math&amp;gt;1000&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.01&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.5&amp;lt;/math&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fluid wagon&lt;br /&gt;
| &amp;lt;math&amp;gt;1000&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.01&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.5&amp;lt;/math&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Artillery wagon&lt;br /&gt;
| &amp;lt;math&amp;gt;4000&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.015&amp;lt;/math&amp;gt;&lt;br /&gt;
| &amp;lt;math&amp;gt;0.5&amp;lt;/math&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, air resistance incentivizes to put a locomotive at the head of a train sinse it has 25% less resistance than a cargo wagon.&lt;br /&gt;
== Fuel duration (in seconds) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1 item of !! Burning time in seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wood}} || 3.33&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Coal}} || 6.67&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Rocket fuel}} || 166.67&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Nuclear fuel}} || 2016.67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Driving controls ==&lt;br /&gt;
These are the default bindings, they can be changed in the Settings menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&lt;br /&gt;
! Keyboard and mouse&lt;br /&gt;
! Controller&lt;br /&gt;
|-&lt;br /&gt;
|Enter/Exit&lt;br /&gt;
|{{Keybinding|enter}}&lt;br /&gt;
|{{Keybinding|ZR|X}}&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate&lt;br /&gt;
|{{Keybinding|W}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate/Reverse&lt;br /&gt;
|{{Keybinding|S}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Pick which fork to take at junction (left, right)&lt;br /&gt;
|{{Keybinding|A}},{{Keybinding|D}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Connect/Disconnect train&lt;br /&gt;
|{{Keybinding|G}},{{Keybinding|V}}&lt;br /&gt;
| Not set&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When using a controller, such as on the [[Nintendo Switch version|Nintendo Switch]], the behaviour of the left joystick in vehicles can be switched between two modes:&lt;br /&gt;
* Relative vehicle driving mode (default): Moving the stick in a direction will make vehicles automatically turn and accelerate to that side of the screen.&lt;br /&gt;
* Absolute vehicle driving mode: Moving the stick up/down will make vehicles accelerate/brake. Moving the stick left/right will make vehicles turn in that direction.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Locomotives are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|getting-on-track}}&lt;br /&gt;
{{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px&amp;gt;&lt;br /&gt;
File:trains_colors.png|The player among different colored locomotives.&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;
* Locomotive sounds overhauled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Locomotive fuel consumption doubled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.19|&lt;br /&gt;
* Locomotive snaps to a train stop when placing the first locomotive next to the train stop.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Can now be colored.&lt;br /&gt;
* Trains are now regular size in horizontal and vertical orientations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Trains that are moving automatically cannot be rotated.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now show contents in tooltip.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Increased the crafting cost of the cargo wagon and locomotive.&lt;br /&gt;
* Removing and merging the locomotive of a train without any additional locomotives doesn&#039;t clear the schedule anymore.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Copy paste can now be used for train schedules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* Now recalculates path on rotation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Backer names are used for locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Recipe change}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Train can find the path backward when it has locomotives in the back&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Locomotive + wagon + rails are more expensive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Smooth (precise) rolling stock placement.&lt;br /&gt;
* Rotating while building affects the direction of the rolling stock.&lt;br /&gt;
* Rolling stocks can be disconnected from both sides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Locomotive uses fuel.&lt;br /&gt;
* Locomotive and Car are minable&lt;br /&gt;
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)&lt;br /&gt;
* Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Now shows health bar below locomotive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Now emits light if active.}}&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;
* [[Railway]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;br /&gt;
{{C|Rolling stock}}&lt;/div&gt;</summary>
		<author><name>Kitters</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Thruster&amp;diff=216613</id>
		<title>Thruster</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Thruster&amp;diff=216613"/>
		<updated>2025-12-08T07:44:49Z</updated>

		<summary type="html">&lt;p&gt;Kitters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Thruster}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Thrusters&#039;&#039;&#039; are components of [[space platform]]s that propel the platforms through space, and to other planets. Thrusters require both [[thruster fuel]] and [[thruster oxidizer]] to function. Thrusters can only be built on the south edge of a space platform, with nothing directly south in the path of their exhaust. This placement means space platforms always travel north toward the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Thrusters are operated via the [[space platform hub]]. When a destination is set and the switch set to &amp;quot;Automatic,&amp;quot; thrusters turn on and move the platform toward its destination. They turn off by themselves when the destination is reached. Moving the switch back to &amp;quot;Paused thrust&amp;quot; will turn all thrusters off immediately. &lt;br /&gt;
&lt;br /&gt;
Speed and acceleration are affected by the number of thrusters, their efficiency, and the mass of the platform. Thrusters are at their least efficient when they have full reserves of both fuel and oxidizer, but produce higher speed and acceleration. Partly empty reserves cause them to work more efficiently, as noted in the table below, at the expense of speed/acceleration.&lt;br /&gt;
&lt;br /&gt;
Depending on speed, damaging [[asteroids]] are encountered in greater numbers. This means that defenses should be built before turning on the thrusters, and high thrust requires stronger defense. &lt;br /&gt;
&lt;br /&gt;
== Datasheet ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Relative thrust&amp;quot; and &amp;quot;Relative fluid consumption&amp;quot; is the percentage for the range of a thruster of that [[Quality]]. 50% relative thrust is halfway between the minimum thrust and the maximum thrust. For a base quality thruster, 50% is 55.95 MN, while for a legendary thruster, it is 139.45 MN, a 150% increase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Filled fluid reserve !! Efficiency !! Relative thrust !! Relative fluid consumption !! colspan=&amp;quot;5&amp;quot; | Fluid consumption (/s)&lt;br /&gt;
|-&lt;br /&gt;
! !! !! !! !! Quality 1 !! Quality 2 !! Quality 3 !! Quality 4 !! Quality 5&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 5% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 15% || 97% || 22% || 24% || 14.14 || 18.39 || 22.63 || 26.87 || 36.00&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 93% || 34% || 37% || 22.29 || 28.97 || 35.66 || 42.34 || 55.50&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 90% || 44% || 51% || 30.43 || 39.56 || 48.69 || 57.81 || 76.50&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 86% || 54% || 64% || 38.57 || 50.14 || 61.71 || 73.29 || 96.00&lt;br /&gt;
|-&lt;br /&gt;
| 35% || 83% || 63% || 78% || 46.71 || 60.73 || 74.74 || 88.76 || 117.00&lt;br /&gt;
|-&lt;br /&gt;
| 40% || 79% || 71% || 91% || 54.86 || 71.31 || 87.77 || 104.23 || 136.50&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 76% || 78% || 105% || 63.00 || 81.90 || 100.80 || 119.70 || 157.50&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 72% || 84% || 119% || 71.14 || 92.49 || 113.83 || 135.17 || 178.50&lt;br /&gt;
|-&lt;br /&gt;
| 55% || 69% || 89% || 132% || 79.29 || 103.07 || 126.86 || 150.64 || 198.00&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 65% || 93% || 146% || 87.43 || 113.66 || 139.89 || 166.11 || 219.00&lt;br /&gt;
|-&lt;br /&gt;
| 65% || 62% || 96% || 159% || 95.57 || 124.24 || 152.91 || 181.59 || 238.50&lt;br /&gt;
|-&lt;br /&gt;
| 70% || 58% || 98% || 173% || 103.71 || 134.83 || 165.94 || 197.06 || 259.50&lt;br /&gt;
|-&lt;br /&gt;
| 75% || 55% || 100% || 186% || 111.86 || 145.41 || 178.97 || 212.53 || 279.00&lt;br /&gt;
|-&lt;br /&gt;
| 80% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 85% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;F_{net} = F_{thrust} + F_{drag}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;a_{net} = \frac{F_{net}}{m}&amp;lt;/math&amp;gt; - acceleration. Change of speed per tick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;F_{drag}\ =-\frac{wv\left(v+60\right)}{4800}-\frac{\left(F_{thrust}m\right)}{m+10000}\ -10&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* &#039;&#039;w&#039;&#039; - width of a platform, in tiles&lt;br /&gt;
* &#039;&#039;m&#039;&#039; - mass of a platform, in tons&lt;br /&gt;
* &#039;&#039;v&#039;&#039; - speed parameter, in km/s, can&#039;t be below zero. Actual current speed of a platform is v-10 in first half and v+10 in the second half of a trip.&lt;br /&gt;
* &amp;lt;math&amp;gt;F_{thrust}&amp;lt;/math&amp;gt; - thrust, in MN.&lt;br /&gt;
&lt;br /&gt;
As you can see, the drag increases quadratically with velocity, like in real world when moving through low density gas. When drag becomes equal to thrust force, acceleration stops, a platform hits its top speed.&lt;br /&gt;
Another important detail is that drag hence top speed depends not on the mass of a platform, but its width. Mass is still a factor of how fast the top speed can be reached though.&lt;br /&gt;
The second term of drag is negligible for ordinary platforms and exist to punish extra massive platforms by effectively cutting a piece of thrust force. For a platform of 1000 tons 10% of thrust force is lost.&lt;br /&gt;
&lt;br /&gt;
That formulas combined give&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max}=10\sqrt{\frac{\frac{480000F_{thrust}}{m+10000}-480}{w}+9}-30&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
plus/minus 10 for actual maximum speed.&lt;br /&gt;
&lt;br /&gt;
The amount of thrust force in MN created by a single thruster is described well in in-game wiki. Multiple sources of thrust stack additively. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The color of the thruster trail changes depending on the amount of fuel and oxidizer in the thruster, becoming blue when fuel is low or red when oxidizer is low.&lt;br /&gt;
* The thruster exhaust trail is 82 tiles long. Structures cannot be placed in the exhaust trail. This means that the total dimensions where the thruster blocks placement of other structures is 4×90 tiles. However, structures can be placed directly behind the end of the trail.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px&amp;gt;&lt;br /&gt;
File:Thruster Flame Color.png|Thruster trail turns red when fuel amount is higher than oxidizer (left) and blue when oxidizer is higher (right)&lt;br /&gt;
File:Thrusters in Map View.png|Thruster trails are visible on the zoomed-out map view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Kitters</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Thruster&amp;diff=216612</id>
		<title>Thruster</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Thruster&amp;diff=216612"/>
		<updated>2025-12-08T07:41:13Z</updated>

		<summary type="html">&lt;p&gt;Kitters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Thruster}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Thrusters&#039;&#039;&#039; are components of [[space platform]]s that propel the platforms through space, and to other planets. Thrusters require both [[thruster fuel]] and [[thruster oxidizer]] to function. Thrusters can only be built on the south edge of a space platform, with nothing directly south in the path of their exhaust. This placement means space platforms always travel north toward the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Thrusters are operated via the [[space platform hub]]. When a destination is set and the switch set to &amp;quot;Automatic,&amp;quot; thrusters turn on and move the platform toward its destination. They turn off by themselves when the destination is reached. Moving the switch back to &amp;quot;Paused thrust&amp;quot; will turn all thrusters off immediately. &lt;br /&gt;
&lt;br /&gt;
Speed and acceleration are affected by the number of thrusters, their efficiency, and the mass of the platform. Thrusters are at their least efficient when they have full reserves of both fuel and oxidizer, but produce higher speed and acceleration. Partly empty reserves cause them to work more efficiently, as noted in the table below, at the expense of speed/acceleration.&lt;br /&gt;
&lt;br /&gt;
Depending on speed, damaging [[asteroids]] are encountered in greater numbers. This means that defenses should be built before turning on the thrusters, and high thrust requires stronger defense. &lt;br /&gt;
&lt;br /&gt;
== Datasheet ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Relative thrust&amp;quot; and &amp;quot;Relative fluid consumption&amp;quot; is the percentage for the range of a thruster of that [[Quality]]. 50% relative thrust is halfway between the minimum thrust and the maximum thrust. For a base quality thruster, 50% is 55.95 MN, while for a legendary thruster, it is 139.45 MN, a 150% increase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Filled fluid reserve !! Efficiency !! Relative thrust !! Relative fluid consumption !! colspan=&amp;quot;5&amp;quot; | Fluid consumption (/s)&lt;br /&gt;
|-&lt;br /&gt;
! !! !! !! !! Quality 1 !! Quality 2 !! Quality 3 !! Quality 4 !! Quality 5&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 5% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 15% || 97% || 22% || 24% || 14.14 || 18.39 || 22.63 || 26.87 || 36.00&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 93% || 34% || 37% || 22.29 || 28.97 || 35.66 || 42.34 || 55.50&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 90% || 44% || 51% || 30.43 || 39.56 || 48.69 || 57.81 || 76.50&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 86% || 54% || 64% || 38.57 || 50.14 || 61.71 || 73.29 || 96.00&lt;br /&gt;
|-&lt;br /&gt;
| 35% || 83% || 63% || 78% || 46.71 || 60.73 || 74.74 || 88.76 || 117.00&lt;br /&gt;
|-&lt;br /&gt;
| 40% || 79% || 71% || 91% || 54.86 || 71.31 || 87.77 || 104.23 || 136.50&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 76% || 78% || 105% || 63.00 || 81.90 || 100.80 || 119.70 || 157.50&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 72% || 84% || 119% || 71.14 || 92.49 || 113.83 || 135.17 || 178.50&lt;br /&gt;
|-&lt;br /&gt;
| 55% || 69% || 89% || 132% || 79.29 || 103.07 || 126.86 || 150.64 || 198.00&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 65% || 93% || 146% || 87.43 || 113.66 || 139.89 || 166.11 || 219.00&lt;br /&gt;
|-&lt;br /&gt;
| 65% || 62% || 96% || 159% || 95.57 || 124.24 || 152.91 || 181.59 || 238.50&lt;br /&gt;
|-&lt;br /&gt;
| 70% || 58% || 98% || 173% || 103.71 || 134.83 || 165.94 || 197.06 || 259.50&lt;br /&gt;
|-&lt;br /&gt;
| 75% || 55% || 100% || 186% || 111.86 || 145.41 || 178.97 || 212.53 || 279.00&lt;br /&gt;
|-&lt;br /&gt;
| 80% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 85% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;F_{net} = F_{thrust} + F_{drag}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;a_{net} = \frac{F_{net}}{m}&amp;lt;/math&amp;gt; - acceleration. Change of speed per tick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;F_{drag}\ =-\frac{wv\left(v+60\right)}{4800}-\frac{\left(F_{thrust}m\right)}{m+10000}\ -10&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* &#039;&#039;w&#039;&#039; - width of a platform, in tiles&lt;br /&gt;
* &#039;&#039;m&#039;&#039; - mass of a platform, in tons&lt;br /&gt;
* &#039;&#039;v&#039;&#039; - speed parameter, in km/s, can&#039;t be below zero. Actual current speed of a platform is v-10 in first half and v+10 in the second half of a trip.&lt;br /&gt;
* &amp;lt;math&amp;gt;F_{thrust}&amp;lt;/math&amp;gt; - thrust, in MN.&lt;br /&gt;
&lt;br /&gt;
As you can see, the drag increases quadratically with velocity, like in real world when moving through low density gas. When drag becomes equal to thrust force, acceleration stops, a platform hits its top speed.&lt;br /&gt;
Another important detail is that drag hence top speed depends not on the mass of a platform, but its width. Mass is still a factor of how fast the top speed can be reached though.&lt;br /&gt;
The second term of drag is negligible for ordinary platforms and exist to punish extra massive platforms by effectively cutting a piece of thrust force. For a platform of 1000 tons 10% of trust forse is lost.&lt;br /&gt;
&lt;br /&gt;
That formulas combined give&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max}=10\sqrt{\frac{\frac{480000F_{thrust}}{m+10000}-480}{w}+9}-30&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
plus/minus 10 for actual maximum speed.&lt;br /&gt;
&lt;br /&gt;
The amount of thrust force in MN created by a single thruster is described well in in-game wiki. Multiple sources of thrust stack additively. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The color of the thruster trail changes depending on the amount of fuel and oxidizer in the thruster, becoming blue when fuel is low or red when oxidizer is low.&lt;br /&gt;
* The thruster exhaust trail is 82 tiles long. Structures cannot be placed in the exhaust trail. This means that the total dimensions where the thruster blocks placement of other structures is 4×90 tiles. However, structures can be placed directly behind the end of the trail.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px&amp;gt;&lt;br /&gt;
File:Thruster Flame Color.png|Thruster trail turns red when fuel amount is higher than oxidizer (left) and blue when oxidizer is higher (right)&lt;br /&gt;
File:Thrusters in Map View.png|Thruster trails are visible on the zoomed-out map view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Kitters</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Thruster&amp;diff=216594</id>
		<title>Thruster</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Thruster&amp;diff=216594"/>
		<updated>2025-12-07T21:59:40Z</updated>

		<summary type="html">&lt;p&gt;Kitters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Thruster}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Thrusters&#039;&#039;&#039; are components of [[space platform]]s that propel the platforms through space, and to other planets. Thrusters require both [[thruster fuel]] and [[thruster oxidizer]] to function. Thrusters can only be built on the south edge of a space platform, with nothing directly south in the path of their exhaust. This placement means space platforms always travel north toward the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Thrusters are operated via the [[space platform hub]]. When a destination is set and the switch set to &amp;quot;Automatic,&amp;quot; thrusters turn on and move the platform toward its destination. They turn off by themselves when the destination is reached. Moving the switch back to &amp;quot;Paused thrust&amp;quot; will turn all thrusters off immediately. &lt;br /&gt;
&lt;br /&gt;
Speed and acceleration are affected by the number of thrusters, their efficiency, and the mass of the platform. Thrusters are at their least efficient when they have full reserves of both fuel and oxidizer, but produce higher speed and acceleration. Partly empty reserves cause them to work more efficiently, as noted in the table below, at the expense of speed/acceleration.&lt;br /&gt;
&lt;br /&gt;
Depending on speed, damaging [[asteroids]] are encountered in greater numbers. This means that defenses should be built before turning on the thrusters, and high thrust requires stronger defense. &lt;br /&gt;
&lt;br /&gt;
== Datasheet ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Relative thrust&amp;quot; and &amp;quot;Relative fluid consumption&amp;quot; is the percentage for the range of a thruster of that [[Quality]]. 50% relative thrust is halfway between the minimum thrust and the maximum thrust. For a base quality thruster, 50% is 55.95 MN, while for a legendary thruster, it is 139.45 MN, a 150% increase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Filled fluid reserve !! Efficiency !! Relative thrust !! Relative fluid consumption !! colspan=&amp;quot;5&amp;quot; | Fluid consumption (/s)&lt;br /&gt;
|-&lt;br /&gt;
! !! !! !! !! Quality 1 !! Quality 2 !! Quality 3 !! Quality 4 !! Quality 5&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 5% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 15% || 97% || 22% || 24% || 14.14 || 18.39 || 22.63 || 26.87 || 36.00&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 93% || 34% || 37% || 22.29 || 28.97 || 35.66 || 42.34 || 55.50&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 90% || 44% || 51% || 30.43 || 39.56 || 48.69 || 57.81 || 76.50&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 86% || 54% || 64% || 38.57 || 50.14 || 61.71 || 73.29 || 96.00&lt;br /&gt;
|-&lt;br /&gt;
| 35% || 83% || 63% || 78% || 46.71 || 60.73 || 74.74 || 88.76 || 117.00&lt;br /&gt;
|-&lt;br /&gt;
| 40% || 79% || 71% || 91% || 54.86 || 71.31 || 87.77 || 104.23 || 136.50&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 76% || 78% || 105% || 63.00 || 81.90 || 100.80 || 119.70 || 157.50&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 72% || 84% || 119% || 71.14 || 92.49 || 113.83 || 135.17 || 178.50&lt;br /&gt;
|-&lt;br /&gt;
| 55% || 69% || 89% || 132% || 79.29 || 103.07 || 126.86 || 150.64 || 198.00&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 65% || 93% || 146% || 87.43 || 113.66 || 139.89 || 166.11 || 219.00&lt;br /&gt;
|-&lt;br /&gt;
| 65% || 62% || 96% || 159% || 95.57 || 124.24 || 152.91 || 181.59 || 238.50&lt;br /&gt;
|-&lt;br /&gt;
| 70% || 58% || 98% || 173% || 103.71 || 134.83 || 165.94 || 197.06 || 259.50&lt;br /&gt;
|-&lt;br /&gt;
| 75% || 55% || 100% || 186% || 111.86 || 145.41 || 178.97 || 212.53 || 279.00&lt;br /&gt;
|-&lt;br /&gt;
| 80% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 85% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;F_{net} = F_{thrust} + F_{drag}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;a_{net} = \frac{F_{net}}{m}&amp;lt;/math&amp;gt; - acceleration. Change of speed per tick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;F_{drag}\ =-\frac{wv\left(v+60\right)}{4800}-\frac{\left(F_{thrust}m\right)}{m+10000}\ -10&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* &#039;&#039;w&#039;&#039; - width of a platform, in tiles&lt;br /&gt;
* &#039;&#039;m&#039;&#039; - mass of a platform, in tons&lt;br /&gt;
* &#039;&#039;v&#039;&#039; - speed parameter, in km/s, can&#039;t be below zero. Actual current speed of a platform is v-10 in first half and v+10 in the second half of a trip.&lt;br /&gt;
* &amp;lt;math&amp;gt;F_{thrust}&amp;lt;/math&amp;gt; - thrust, in MN.&lt;br /&gt;
&lt;br /&gt;
As you can see, the drag increases quadratically with velocity, like in real world when moving through low density gas. When drag becomes equal to thrust force, acceleration stops, a platform hits its top speed.&lt;br /&gt;
Another important detail is that drag hence top speed depends not on the mass of a platform, but its width. Mass is still a factor of how fast the top speed can be reached though.&lt;br /&gt;
The second term of drag is negligible for ordinary platforms and exist to punish extra massive platforms by effectively cutting a piece of thrust force. For a platform of 1000 tons 10% of trust forse is lost.&lt;br /&gt;
&lt;br /&gt;
That formulas combined give&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max}=10\sqrt{\frac{\frac{480000F_{thrust}}{m+10000}-480}{w}+9}-30&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
plus/minus 10 for actual maximum speed.&lt;br /&gt;
&lt;br /&gt;
The amount of thrust force in MN created by a single thruster is described well in in-game wiki. Multiple sorces of thrust stack additively. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The color of the thruster trail changes depending on the amount of fuel and oxidizer in the thruster, becoming blue when fuel is low or red when oxidizer is low.&lt;br /&gt;
* The thruster exhaust trail is 82 tiles long. Structures cannot be placed in the exhaust trail. This means that the total dimensions where the thruster blocks placement of other structures is 4×90 tiles. However, structures can be placed directly behind the end of the trail.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px&amp;gt;&lt;br /&gt;
File:Thruster Flame Color.png|Thruster trail turns red when fuel amount is higher than oxidizer (left) and blue when oxidizer is higher (right)&lt;br /&gt;
File:Thrusters in Map View.png|Thruster trails are visible on the zoomed-out map view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Kitters</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Asteroids&amp;diff=205569</id>
		<title>Talk:Asteroids</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Asteroids&amp;diff=205569"/>
		<updated>2024-11-09T18:45:48Z</updated>

		<summary type="html">&lt;p&gt;Kitters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do we need 4 separate pages for the asteroid chunks? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if asteroid chunks warrant four separate pages. I suggest everything asteroid-related can be merged into one page, while everything related to the processing can go into the [[crusher]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How amount of asteroids depends on speed? == &lt;br /&gt;
Factoriopedia doesn&#039;t answer that.&lt;/div&gt;</summary>
		<author><name>Kitters</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Asteroids&amp;diff=205568</id>
		<title>Talk:Asteroids</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Asteroids&amp;diff=205568"/>
		<updated>2024-11-09T18:45:29Z</updated>

		<summary type="html">&lt;p&gt;Kitters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do we need 4 separate pages for the asteroid chunks? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if asteroid chunks warrant four separate pages. I suggest everything asteroid-related can be merged into one page, while everything related to the processing can go into the [[crusher]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How amount of asteroids depends on speed? Factoriopedia doesn&#039;t answer that.&lt;/div&gt;</summary>
		<author><name>Kitters</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Thruster&amp;diff=205566</id>
		<title>Talk:Thruster</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Thruster&amp;diff=205566"/>
		<updated>2024-11-09T18:43:27Z</updated>

		<summary type="html">&lt;p&gt;Kitters: Created page with &amp;quot;How speed depands on time, mass and thrust?  At least for equilibrium speed tell me, how depends on thrust and mass? I thought equilibrium speed is proportional thrust/mass, but experiments show it&amp;#039;s not true. Not liear, but growing dependense on this ratio.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How speed depands on time, mass and thrust?  At least for equilibrium speed tell me, how depends on thrust and mass?&lt;br /&gt;
I thought equilibrium speed is proportional thrust/mass, but experiments show it&#039;s not true. Not liear, but growing dependense on this ratio.&lt;/div&gt;</summary>
		<author><name>Kitters</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Gleba&amp;diff=204293</id>
		<title>Talk:Gleba</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Gleba&amp;diff=204293"/>
		<updated>2024-11-01T21:10:24Z</updated>

		<summary type="html">&lt;p&gt;Kitters: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;quot;When crafting with spoilable items, the end product will inherit its freshness value from its ingredients. For example, if you craft an item from a 20% spoiled ingredient, the product will also be 20% spoiled.&amp;quot;&amp;#039;&amp;#039; (c) &amp;#039;&amp;#039;&amp;#039;Need clarification&amp;#039;&amp;#039;&amp;#039; Not true for example for bacteria or pentapod eggs. Also, what if freshness values of used ingridients are different, what value product would inherit?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;When crafting with spoilable items, the end product will inherit its freshness value from its ingredients. For example, if you craft an item from a 20% spoiled ingredient, the product will also be 20% spoiled.&amp;quot;&#039;&#039; (c)&lt;br /&gt;
&#039;&#039;&#039;Need clarification&#039;&#039;&#039;&lt;br /&gt;
Not true for example for bacteria or pentapod eggs. Also, what if freshness values of used ingridients are different, what value product would inherit?&lt;/div&gt;</summary>
		<author><name>Kitters</name></author>
	</entry>
</feed>