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	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-06-03T22:44:52Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mining&amp;diff=218491</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mining&amp;diff=218491"/>
		<updated>2026-05-14T03:57:57Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: convert column to Pollution per baseline Ore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Mining.png|90px|right]]&lt;br /&gt;
&#039;&#039;&#039;Mining&#039;&#039;&#039; is used to extract resources from the world. Mining drills are the first step to automating manufacture, although most resources have to be smelted in a [[furnace]] for further usage.&lt;br /&gt;
&lt;br /&gt;
== Mining speed formula ==&lt;br /&gt;
Mining drills have a &amp;quot;mining speed&amp;quot; factor which determines how quickly they produce resources. Resource patches have a &amp;quot;mining time&amp;quot; stat which represents the &amp;quot;hardness&amp;quot; of the resource to mine. Higher mining time means slower mining.&lt;br /&gt;
&lt;br /&gt;
The rate at which resources are produced is given by:&lt;br /&gt;
&lt;br /&gt;
 Mining speed / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
To calculate the time needed for one resource-item use this formula:&lt;br /&gt;
&lt;br /&gt;
 Mining time / Mining speed = Seconds for one resource item&lt;br /&gt;
&lt;br /&gt;
Mining speed is a function of the miner while mining time is a function of the resource you are currently mining (you can place a miner over a mixed field).&lt;br /&gt;
&lt;br /&gt;
=== Mining by hand ===&lt;br /&gt;
When mining by hand, the formula is modified slightly: &lt;br /&gt;
 (1 + Mining Speed Modifier) * .5 / Mining time = Production rate (in resource/sec)&lt;br /&gt;
[[File:player_mining_bar.gif|thumb|468px|none|Progress bar when the player mines by hand.]]&lt;br /&gt;
Expanded description:&lt;br /&gt;
  (1 + Force Modifier) * (1 + Character Modifier) * (Character mining speed) / Mining time = Rate&lt;br /&gt;
&lt;br /&gt;
=== Infinite resources ===&lt;br /&gt;
&lt;br /&gt;
The output of the unmodified resource is the percentage yield of the tile currently used by the miner.&lt;br /&gt;
&lt;br /&gt;
   Output of unmodified field * ( Number of modules in miner * Bonus from module ) + Output of unmodified field * ( Number of beacons * ( Number of modules * Distribution efficiency ) * Bonus from module + Productivity research bonus + 1 ) = Raw output per second &lt;br /&gt;
&lt;br /&gt;
    (Raw output per second * Mining speed) / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
The mining drill or pumpjack will sum the production rate of all tiles below it and show that value in the tooltip.&lt;br /&gt;
&lt;br /&gt;
== Drill types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Total raw !! Mining speed !! Mining power !! Covered area !! Size !! Max health !! [[Pollution]] !! Pollution per baseline Ore&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Player}} || - || 0.5 || - || 1 × 1 || - || 250 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}} || {{Icon|Iron plate|9}} {{icon|stone|5}} || 0.25 || 150 kW ([[Fuel|burner]]) || 2 × 2 || 2 × 2 || 150 || 12/m || 0.8000&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill}} || {{Icon|Iron plate|23}} {{Icon|Copper plate|4.5}} || 0.5 || 90 kW ([[Electric system|electric]]) || 5 × 5 || 3 × 3 || 300 || 10/m || 0.3333&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Big mining drill|space-age=yes}} || {{Icon|Molten iron|200}} {{Icon|Iron plate|43}} {{Icon|Copper plate|54.5}} {{Icon|Plastic bar|20}} {{Icon|Electric engine unit|10}} {{Icon|Tungsten carbide|20}} || 2.5 || 300kW ([[Electric system|electric]]) || 13 × 13 || 5 × 5 || 300 || 40/m || 0.2667&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Burner mining drill&#039;s size matches its coverage (both being 2x2), the Electric mining drill&#039;s size is one tile bigger in either direction while covering two tiles more (3x3 size, 5x5 coverage) and the big mining drill is a further two tiles bigger in either direction, while also increasing coverage by eight tiles (5x5 size, 13x13 coverage).&lt;br /&gt;
&lt;br /&gt;
Mining drills can only be placed if its mining area would touch a mineable resource. When all resources in its mining area are exhausted, the drill will shutdown and an icon will appear on it.&lt;br /&gt;
&lt;br /&gt;
== Output ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Resource&lt;br /&gt;
! Burner &amp;lt;br&amp;gt;mining drill&lt;br /&gt;
! Electric &amp;lt;br&amp;gt;mining drill&lt;br /&gt;
! Big &amp;lt;br&amp;gt;mining drill&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 0.25&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 0.5&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 2.5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Scrap&lt;br /&gt;
| Time: &#039;&#039;&#039;0.5&#039;&#039;&#039;&lt;br /&gt;
| {{icon|scrap|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|scrap|&amp;lt;sub&amp;gt;1/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|scrap|&amp;lt;sub&amp;gt;5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Iron&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{Icon|Iron ore|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{Icon|Iron ore|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{Icon|Iron ore|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Copper&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{Icon|Copper ore|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{Icon|Copper ore|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{Icon|Copper ore|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Coal&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|coal|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|coal|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|coal|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stone&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|stone|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|stone|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|stone|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Calcite&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|calcite|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|calcite|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|calcite|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Uranium&lt;br /&gt;
| Time: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
| {{icon|uranium ore|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|uranium ore|&amp;lt;sub&amp;gt;1.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Tungsten&lt;br /&gt;
| Time: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| {{icon|tungsten ore|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Productivity and resource drain ===&lt;br /&gt;
&lt;br /&gt;
[[Mining productivity (research)|Mining productivity]] is a technology that increases the productivity of all mining drills, which adds to any bonus from [[productivity module]]s. Productivity for miners works similarly to productivity for assemblers: extra ore products for every &amp;quot;real&amp;quot; ore mined from the patch. However, since mining productivity research does not slow the mining drill down (unlike productivity modules), mining productivity effectively makes the drill faster. Furthermore, because more ore is output than is removed from the patch, mining productivity extends the amount of ore generated from a patch.&lt;br /&gt;
&lt;br /&gt;
Mining drills have a property called resource drain. When the drill generates a non-productivity ore, it subtracts one ore from the patch. Resource drain is the probability that this subtraction actually takes place. 100% resource drain means that the subtraction always happens; 50% resource drain means that the resource is only drained from the patch 50% of the time. This means that, with 50% resource drain, the patch will last twice as long.&lt;br /&gt;
&lt;br /&gt;
Unlike mining productivity, low resource drain does not generate more ore in the same period of time; it merely extends the life span of the resource patch. As these are two independent factors, they multiply into each other. A +100% productivity bonus combined with 50% resource drain means that a 1M ore patch will generate 4M ore. It will generate that 4M ore twice as fast as it would with no productivity, and the patch will last twice as long as with 100% resource drain (assuming ore is consumed as quickly as it is produced).&lt;br /&gt;
&lt;br /&gt;
Burner and electric drills have 100% drain, while big mining drills have 50%. [[Quality]] lowers the resource drain by 1/6th of the base-quality drain per quality level, with legendary providing a double-bonus.&lt;br /&gt;
&lt;br /&gt;
== Resource output ==&lt;br /&gt;
&lt;br /&gt;
Unlike most other equipment, mining drills will output resources directly without the need of [[inserter]]s. This includes [[transport belts]], [[chests]], other mining drills, [[furnace]]s, [[assembling machine]]s, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div text align=center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=250px&amp;gt;&lt;br /&gt;
File:Burner drill to chest.png|Burner drill to chest&lt;br /&gt;
File:Burner drill to furnace.png|Burner drill to furnace&lt;br /&gt;
File:Early coal mining 1.png|Burner drill to burner drill&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{achievement|mining-with-determination}}&lt;br /&gt;
&lt;br /&gt;
{{C|Resource extraction{{!}}#}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mining&amp;diff=218490</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mining&amp;diff=218490"/>
		<updated>2026-05-14T03:50:13Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: add Relative Pollution per Ore column to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Mining.png|90px|right]]&lt;br /&gt;
&#039;&#039;&#039;Mining&#039;&#039;&#039; is used to extract resources from the world. Mining drills are the first step to automating manufacture, although most resources have to be smelted in a [[furnace]] for further usage.&lt;br /&gt;
&lt;br /&gt;
== Mining speed formula ==&lt;br /&gt;
Mining drills have a &amp;quot;mining speed&amp;quot; factor which determines how quickly they produce resources. Resource patches have a &amp;quot;mining time&amp;quot; stat which represents the &amp;quot;hardness&amp;quot; of the resource to mine. Higher mining time means slower mining.&lt;br /&gt;
&lt;br /&gt;
The rate at which resources are produced is given by:&lt;br /&gt;
&lt;br /&gt;
 Mining speed / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
To calculate the time needed for one resource-item use this formula:&lt;br /&gt;
&lt;br /&gt;
 Mining time / Mining speed = Seconds for one resource item&lt;br /&gt;
&lt;br /&gt;
Mining speed is a function of the miner while mining time is a function of the resource you are currently mining (you can place a miner over a mixed field).&lt;br /&gt;
&lt;br /&gt;
=== Mining by hand ===&lt;br /&gt;
When mining by hand, the formula is modified slightly: &lt;br /&gt;
 (1 + Mining Speed Modifier) * .5 / Mining time = Production rate (in resource/sec)&lt;br /&gt;
[[File:player_mining_bar.gif|thumb|468px|none|Progress bar when the player mines by hand.]]&lt;br /&gt;
Expanded description:&lt;br /&gt;
  (1 + Force Modifier) * (1 + Character Modifier) * (Character mining speed) / Mining time = Rate&lt;br /&gt;
&lt;br /&gt;
=== Infinite resources ===&lt;br /&gt;
&lt;br /&gt;
The output of the unmodified resource is the percentage yield of the tile currently used by the miner.&lt;br /&gt;
&lt;br /&gt;
   Output of unmodified field * ( Number of modules in miner * Bonus from module ) + Output of unmodified field * ( Number of beacons * ( Number of modules * Distribution efficiency ) * Bonus from module + Productivity research bonus + 1 ) = Raw output per second &lt;br /&gt;
&lt;br /&gt;
    (Raw output per second * Mining speed) / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
The mining drill or pumpjack will sum the production rate of all tiles below it and show that value in the tooltip.&lt;br /&gt;
&lt;br /&gt;
== Drill types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Total raw !! Mining speed !! Mining power !! Covered area !! Size !! Max health !! [[Pollution]] !! Relative Pollution per Ore&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Player}} || - || 0.5 || - || 1 × 1 || - || 250 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}} || {{Icon|Iron plate|9}} {{icon|stone|5}} || 0.25 || 150 kW ([[Fuel|burner]]) || 2 × 2 || 2 × 2 || 150 || 12/m || 48&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill}} || {{Icon|Iron plate|23}} {{Icon|Copper plate|4.5}} || 0.5 || 90 kW ([[Electric system|electric]]) || 5 × 5 || 3 × 3 || 300 || 10/m || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Big mining drill|space-age=yes}} || {{Icon|Molten iron|200}} {{Icon|Iron plate|43}} {{Icon|Copper plate|54.5}} {{Icon|Plastic bar|20}} {{Icon|Electric engine unit|10}} {{Icon|Tungsten carbide|20}} || 2.5 || 300kW ([[Electric system|electric]]) || 13 × 13 || 5 × 5 || 300 || 40/m || 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Burner mining drill&#039;s size matches its coverage (both being 2x2), the Electric mining drill&#039;s size is one tile bigger in either direction while covering two tiles more (3x3 size, 5x5 coverage) and the big mining drill is a further two tiles bigger in either direction, while also increasing coverage by eight tiles (5x5 size, 13x13 coverage).&lt;br /&gt;
&lt;br /&gt;
Mining drills can only be placed if its mining area would touch a mineable resource. When all resources in its mining area are exhausted, the drill will shutdown and an icon will appear on it.&lt;br /&gt;
&lt;br /&gt;
== Output ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Resource&lt;br /&gt;
! Burner &amp;lt;br&amp;gt;mining drill&lt;br /&gt;
! Electric &amp;lt;br&amp;gt;mining drill&lt;br /&gt;
! Big &amp;lt;br&amp;gt;mining drill&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 0.25&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 0.5&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 2.5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Scrap&lt;br /&gt;
| Time: &#039;&#039;&#039;0.5&#039;&#039;&#039;&lt;br /&gt;
| {{icon|scrap|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|scrap|&amp;lt;sub&amp;gt;1/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|scrap|&amp;lt;sub&amp;gt;5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Iron&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{Icon|Iron ore|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{Icon|Iron ore|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{Icon|Iron ore|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Copper&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{Icon|Copper ore|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{Icon|Copper ore|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{Icon|Copper ore|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Coal&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|coal|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|coal|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|coal|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stone&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|stone|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|stone|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|stone|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Calcite&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|calcite|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|calcite|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|calcite|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Uranium&lt;br /&gt;
| Time: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
| {{icon|uranium ore|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|uranium ore|&amp;lt;sub&amp;gt;1.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Tungsten&lt;br /&gt;
| Time: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| {{icon|tungsten ore|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Productivity and resource drain ===&lt;br /&gt;
&lt;br /&gt;
[[Mining productivity (research)|Mining productivity]] is a technology that increases the productivity of all mining drills, which adds to any bonus from [[productivity module]]s. Productivity for miners works similarly to productivity for assemblers: extra ore products for every &amp;quot;real&amp;quot; ore mined from the patch. However, since mining productivity research does not slow the mining drill down (unlike productivity modules), mining productivity effectively makes the drill faster. Furthermore, because more ore is output than is removed from the patch, mining productivity extends the amount of ore generated from a patch.&lt;br /&gt;
&lt;br /&gt;
Mining drills have a property called resource drain. When the drill generates a non-productivity ore, it subtracts one ore from the patch. Resource drain is the probability that this subtraction actually takes place. 100% resource drain means that the subtraction always happens; 50% resource drain means that the resource is only drained from the patch 50% of the time. This means that, with 50% resource drain, the patch will last twice as long.&lt;br /&gt;
&lt;br /&gt;
Unlike mining productivity, low resource drain does not generate more ore in the same period of time; it merely extends the life span of the resource patch. As these are two independent factors, they multiply into each other. A +100% productivity bonus combined with 50% resource drain means that a 1M ore patch will generate 4M ore. It will generate that 4M ore twice as fast as it would with no productivity, and the patch will last twice as long as with 100% resource drain (assuming ore is consumed as quickly as it is produced).&lt;br /&gt;
&lt;br /&gt;
Burner and electric drills have 100% drain, while big mining drills have 50%. [[Quality]] lowers the resource drain by 1/6th of the base-quality drain per quality level, with legendary providing a double-bonus.&lt;br /&gt;
&lt;br /&gt;
== Resource output ==&lt;br /&gt;
&lt;br /&gt;
Unlike most other equipment, mining drills will output resources directly without the need of [[inserter]]s. This includes [[transport belts]], [[chests]], other mining drills, [[furnace]]s, [[assembling machine]]s, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div text align=center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=250px&amp;gt;&lt;br /&gt;
File:Burner drill to chest.png|Burner drill to chest&lt;br /&gt;
File:Burner drill to furnace.png|Burner drill to furnace&lt;br /&gt;
File:Early coal mining 1.png|Burner drill to burner drill&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{achievement|mining-with-determination}}&lt;br /&gt;
&lt;br /&gt;
{{C|Resource extraction{{!}}#}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mining&amp;diff=218489</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mining&amp;diff=218489"/>
		<updated>2026-05-14T03:45:43Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: Add size column to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Mining.png|90px|right]]&lt;br /&gt;
&#039;&#039;&#039;Mining&#039;&#039;&#039; is used to extract resources from the world. Mining drills are the first step to automating manufacture, although most resources have to be smelted in a [[furnace]] for further usage.&lt;br /&gt;
&lt;br /&gt;
== Mining speed formula ==&lt;br /&gt;
Mining drills have a &amp;quot;mining speed&amp;quot; factor which determines how quickly they produce resources. Resource patches have a &amp;quot;mining time&amp;quot; stat which represents the &amp;quot;hardness&amp;quot; of the resource to mine. Higher mining time means slower mining.&lt;br /&gt;
&lt;br /&gt;
The rate at which resources are produced is given by:&lt;br /&gt;
&lt;br /&gt;
 Mining speed / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
To calculate the time needed for one resource-item use this formula:&lt;br /&gt;
&lt;br /&gt;
 Mining time / Mining speed = Seconds for one resource item&lt;br /&gt;
&lt;br /&gt;
Mining speed is a function of the miner while mining time is a function of the resource you are currently mining (you can place a miner over a mixed field).&lt;br /&gt;
&lt;br /&gt;
=== Mining by hand ===&lt;br /&gt;
When mining by hand, the formula is modified slightly: &lt;br /&gt;
 (1 + Mining Speed Modifier) * .5 / Mining time = Production rate (in resource/sec)&lt;br /&gt;
[[File:player_mining_bar.gif|thumb|468px|none|Progress bar when the player mines by hand.]]&lt;br /&gt;
Expanded description:&lt;br /&gt;
  (1 + Force Modifier) * (1 + Character Modifier) * (Character mining speed) / Mining time = Rate&lt;br /&gt;
&lt;br /&gt;
=== Infinite resources ===&lt;br /&gt;
&lt;br /&gt;
The output of the unmodified resource is the percentage yield of the tile currently used by the miner.&lt;br /&gt;
&lt;br /&gt;
   Output of unmodified field * ( Number of modules in miner * Bonus from module ) + Output of unmodified field * ( Number of beacons * ( Number of modules * Distribution efficiency ) * Bonus from module + Productivity research bonus + 1 ) = Raw output per second &lt;br /&gt;
&lt;br /&gt;
    (Raw output per second * Mining speed) / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
The mining drill or pumpjack will sum the production rate of all tiles below it and show that value in the tooltip.&lt;br /&gt;
&lt;br /&gt;
== Drill types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Total raw !! Mining speed !! Mining power !! Covered area !! Size !! Max health !! [[Pollution]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Player}} || - || 0.5 || - || 1 × 1 || N/A || 250 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}} || {{Icon|Iron plate|9}} {{icon|stone|5}} || 0.25 || 150 kW ([[Fuel|burner]]) || 2 × 2 || 2 × 2 || 150 || 12/m&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill}} || {{Icon|Iron plate|23}} {{Icon|Copper plate|4.5}} || 0.5 || 90 kW ([[Electric system|electric]]) || 5 × 5 || 3 × 3 || 300 || 10/m&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Big mining drill|space-age=yes}} || {{Icon|Molten iron|200}} {{Icon|Iron plate|43}} {{Icon|Copper plate|54.5}} {{Icon|Plastic bar|20}} {{Icon|Electric engine unit|10}} {{Icon|Tungsten carbide|20}} || 2.5 || 300kW ([[Electric system|electric]]) || 13 × 13 || 5 × 5 || 300 || 40/m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Burner mining drill&#039;s size matches its coverage (both being 2x2), the Electric mining drill&#039;s size is one tile bigger in either direction while covering two tiles more (3x3 size, 5x5 coverage) and the big mining drill is a further two tiles bigger in either direction, while also increasing coverage by eight tiles (5x5 size, 13x13 coverage).&lt;br /&gt;
&lt;br /&gt;
Mining drills can only be placed if its mining area would touch a mineable resource. When all resources in its mining area are exhausted, the drill will shutdown and an icon will appear on it.&lt;br /&gt;
&lt;br /&gt;
== Output ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Resource&lt;br /&gt;
! Burner &amp;lt;br&amp;gt;mining drill&lt;br /&gt;
! Electric &amp;lt;br&amp;gt;mining drill&lt;br /&gt;
! Big &amp;lt;br&amp;gt;mining drill&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 0.25&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 0.5&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 2.5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Scrap&lt;br /&gt;
| Time: &#039;&#039;&#039;0.5&#039;&#039;&#039;&lt;br /&gt;
| {{icon|scrap|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|scrap|&amp;lt;sub&amp;gt;1/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|scrap|&amp;lt;sub&amp;gt;5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Iron&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{Icon|Iron ore|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{Icon|Iron ore|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{Icon|Iron ore|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Copper&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{Icon|Copper ore|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{Icon|Copper ore|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{Icon|Copper ore|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Coal&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|coal|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|coal|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|coal|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stone&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|stone|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|stone|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|stone|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Calcite&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|calcite|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|calcite|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|calcite|&amp;lt;sub&amp;gt;2.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Uranium&lt;br /&gt;
| Time: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
| {{icon|uranium ore|&amp;lt;sub&amp;gt;0.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
| {{icon|uranium ore|&amp;lt;sub&amp;gt;1.25/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Tungsten&lt;br /&gt;
| Time: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| {{icon|tungsten ore|&amp;lt;sub&amp;gt;0.5/s&amp;lt;/sub&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Productivity and resource drain ===&lt;br /&gt;
&lt;br /&gt;
[[Mining productivity (research)|Mining productivity]] is a technology that increases the productivity of all mining drills, which adds to any bonus from [[productivity module]]s. Productivity for miners works similarly to productivity for assemblers: extra ore products for every &amp;quot;real&amp;quot; ore mined from the patch. However, since mining productivity research does not slow the mining drill down (unlike productivity modules), mining productivity effectively makes the drill faster. Furthermore, because more ore is output than is removed from the patch, mining productivity extends the amount of ore generated from a patch.&lt;br /&gt;
&lt;br /&gt;
Mining drills have a property called resource drain. When the drill generates a non-productivity ore, it subtracts one ore from the patch. Resource drain is the probability that this subtraction actually takes place. 100% resource drain means that the subtraction always happens; 50% resource drain means that the resource is only drained from the patch 50% of the time. This means that, with 50% resource drain, the patch will last twice as long.&lt;br /&gt;
&lt;br /&gt;
Unlike mining productivity, low resource drain does not generate more ore in the same period of time; it merely extends the life span of the resource patch. As these are two independent factors, they multiply into each other. A +100% productivity bonus combined with 50% resource drain means that a 1M ore patch will generate 4M ore. It will generate that 4M ore twice as fast as it would with no productivity, and the patch will last twice as long as with 100% resource drain (assuming ore is consumed as quickly as it is produced).&lt;br /&gt;
&lt;br /&gt;
Burner and electric drills have 100% drain, while big mining drills have 50%. [[Quality]] lowers the resource drain by 1/6th of the base-quality drain per quality level, with legendary providing a double-bonus.&lt;br /&gt;
&lt;br /&gt;
== Resource output ==&lt;br /&gt;
&lt;br /&gt;
Unlike most other equipment, mining drills will output resources directly without the need of [[inserter]]s. This includes [[transport belts]], [[chests]], other mining drills, [[furnace]]s, [[assembling machine]]s, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div text align=center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=250px&amp;gt;&lt;br /&gt;
File:Burner drill to chest.png|Burner drill to chest&lt;br /&gt;
File:Burner drill to furnace.png|Burner drill to furnace&lt;br /&gt;
File:Early coal mining 1.png|Burner drill to burner drill&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{achievement|mining-with-determination}}&lt;br /&gt;
&lt;br /&gt;
{{C|Resource extraction{{!}}#}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spoilage_mechanics&amp;diff=218488</id>
		<title>Spoilage mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spoilage_mechanics&amp;diff=218488"/>
		<updated>2026-05-14T03:35:59Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: introduce &amp;quot;Item or entity on spoiling&amp;quot; column to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;For the article encompassing the spoilage item, see [[Spoilage]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spoilage&#039;&#039;&#039; is a mechanism whereby an item type, after a fixed period of time, will spontaneously transform into a different item, or sometimes an entity (or nothing at all). Most items which can spoil are either produced on [[Gleba]] or produced from Gleba resources.&lt;br /&gt;
&lt;br /&gt;
== Spoil time and freshness ==&lt;br /&gt;
&lt;br /&gt;
Any type of item which can spoil has a spoil time, the maximum time it takes for the item to spoil. An item&#039;s &#039;&#039;freshness&#039;&#039; is a percentage of how far the item is from spoiling. 100% freshness means that the item is at its maximum spoil time away from spoiling, and 0% meaning that it has spoiled.&lt;br /&gt;
&lt;br /&gt;
Spoiling can happen at &#039;&#039;any&#039;&#039; time. It can happen while an item is in a chest, in the input or output slots of a machine, in the hand of an inserter, etc. Almost nothing can arrest the process of spoilage.&lt;br /&gt;
&lt;br /&gt;
Most items max spoil time increases with quality. Higher quality items usually take longer to spoil. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Spoilable Item Times&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Time !! Seconds !! Item or entity on spoiling&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Raw fish}} || 2 hours, 5 minutes, 50 seconds || 7550 || {{imagelink|Spoilage|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux|space-age=yes}} || 2 hours || 7200 || {{imagelink|Spoilage|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || 1 hour || 3600 || {{imagelink|Spoilage|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || 1 hour || 3600 || {{imagelink|Spoilage|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || 1 hour || 3600 || {{imagelink|Spoilage|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || 30 minutes || 1800 || Spawns a [[Enemies#Biters|big biter]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner|space-age=yes}} || 30 minutes || 1800 || Spawns a [[Enemies#Biters|behemoth biter]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || 15 minutes || 900 || Spawns a [[Enemies#Wrigglers|premature wriggler]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients|space-age=yes}} || 5 minutes || 300 || {{imagelink|Spoilage|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || 4 minutes || 240 || {{imagelink|Spoilage|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || 3 minutes || 180 || {{imagelink|Spoilage|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || 1 minute || 60 ||  {{imagelink|copper_ore}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || 1 minute || 60 ||  {{imagelink|iron_ore}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Freshness and stacking ===&lt;br /&gt;
&lt;br /&gt;
When spoilable items form a stack (inserters picking up items, items being placed in containers, items being placed in a production machine, etc), the freshness of the resulting stack is determined by the average freshness of all items being combined. If you take a stack of 10 items with freshness 50% and add one item of freshness 100%, the result is a stack of 11 items with a freshness of 54.5%.&lt;br /&gt;
&lt;br /&gt;
As such, all items in a stack will spoil at the same time. If spoiling spawns an entity, one entity will be spawned per item in the stack.&lt;br /&gt;
&lt;br /&gt;
=== Production and freshness ===&lt;br /&gt;
&lt;br /&gt;
Items that are generated by means other than a machine (or the player) executing a recipe are generated at 100% freshness. This includes harvesting [[yumako]]s and [[jellynut]]s, as well as extracting [[biter egg]]s from [[captive biter spawner]]s. Captive biter spawners have the unique property that the eggs they generate do not begin to spoil until they are removed from the spawner.&lt;br /&gt;
&lt;br /&gt;
If no spoilable inputs are used to generate a spoilable output, then the freshness of the output is determined by the recipe (usually 100% fresh, but [[nutrients]] created from [[spoilage]] are 50% fresh). Note that [[recycler]] recipes are no different; if a non-spoilable item can be recycled to a spoilable input, that input item will have 100% freshness (the [[biochamber]] recipe is one such example).&lt;br /&gt;
&lt;br /&gt;
If a recipe generates a spoilable product using one or more spoilable inputs, the freshness of the spoilable input products may be transferred to the freshness of the output. If the recipe only has one spoilable input, then the freshness percentage is transferred directly to the output. If a recipe uses multiple spoilable inputs, then the freshness of the output is the average freshness of the input.&lt;br /&gt;
&lt;br /&gt;
Some recipes override the freshness of the output product, even when the inputs can spoil. Most catalytic recipes (recipes which consume and produce an item of the same type, for example [[iron bacteria cultivation]]) do not transfer freshness to their catalytic product; their outputs are always 100% fresh.&lt;br /&gt;
&lt;br /&gt;
While items can spoil while in a machine&#039;s input slots, once the item has been consumed to start a production cycle, the item cannot spoil.&lt;br /&gt;
&lt;br /&gt;
The freshness of inputs can transfer to outputs. But the freshness of the fuel used to power the building producing the spoilable product is irrelevant. The [[biochamber]] uses [[nutrients]] as fuel, but so long as the recipe itself does not use nutrients as an ingredient, the freshness of those nutrients does not matter to the freshness of the output.&lt;br /&gt;
&lt;br /&gt;
When using the player&#039;s hand-crafting queue for spoilable outputs, the freshness of the output is timed based on when the hand-craft was added to the crafting queue. This means that, if you craft a lot of fast-spoiling spoilable products all at once, the final crafts may directly generate spoilage instead of the desired item. &amp;lt;!-- As noted here: https://www.reddit.com/r/factorio/comments/1ib4ff3/biter_egg_to_spoilage_bug/  This could be a bug. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freshness effects ===&lt;br /&gt;
&lt;br /&gt;
For most spoilable items, their freshness matters only in that the freshness can transfer during production. For [[agricultural science pack]]s however, there is an additional effect. Freshness affects the speed at which a science pack is consumed in a lab. A 50% fresh pack will be consumed twice as fast. But because it does not generate more science value during that consumption, it effectively only produces half the science that a 100% fresh pack would.&lt;br /&gt;
&lt;br /&gt;
Note that freshness does not affect the [[fuel]] value of any spoilable that has a fuel value. So long as the fuel is consumed before it spoils, it will impart all of its energy to the device.&lt;br /&gt;
&lt;br /&gt;
== Spoil products ==&lt;br /&gt;
&lt;br /&gt;
Most items which can spoil will transform into [[spoilage]], but some items spoil into other things. Some items transform into entities on the map.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Special spoilables&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Special effect on spoiling&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || Turns into [[copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || Turns into [[iron ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || Spawns a [[Enemies#Biters|big biter]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || Spawns a [[Enemies#Wrigglers|premature wriggler]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner|space-age=yes}} || Spawns a [[Enemies#Biters|behemoth biter]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special spoiling effects ===&lt;br /&gt;
&lt;br /&gt;
When an item spoils, it transforms into a different item, or even an entity. Because spoiling can happen at any time, the game must account for this possibility in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
If a recipe consumes or generates a spoilable item, the machine executing that recipe gains a number of &amp;quot;trash slots&amp;quot; appropriate for the spoil products of these types. If a stack in its input or output slots spoils, then those items are moved to the machine&#039;s trash slots. The machine may not continue to operate if its trash slots are full. Any output inserter can take from trash slots, so you may need to filter inserters to specifically remove trash.&lt;br /&gt;
&lt;br /&gt;
If an inserter is aimed at a machine which has trash slots based on spoilable input items, and the item it attempts to insert into the machine spoils before insertion is complete, the inserter will insert the item into the machine&#039;s trash slots. It will &#039;&#039;not&#039;&#039; do so if the item has spoiled before it was picked up (and it will not pick up spoiled items).&lt;br /&gt;
&lt;br /&gt;
If a machine&#039;s output is full, then spoil-based trash slots don&#039;t function. If input or fuel stacks spoil while in this state, they will remain in the those locations (blocking further inputs or fuel) until the machine&#039;s outputs have been emptied.&lt;br /&gt;
&lt;br /&gt;
[[Lab]]s and [[biolab]]s have pass-through logic that allows science packs to be passed from one machine to another. While this works for [[agricultural science pack]]s, it does not work for spoilage. So each lab must have its own inserter specifically to remove any spoilage.&lt;br /&gt;
&lt;br /&gt;
While inserters can be filtered, spoilable items can cause filters to be bypassed if the item spoils after being picked up. The inserter will not attempt to put the item back even if the spoiled item type violates the rules of the filter.&lt;br /&gt;
&lt;br /&gt;
If an inserter is holding an item that spoils, it will immediately turn and attempt to insert the item in its destination. Note that this overrides the general rule of [[stack inserter]]s that they only turn when they have a full hand size. This is done to prevent stack inserters from getting stuck.&lt;br /&gt;
&lt;br /&gt;
==Mathematics==&lt;br /&gt;
&lt;br /&gt;
A buffer holding &#039;&#039;n&#039;&#039; items with a spoilage time of &#039;&#039;t&#039;&#039; will have an average spoilage rate of &#039;&#039;n/t&#039;&#039;. For example, a steel chest holding 48 stacks of 50 normal-quality copper bacteria, which spoil in 1 minute, will produce on average 2400 copper ore per minute. This relation is called [https://en.wikipedia.org/wiki/Little%27s_law Little&#039;s law] in queueing theory. The formula only gives the average spoilage rate, assuming spoiled items are immediately removed and replaced with completely fresh items. In practice, the rate can vary over time due to many factors, such as items being already partially spoiled when they are inserted, or many fresh items being inserted at the same time.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* In Space Age, a base quality [[fish]] has a spoilage time of 2 hours, 5 minutes, and 50 seconds. This equates to 7,550 seconds, or 453,000 [[time#Ticks|game ticks]], which is a reference to developer V453000, the artist behind the fish icon.&lt;br /&gt;
&lt;br /&gt;
{{C|Space Age}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spoilage_mechanics&amp;diff=218487</id>
		<title>Spoilage mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spoilage_mechanics&amp;diff=218487"/>
		<updated>2026-05-14T03:26:07Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: note that spoil time typically increase with quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;For the article encompassing the spoilage item, see [[Spoilage]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spoilage&#039;&#039;&#039; is a mechanism whereby an item type, after a fixed period of time, will spontaneously transform into a different item, or sometimes an entity (or nothing at all). Most items which can spoil are either produced on [[Gleba]] or produced from Gleba resources.&lt;br /&gt;
&lt;br /&gt;
== Spoil time and freshness ==&lt;br /&gt;
&lt;br /&gt;
Any type of item which can spoil has a spoil time, the maximum time it takes for the item to spoil. An item&#039;s &#039;&#039;freshness&#039;&#039; is a percentage of how far the item is from spoiling. 100% freshness means that the item is at its maximum spoil time away from spoiling, and 0% meaning that it has spoiled.&lt;br /&gt;
&lt;br /&gt;
Spoiling can happen at &#039;&#039;any&#039;&#039; time. It can happen while an item is in a chest, in the input or output slots of a machine, in the hand of an inserter, etc. Almost nothing can arrest the process of spoilage.&lt;br /&gt;
&lt;br /&gt;
Most items max spoil time increases with quality. Higher quality items usually take longer to spoil. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Spoilable Item Times&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Time !! Seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Raw fish}} || 2 hours, 5 minutes, 50 seconds || 7550 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux|space-age=yes}} || 2 hours || 7200&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || 1 hour || 3600&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || 1 hour || 3600&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || 1 hour || 3600&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || 30 minutes || 1800&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner|space-age=yes}} || 30 minutes || 1800&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || 15 minutes || 900&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients|space-age=yes}} || 5 minutes || 300&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || 4 minutes || 240&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || 3 minutes || 180&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || 1 minute || 60&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || 1 minute || 60&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Freshness and stacking ===&lt;br /&gt;
&lt;br /&gt;
When spoilable items form a stack (inserters picking up items, items being placed in containers, items being placed in a production machine, etc), the freshness of the resulting stack is determined by the average freshness of all items being combined. If you take a stack of 10 items with freshness 50% and add one item of freshness 100%, the result is a stack of 11 items with a freshness of 54.5%.&lt;br /&gt;
&lt;br /&gt;
As such, all items in a stack will spoil at the same time. If spoiling spawns an entity, one entity will be spawned per item in the stack.&lt;br /&gt;
&lt;br /&gt;
=== Production and freshness ===&lt;br /&gt;
&lt;br /&gt;
Items that are generated by means other than a machine (or the player) executing a recipe are generated at 100% freshness. This includes harvesting [[yumako]]s and [[jellynut]]s, as well as extracting [[biter egg]]s from [[captive biter spawner]]s. Captive biter spawners have the unique property that the eggs they generate do not begin to spoil until they are removed from the spawner.&lt;br /&gt;
&lt;br /&gt;
If no spoilable inputs are used to generate a spoilable output, then the freshness of the output is determined by the recipe (usually 100% fresh, but [[nutrients]] created from [[spoilage]] are 50% fresh). Note that [[recycler]] recipes are no different; if a non-spoilable item can be recycled to a spoilable input, that input item will have 100% freshness (the [[biochamber]] recipe is one such example).&lt;br /&gt;
&lt;br /&gt;
If a recipe generates a spoilable product using one or more spoilable inputs, the freshness of the spoilable input products may be transferred to the freshness of the output. If the recipe only has one spoilable input, then the freshness percentage is transferred directly to the output. If a recipe uses multiple spoilable inputs, then the freshness of the output is the average freshness of the input.&lt;br /&gt;
&lt;br /&gt;
Some recipes override the freshness of the output product, even when the inputs can spoil. Most catalytic recipes (recipes which consume and produce an item of the same type, for example [[iron bacteria cultivation]]) do not transfer freshness to their catalytic product; their outputs are always 100% fresh.&lt;br /&gt;
&lt;br /&gt;
While items can spoil while in a machine&#039;s input slots, once the item has been consumed to start a production cycle, the item cannot spoil.&lt;br /&gt;
&lt;br /&gt;
The freshness of inputs can transfer to outputs. But the freshness of the fuel used to power the building producing the spoilable product is irrelevant. The [[biochamber]] uses [[nutrients]] as fuel, but so long as the recipe itself does not use nutrients as an ingredient, the freshness of those nutrients does not matter to the freshness of the output.&lt;br /&gt;
&lt;br /&gt;
When using the player&#039;s hand-crafting queue for spoilable outputs, the freshness of the output is timed based on when the hand-craft was added to the crafting queue. This means that, if you craft a lot of fast-spoiling spoilable products all at once, the final crafts may directly generate spoilage instead of the desired item. &amp;lt;!-- As noted here: https://www.reddit.com/r/factorio/comments/1ib4ff3/biter_egg_to_spoilage_bug/  This could be a bug. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freshness effects ===&lt;br /&gt;
&lt;br /&gt;
For most spoilable items, their freshness matters only in that the freshness can transfer during production. For [[agricultural science pack]]s however, there is an additional effect. Freshness affects the speed at which a science pack is consumed in a lab. A 50% fresh pack will be consumed twice as fast. But because it does not generate more science value during that consumption, it effectively only produces half the science that a 100% fresh pack would.&lt;br /&gt;
&lt;br /&gt;
Note that freshness does not affect the [[fuel]] value of any spoilable that has a fuel value. So long as the fuel is consumed before it spoils, it will impart all of its energy to the device.&lt;br /&gt;
&lt;br /&gt;
== Spoil products ==&lt;br /&gt;
&lt;br /&gt;
Most items which can spoil will transform into [[spoilage]], but some items spoil into other things. Some items transform into entities on the map.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Special spoilables&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Special effect on spoiling&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || Turns into [[copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || Turns into [[iron ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || Spawns a [[Enemies#Biters|big biter]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || Spawns a [[Enemies#Wrigglers|premature wriggler]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner|space-age=yes}} || Spawns a [[Enemies#Biters|behemoth biter]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special spoiling effects ===&lt;br /&gt;
&lt;br /&gt;
When an item spoils, it transforms into a different item, or even an entity. Because spoiling can happen at any time, the game must account for this possibility in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
If a recipe consumes or generates a spoilable item, the machine executing that recipe gains a number of &amp;quot;trash slots&amp;quot; appropriate for the spoil products of these types. If a stack in its input or output slots spoils, then those items are moved to the machine&#039;s trash slots. The machine may not continue to operate if its trash slots are full. Any output inserter can take from trash slots, so you may need to filter inserters to specifically remove trash.&lt;br /&gt;
&lt;br /&gt;
If an inserter is aimed at a machine which has trash slots based on spoilable input items, and the item it attempts to insert into the machine spoils before insertion is complete, the inserter will insert the item into the machine&#039;s trash slots. It will &#039;&#039;not&#039;&#039; do so if the item has spoiled before it was picked up (and it will not pick up spoiled items).&lt;br /&gt;
&lt;br /&gt;
If a machine&#039;s output is full, then spoil-based trash slots don&#039;t function. If input or fuel stacks spoil while in this state, they will remain in the those locations (blocking further inputs or fuel) until the machine&#039;s outputs have been emptied.&lt;br /&gt;
&lt;br /&gt;
[[Lab]]s and [[biolab]]s have pass-through logic that allows science packs to be passed from one machine to another. While this works for [[agricultural science pack]]s, it does not work for spoilage. So each lab must have its own inserter specifically to remove any spoilage.&lt;br /&gt;
&lt;br /&gt;
While inserters can be filtered, spoilable items can cause filters to be bypassed if the item spoils after being picked up. The inserter will not attempt to put the item back even if the spoiled item type violates the rules of the filter.&lt;br /&gt;
&lt;br /&gt;
If an inserter is holding an item that spoils, it will immediately turn and attempt to insert the item in its destination. Note that this overrides the general rule of [[stack inserter]]s that they only turn when they have a full hand size. This is done to prevent stack inserters from getting stuck.&lt;br /&gt;
&lt;br /&gt;
==Mathematics==&lt;br /&gt;
&lt;br /&gt;
A buffer holding &#039;&#039;n&#039;&#039; items with a spoilage time of &#039;&#039;t&#039;&#039; will have an average spoilage rate of &#039;&#039;n/t&#039;&#039;. For example, a steel chest holding 48 stacks of 50 normal-quality copper bacteria, which spoil in 1 minute, will produce on average 2400 copper ore per minute. This relation is called [https://en.wikipedia.org/wiki/Little%27s_law Little&#039;s law] in queueing theory. The formula only gives the average spoilage rate, assuming spoiled items are immediately removed and replaced with completely fresh items. In practice, the rate can vary over time due to many factors, such as items being already partially spoiled when they are inserted, or many fresh items being inserted at the same time.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* In Space Age, a base quality [[fish]] has a spoilage time of 2 hours, 5 minutes, and 50 seconds. This equates to 7,550 seconds, or 453,000 [[time#Ticks|game ticks]], which is a reference to developer V453000, the artist behind the fish icon.&lt;br /&gt;
&lt;br /&gt;
{{C|Space Age}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spoilage_mechanics&amp;diff=218486</id>
		<title>Spoilage mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spoilage_mechanics&amp;diff=218486"/>
		<updated>2026-05-14T03:22:05Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: Add Captive biter spawner to Spoilable Item Times table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;For the article encompassing the spoilage item, see [[Spoilage]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spoilage&#039;&#039;&#039; is a mechanism whereby an item type, after a fixed period of time, will spontaneously transform into a different item, or sometimes an entity (or nothing at all). Most items which can spoil are either produced on [[Gleba]] or produced from Gleba resources.&lt;br /&gt;
&lt;br /&gt;
== Spoil time and freshness ==&lt;br /&gt;
&lt;br /&gt;
Any type of item which can spoil has a spoil time, the maximum time it takes for the item to spoil. An item&#039;s &#039;&#039;freshness&#039;&#039; is a percentage of how far the item is from spoiling. 100% freshness means that the item is at its maximum spoil time away from spoiling, and 0% meaning that it has spoiled.&lt;br /&gt;
&lt;br /&gt;
Spoiling can happen at &#039;&#039;any&#039;&#039; time. It can happen while an item is in a chest, in the input or output slots of a machine, in the hand of an inserter, etc. Almost nothing can arrest the process of spoilage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Spoilable Item Times&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Time !! Seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Raw fish}} || 2 hours, 5 minutes, 50 seconds || 7550 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux|space-age=yes}} || 2 hours || 7200&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || 1 hour || 3600&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || 1 hour || 3600&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || 1 hour || 3600&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || 30 minutes || 1800&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner|space-age=yes}} || 30 minutes || 1800&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || 15 minutes || 900&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients|space-age=yes}} || 5 minutes || 300&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || 4 minutes || 240&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || 3 minutes || 180&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || 1 minute || 60&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || 1 minute || 60&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Freshness and stacking ===&lt;br /&gt;
&lt;br /&gt;
When spoilable items form a stack (inserters picking up items, items being placed in containers, items being placed in a production machine, etc), the freshness of the resulting stack is determined by the average freshness of all items being combined. If you take a stack of 10 items with freshness 50% and add one item of freshness 100%, the result is a stack of 11 items with a freshness of 54.5%.&lt;br /&gt;
&lt;br /&gt;
As such, all items in a stack will spoil at the same time. If spoiling spawns an entity, one entity will be spawned per item in the stack.&lt;br /&gt;
&lt;br /&gt;
=== Production and freshness ===&lt;br /&gt;
&lt;br /&gt;
Items that are generated by means other than a machine (or the player) executing a recipe are generated at 100% freshness. This includes harvesting [[yumako]]s and [[jellynut]]s, as well as extracting [[biter egg]]s from [[captive biter spawner]]s. Captive biter spawners have the unique property that the eggs they generate do not begin to spoil until they are removed from the spawner.&lt;br /&gt;
&lt;br /&gt;
If no spoilable inputs are used to generate a spoilable output, then the freshness of the output is determined by the recipe (usually 100% fresh, but [[nutrients]] created from [[spoilage]] are 50% fresh). Note that [[recycler]] recipes are no different; if a non-spoilable item can be recycled to a spoilable input, that input item will have 100% freshness (the [[biochamber]] recipe is one such example).&lt;br /&gt;
&lt;br /&gt;
If a recipe generates a spoilable product using one or more spoilable inputs, the freshness of the spoilable input products may be transferred to the freshness of the output. If the recipe only has one spoilable input, then the freshness percentage is transferred directly to the output. If a recipe uses multiple spoilable inputs, then the freshness of the output is the average freshness of the input.&lt;br /&gt;
&lt;br /&gt;
Some recipes override the freshness of the output product, even when the inputs can spoil. Most catalytic recipes (recipes which consume and produce an item of the same type, for example [[iron bacteria cultivation]]) do not transfer freshness to their catalytic product; their outputs are always 100% fresh.&lt;br /&gt;
&lt;br /&gt;
While items can spoil while in a machine&#039;s input slots, once the item has been consumed to start a production cycle, the item cannot spoil.&lt;br /&gt;
&lt;br /&gt;
The freshness of inputs can transfer to outputs. But the freshness of the fuel used to power the building producing the spoilable product is irrelevant. The [[biochamber]] uses [[nutrients]] as fuel, but so long as the recipe itself does not use nutrients as an ingredient, the freshness of those nutrients does not matter to the freshness of the output.&lt;br /&gt;
&lt;br /&gt;
When using the player&#039;s hand-crafting queue for spoilable outputs, the freshness of the output is timed based on when the hand-craft was added to the crafting queue. This means that, if you craft a lot of fast-spoiling spoilable products all at once, the final crafts may directly generate spoilage instead of the desired item. &amp;lt;!-- As noted here: https://www.reddit.com/r/factorio/comments/1ib4ff3/biter_egg_to_spoilage_bug/  This could be a bug. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freshness effects ===&lt;br /&gt;
&lt;br /&gt;
For most spoilable items, their freshness matters only in that the freshness can transfer during production. For [[agricultural science pack]]s however, there is an additional effect. Freshness affects the speed at which a science pack is consumed in a lab. A 50% fresh pack will be consumed twice as fast. But because it does not generate more science value during that consumption, it effectively only produces half the science that a 100% fresh pack would.&lt;br /&gt;
&lt;br /&gt;
Note that freshness does not affect the [[fuel]] value of any spoilable that has a fuel value. So long as the fuel is consumed before it spoils, it will impart all of its energy to the device.&lt;br /&gt;
&lt;br /&gt;
== Spoil products ==&lt;br /&gt;
&lt;br /&gt;
Most items which can spoil will transform into [[spoilage]], but some items spoil into other things. Some items transform into entities on the map.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Special spoilables&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Special effect on spoiling&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || Turns into [[copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || Turns into [[iron ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || Spawns a [[Enemies#Biters|big biter]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || Spawns a [[Enemies#Wrigglers|premature wriggler]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner|space-age=yes}} || Spawns a [[Enemies#Biters|behemoth biter]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special spoiling effects ===&lt;br /&gt;
&lt;br /&gt;
When an item spoils, it transforms into a different item, or even an entity. Because spoiling can happen at any time, the game must account for this possibility in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
If a recipe consumes or generates a spoilable item, the machine executing that recipe gains a number of &amp;quot;trash slots&amp;quot; appropriate for the spoil products of these types. If a stack in its input or output slots spoils, then those items are moved to the machine&#039;s trash slots. The machine may not continue to operate if its trash slots are full. Any output inserter can take from trash slots, so you may need to filter inserters to specifically remove trash.&lt;br /&gt;
&lt;br /&gt;
If an inserter is aimed at a machine which has trash slots based on spoilable input items, and the item it attempts to insert into the machine spoils before insertion is complete, the inserter will insert the item into the machine&#039;s trash slots. It will &#039;&#039;not&#039;&#039; do so if the item has spoiled before it was picked up (and it will not pick up spoiled items).&lt;br /&gt;
&lt;br /&gt;
If a machine&#039;s output is full, then spoil-based trash slots don&#039;t function. If input or fuel stacks spoil while in this state, they will remain in the those locations (blocking further inputs or fuel) until the machine&#039;s outputs have been emptied.&lt;br /&gt;
&lt;br /&gt;
[[Lab]]s and [[biolab]]s have pass-through logic that allows science packs to be passed from one machine to another. While this works for [[agricultural science pack]]s, it does not work for spoilage. So each lab must have its own inserter specifically to remove any spoilage.&lt;br /&gt;
&lt;br /&gt;
While inserters can be filtered, spoilable items can cause filters to be bypassed if the item spoils after being picked up. The inserter will not attempt to put the item back even if the spoiled item type violates the rules of the filter.&lt;br /&gt;
&lt;br /&gt;
If an inserter is holding an item that spoils, it will immediately turn and attempt to insert the item in its destination. Note that this overrides the general rule of [[stack inserter]]s that they only turn when they have a full hand size. This is done to prevent stack inserters from getting stuck.&lt;br /&gt;
&lt;br /&gt;
==Mathematics==&lt;br /&gt;
&lt;br /&gt;
A buffer holding &#039;&#039;n&#039;&#039; items with a spoilage time of &#039;&#039;t&#039;&#039; will have an average spoilage rate of &#039;&#039;n/t&#039;&#039;. For example, a steel chest holding 48 stacks of 50 normal-quality copper bacteria, which spoil in 1 minute, will produce on average 2400 copper ore per minute. This relation is called [https://en.wikipedia.org/wiki/Little%27s_law Little&#039;s law] in queueing theory. The formula only gives the average spoilage rate, assuming spoiled items are immediately removed and replaced with completely fresh items. In practice, the rate can vary over time due to many factors, such as items being already partially spoiled when they are inserted, or many fresh items being inserted at the same time.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* In Space Age, a base quality [[fish]] has a spoilage time of 2 hours, 5 minutes, and 50 seconds. This equates to 7,550 seconds, or 453,000 [[time#Ticks|game ticks]], which is a reference to developer V453000, the artist behind the fish icon.&lt;br /&gt;
&lt;br /&gt;
{{C|Space Age}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spoilage_mechanics&amp;diff=218485</id>
		<title>Spoilage mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spoilage_mechanics&amp;diff=218485"/>
		<updated>2026-05-14T03:16:01Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: /* add seconds to Spoil times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;For the article encompassing the spoilage item, see [[Spoilage]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spoilage&#039;&#039;&#039; is a mechanism whereby an item type, after a fixed period of time, will spontaneously transform into a different item, or sometimes an entity (or nothing at all). Most items which can spoil are either produced on [[Gleba]] or produced from Gleba resources.&lt;br /&gt;
&lt;br /&gt;
== Spoil time and freshness ==&lt;br /&gt;
&lt;br /&gt;
Any type of item which can spoil has a spoil time, the maximum time it takes for the item to spoil. An item&#039;s &#039;&#039;freshness&#039;&#039; is a percentage of how far the item is from spoiling. 100% freshness means that the item is at its maximum spoil time away from spoiling, and 0% meaning that it has spoiled.&lt;br /&gt;
&lt;br /&gt;
Spoiling can happen at &#039;&#039;any&#039;&#039; time. It can happen while an item is in a chest, in the input or output slots of a machine, in the hand of an inserter, etc. Almost nothing can arrest the process of spoilage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Spoilable Item Times&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Time !! Seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Raw fish}} || 2 hours, 5 minutes, 50 seconds || 7550 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux|space-age=yes}} || 2 hours || 7200&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || 1 hour || 3600&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || 1 hour || 3600&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || 1 hour || 3600&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || 30 minutes || 1800&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || 15 minutes || 900&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients|space-age=yes}} || 5 minutes || 300&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || 4 minutes || 240&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || 3 minutes || 180&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || 1 minute || 60&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || 1 minute || 60&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Freshness and stacking ===&lt;br /&gt;
&lt;br /&gt;
When spoilable items form a stack (inserters picking up items, items being placed in containers, items being placed in a production machine, etc), the freshness of the resulting stack is determined by the average freshness of all items being combined. If you take a stack of 10 items with freshness 50% and add one item of freshness 100%, the result is a stack of 11 items with a freshness of 54.5%.&lt;br /&gt;
&lt;br /&gt;
As such, all items in a stack will spoil at the same time. If spoiling spawns an entity, one entity will be spawned per item in the stack.&lt;br /&gt;
&lt;br /&gt;
=== Production and freshness ===&lt;br /&gt;
&lt;br /&gt;
Items that are generated by means other than a machine (or the player) executing a recipe are generated at 100% freshness. This includes harvesting [[yumako]]s and [[jellynut]]s, as well as extracting [[biter egg]]s from [[captive biter spawner]]s. Captive biter spawners have the unique property that the eggs they generate do not begin to spoil until they are removed from the spawner.&lt;br /&gt;
&lt;br /&gt;
If no spoilable inputs are used to generate a spoilable output, then the freshness of the output is determined by the recipe (usually 100% fresh, but [[nutrients]] created from [[spoilage]] are 50% fresh). Note that [[recycler]] recipes are no different; if a non-spoilable item can be recycled to a spoilable input, that input item will have 100% freshness (the [[biochamber]] recipe is one such example).&lt;br /&gt;
&lt;br /&gt;
If a recipe generates a spoilable product using one or more spoilable inputs, the freshness of the spoilable input products may be transferred to the freshness of the output. If the recipe only has one spoilable input, then the freshness percentage is transferred directly to the output. If a recipe uses multiple spoilable inputs, then the freshness of the output is the average freshness of the input.&lt;br /&gt;
&lt;br /&gt;
Some recipes override the freshness of the output product, even when the inputs can spoil. Most catalytic recipes (recipes which consume and produce an item of the same type, for example [[iron bacteria cultivation]]) do not transfer freshness to their catalytic product; their outputs are always 100% fresh.&lt;br /&gt;
&lt;br /&gt;
While items can spoil while in a machine&#039;s input slots, once the item has been consumed to start a production cycle, the item cannot spoil.&lt;br /&gt;
&lt;br /&gt;
The freshness of inputs can transfer to outputs. But the freshness of the fuel used to power the building producing the spoilable product is irrelevant. The [[biochamber]] uses [[nutrients]] as fuel, but so long as the recipe itself does not use nutrients as an ingredient, the freshness of those nutrients does not matter to the freshness of the output.&lt;br /&gt;
&lt;br /&gt;
When using the player&#039;s hand-crafting queue for spoilable outputs, the freshness of the output is timed based on when the hand-craft was added to the crafting queue. This means that, if you craft a lot of fast-spoiling spoilable products all at once, the final crafts may directly generate spoilage instead of the desired item. &amp;lt;!-- As noted here: https://www.reddit.com/r/factorio/comments/1ib4ff3/biter_egg_to_spoilage_bug/  This could be a bug. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freshness effects ===&lt;br /&gt;
&lt;br /&gt;
For most spoilable items, their freshness matters only in that the freshness can transfer during production. For [[agricultural science pack]]s however, there is an additional effect. Freshness affects the speed at which a science pack is consumed in a lab. A 50% fresh pack will be consumed twice as fast. But because it does not generate more science value during that consumption, it effectively only produces half the science that a 100% fresh pack would.&lt;br /&gt;
&lt;br /&gt;
Note that freshness does not affect the [[fuel]] value of any spoilable that has a fuel value. So long as the fuel is consumed before it spoils, it will impart all of its energy to the device.&lt;br /&gt;
&lt;br /&gt;
== Spoil products ==&lt;br /&gt;
&lt;br /&gt;
Most items which can spoil will transform into [[spoilage]], but some items spoil into other things. Some items transform into entities on the map.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Special spoilables&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Special effect on spoiling&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || Turns into [[copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || Turns into [[iron ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || Spawns a [[Enemies#Biters|big biter]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || Spawns a [[Enemies#Wrigglers|premature wriggler]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner|space-age=yes}} || Spawns a [[Enemies#Biters|behemoth biter]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special spoiling effects ===&lt;br /&gt;
&lt;br /&gt;
When an item spoils, it transforms into a different item, or even an entity. Because spoiling can happen at any time, the game must account for this possibility in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
If a recipe consumes or generates a spoilable item, the machine executing that recipe gains a number of &amp;quot;trash slots&amp;quot; appropriate for the spoil products of these types. If a stack in its input or output slots spoils, then those items are moved to the machine&#039;s trash slots. The machine may not continue to operate if its trash slots are full. Any output inserter can take from trash slots, so you may need to filter inserters to specifically remove trash.&lt;br /&gt;
&lt;br /&gt;
If an inserter is aimed at a machine which has trash slots based on spoilable input items, and the item it attempts to insert into the machine spoils before insertion is complete, the inserter will insert the item into the machine&#039;s trash slots. It will &#039;&#039;not&#039;&#039; do so if the item has spoiled before it was picked up (and it will not pick up spoiled items).&lt;br /&gt;
&lt;br /&gt;
If a machine&#039;s output is full, then spoil-based trash slots don&#039;t function. If input or fuel stacks spoil while in this state, they will remain in the those locations (blocking further inputs or fuel) until the machine&#039;s outputs have been emptied.&lt;br /&gt;
&lt;br /&gt;
[[Lab]]s and [[biolab]]s have pass-through logic that allows science packs to be passed from one machine to another. While this works for [[agricultural science pack]]s, it does not work for spoilage. So each lab must have its own inserter specifically to remove any spoilage.&lt;br /&gt;
&lt;br /&gt;
While inserters can be filtered, spoilable items can cause filters to be bypassed if the item spoils after being picked up. The inserter will not attempt to put the item back even if the spoiled item type violates the rules of the filter.&lt;br /&gt;
&lt;br /&gt;
If an inserter is holding an item that spoils, it will immediately turn and attempt to insert the item in its destination. Note that this overrides the general rule of [[stack inserter]]s that they only turn when they have a full hand size. This is done to prevent stack inserters from getting stuck.&lt;br /&gt;
&lt;br /&gt;
==Mathematics==&lt;br /&gt;
&lt;br /&gt;
A buffer holding &#039;&#039;n&#039;&#039; items with a spoilage time of &#039;&#039;t&#039;&#039; will have an average spoilage rate of &#039;&#039;n/t&#039;&#039;. For example, a steel chest holding 48 stacks of 50 normal-quality copper bacteria, which spoil in 1 minute, will produce on average 2400 copper ore per minute. This relation is called [https://en.wikipedia.org/wiki/Little%27s_law Little&#039;s law] in queueing theory. The formula only gives the average spoilage rate, assuming spoiled items are immediately removed and replaced with completely fresh items. In practice, the rate can vary over time due to many factors, such as items being already partially spoiled when they are inserted, or many fresh items being inserted at the same time.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* In Space Age, a base quality [[fish]] has a spoilage time of 2 hours, 5 minutes, and 50 seconds. This equates to 7,550 seconds, or 453,000 [[time#Ticks|game ticks]], which is a reference to developer V453000, the artist behind the fish icon.&lt;br /&gt;
&lt;br /&gt;
{{C|Space Age}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=205867</id>
		<title>Captive biter spawner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=205867"/>
		<updated>2024-11-10T23:23:02Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: Food consumption analysis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Captive biter spawner}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;captive biter spawner&#039;&#039;&#039; is a special production building that is initially unlocked on [[Gleba]]{{SA}}. It can be &amp;quot;built&amp;quot; by firing a [[capture bot rocket]]{{SA}} at a [[Enemies#Nests|biter spawner]] on [[Nauvis]], which will slowly transform the spawner into a captive one.  A captive spawner will lose health at a rate of 1/second, unless fed with a supply of [[bioflux]]{{SA}}. If a captive spawner&#039;s health reaches zero, it will transform back into a normal spawner and will have to be captured again. While captured, a spawner will generate [[biter egg]]{{SA}} at a rate of 0.5/second. Unlike other spoilable items, a biter egg will only begin to spoil once it has been removed from the spawner. &lt;br /&gt;
&lt;br /&gt;
A captive biter spawner has no [[module]] slots, and is unaffected by [[beacon]]s.&lt;br /&gt;
&lt;br /&gt;
A captive spawner cannot be removed by the player or [[construction robot]]s, but can be destroyed via weapon fire, at which point it will spawn a small biter.&lt;br /&gt;
&lt;br /&gt;
After reaching [[Aquilo]]{{SA}}, the player can craft biter spawners themselves using eggs and [[uranium-235]], which can be manually placed. While in the player&#039;s inventory or another container, a captive spawner has a spoilage time of 30 minutes, at which point it will turn into a behemoth biter. Higher [[quality]]{{SA}} grades of this crafted biter spawner will increase its crafting time.&lt;br /&gt;
&lt;br /&gt;
== Food consumption ==&lt;br /&gt;
&lt;br /&gt;
Accepts [[bioflux]]{{SA}} for food.&lt;br /&gt;
&lt;br /&gt;
Max. consumption: 100kW&lt;br /&gt;
&lt;br /&gt;
Bioflux energy value: 6 MJ&lt;br /&gt;
&lt;br /&gt;
6 MJ / 100 kW = 60 seconds&lt;br /&gt;
(so each Bioflux lasts a minute)&lt;br /&gt;
&lt;br /&gt;
Bioflux spoils in two hours. So a Captive biter spawner will consume 120 Bioflux in the time it takes the Bioflux to spoil. &lt;br /&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;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel&amp;diff=205740</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel&amp;diff=205740"/>
		<updated>2024-11-10T07:21:22Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: sortable table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fuel&#039;&#039;&#039; can be inserted into [[burner devices]] and burned to power them. Different types of fuel provide different amounts of energy, measured in megajoules (MJ).&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
This is a list of all items usable as fuel in burner devices, ordered by fuel value:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Fuel value !! Fuel value per raw total !! Fuel value&amp;lt;br&amp;gt;per stack !! Vehicle&amp;lt;br&amp;gt;acceleration !! Vehicle&amp;lt;br&amp;gt;top speed !! Train max speed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Spoilage|space-age=yes}} || 250 kJ || 250 kJ per spoilage|| 50 MJ || 50% || 50% || 129.6 km/h (36 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || 1 MJ || 1 MJ per mash || 100 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || 1 MJ || 1 MJ per jelly || 100 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wood}} || 2 MJ || 2 MJ per wood || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon|space-age=yes}} || 2 MJ || 2 MJ per carbon || 300 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || 2 MJ || 2 MJ per yumako || 100 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Coal}} || 4 MJ || 4 MJ per coal || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako seed|space-age=yes}} || 4 MJ || 4 MJ per seed || 40MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut seed|space-age=yes}} || 4 MJ || 4 MJ per seed || 40MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || 5 MJ || 5 MJ per egg|| 500MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || 6 MJ || 6 MJ per egg|| 600MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || 10 MJ || 10 MJ per nut|| 500MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel}} || 12 MJ || 0.96 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, or&amp;lt;br/&amp;gt;8.7 MJ per [[coal]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || 600 MJ || 120% || 105% || 272.2 km/h (~75.6 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel}} || 100 MJ || 0.8 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 GJ || 180% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nuclear fuel}} || 1.21 GJ || 9.68 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, and&amp;lt;br/&amp;gt;40.89 MJ per [[uranium ore]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || 1.21 GJ || 250% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium fuel cell}} || 8 GJ&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 507 MJ per [[uranium ore]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || 400 GJ || Unusable || Unusable|| Unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; For the purposes of in-game speed display, the game assumes 1 tile = 1 meter. I.e., a train on basic fuel travels at 72 &#039;&#039;&#039;tiles&#039;&#039;&#039; per second at full speed, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; This assumes all crude oil is processed completely into solid fuel using [[advanced oil processing]] and [[heavy oil cracking]] as intermediate steps, but not [[light oil cracking]]. More efficient methods are possible; in practice, the [[petroleum gas]] is more likely to be used for something other than solid fuel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Using [[coal liquefaction]] and [[heavy oil cracking]], converting all [[light oil]] and [[petroleum gas]] into solid fuel. Does not include energy requirements of refining/mining.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; This fuel type can only be used in a [[nuclear reactor]]. Unlike other fuel types, it cannot be placed into standard burners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Assuming that all [[Uranium-238|U-238]] is enriched. And in the case of the fuel cell, assuming all [[used up uranium fuel cell]]s are reprocessed and there is no reactor neighbor bonus.&lt;br /&gt;
&lt;br /&gt;
== Consumption ==&lt;br /&gt;
&lt;br /&gt;
The following formula can be used to find how long a fuel will last in a device:&lt;br /&gt;
&amp;lt;code&amp;gt;Burn time (s) = Fuel value (MJ) ÷ Energy consumption (MW)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Though the top speeds given by solid fuel, rocket fuel and nuclear fuel are presented as +5%, +15% and +15% respectively, this seems to only be true for trains. The top speeds for cars and tanks are instead approximately +9.5%, +34% and +58% respectively when these fuels are used.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Burner devices]]&lt;br /&gt;
** {{Imagelink|Burner inserter}} {{Imagelink|Burner mining drill}} {{Imagelink|Boiler}} {{Imagelink|Stone furnace}} {{Imagelink|Steel furnace}} {{Imagelink|Locomotive}} {{Imagelink|Car}} {{Imagelink|Tank}} &lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spoilage&amp;diff=205739</id>
		<title>Spoilage</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spoilage&amp;diff=205739"/>
		<updated>2024-11-10T07:20:40Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: sortable tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Spoilage}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Spoilage&#039;&#039;&#039; is generated by letting most spoilable items spoil. This often happens on [[Gleba]], but it can happen anywhere, notably with [[agricultural science pack|agricultural science packs]] or [[fish]].&lt;br /&gt;
&lt;br /&gt;
Spoilage can be directly harvested from stingfrond, sunnycomb, hairy clubnub and other flora present in Gleba. In addition, [[recycler|recycling]] [[nutrients]] will behave as if the nutrients were made using the [[nutrients from spoilage]] recipe, thereby yielding conciderably more spoilage than simply allowing the nutrients to spoil naturally.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Recipe !! Ingredients !! Result !! Produced by !! Crafted only on&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Iron bacteria}} || {{Icon|Time|1}} + {{Icon|Jelly|6}} || {{Icon|Iron bacteria|10%}} + {{Icon|Spoilage|4}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}} || {{Icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Copper bacteria}} || {{Icon|Time|1}} + {{Icon|Yumako mash|3}} || {{Icon|Copper bacteria|10%}} + {{Icon|Spoilage|1}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}} || {{Icon|Gleba}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spoilage Mechanics ==&lt;br /&gt;
Most biological products on Gleba are &amp;quot;spoilable&amp;quot;. A spoilable item has an inherent timer attached to it, which begins at the item&#039;s creation. When the timer reaches 0, the item is transformed into [[spoilage]]{{SA}}, with a few exceptions. This process is inevitable and cannot be stopped.&lt;br /&gt;
&lt;br /&gt;
The exact time differs per item, ranging anywhere from a few minutes to 2 hours. This means that item throughput is more important than ever on Gleba, and buffering a large stockpile is ineffective, as items can spoil within containers.&lt;br /&gt;
&lt;br /&gt;
When crafting with spoilable items, the final product will inherit the freshness value of the ingredients. The three exceptions are [[Iron Bacteria|iron]] and [[copper bacteria]] cultivation, [[pentapod eggs]] and [[fish]] breeding, whose recipes will always result in a 100% fresh product, regardless of the freshness of the ingredients.&lt;br /&gt;
&lt;br /&gt;
When crafting with two different spoilable items of different freshness values, like in the [[agricultural science pack]]{{SA}} and [[bioflux]]{{SA}} recipes, the final product&#039;s freshness is determined by the average of the ingredients&#039; freshness. &lt;br /&gt;
&lt;br /&gt;
The agricultural science pack does spoil, which will gradually decrease its research value, so the player is incentivized to build a fast space platform to bring them back to Nauvis. &lt;br /&gt;
&lt;br /&gt;
Spoilable items are used as ingredients in a few non-spoilable items, such as the [[biochamber]]{{SA}}. In these, the freshness value of the ingredients do not matter in the product being produced. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Spoilable Item Times&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Time !! Special effect on spoiling&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || 1 hour ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || 30 minute || Spawns a Big Biter&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux|space-age=yes}} || 2 hours ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || 1 minute || Turns into [[copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Raw fish}} || 2 hours, 5 minutes, 50 seconds ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || 1 minute || Turns into [[iron ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || 4 minutes ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || 1 hour ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients|space-age=yes}} || 5 minutes ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || 15 minutes || Spawns a wriggler&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || 1 hour ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || 3 minutes ||&lt;br /&gt;
|-&lt;br /&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;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel&amp;diff=205490</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel&amp;diff=205490"/>
		<updated>2024-11-09T04:02:43Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: more Space Age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fuel&#039;&#039;&#039; can be inserted into [[burner devices]] and burned to power them. Different types of fuel provide different amounts of energy, measured in megajoules (MJ).&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
This is a list of all items usable as fuel in burner devices, ordered by fuel value:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Fuel value !! Fuel value per raw total !! Fuel value&amp;lt;br&amp;gt;per stack !! Vehicle&amp;lt;br&amp;gt;acceleration !! Vehicle&amp;lt;br&amp;gt;top speed !! Train max speed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Spoilage}} || 250 kJ || 250 kJ per spoilage|| 50 MJ || 50% || 50% || 129.6 km/h (36 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash}} || 1 MJ || 1 MJ per mash || 100 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly}} || 1 MJ || 1 MJ per jelly || 100 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wood}} || 2 MJ || 2 MJ per wood || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon}} || 2 MJ || 2 MJ per carbon || 300 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako}} || 2 MJ || 2 MJ per yumako || 100 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Coal}} || 4 MJ || 4 MJ per coal || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako seed}} || 4 MJ || 4 MJ per seed || 40MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut seed}} || 4 MJ || 4 MJ per seed || 40MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg}} || 5 MJ || 5 MJ per egg|| 500MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg}} || 6 MJ || 6 MJ per egg|| 600MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut}} || 10 MJ || 10 MJ per nut|| 500MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel}} || 12 MJ || 0.96 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, or&amp;lt;br/&amp;gt;8.7 MJ per [[coal]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || 600 MJ || 120% || 105% || 272.2 km/h (~75.6 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel}} || 100 MJ || 0.8 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 GJ || 180% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nuclear fuel}} || 1.21 GJ || 9.68 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, and&amp;lt;br/&amp;gt;40.89 MJ per [[uranium ore]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || 1.21 GJ || 250% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium fuel cell}} || 8 GJ&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 507 MJ per [[uranium ore]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || 400 GJ || Unusable || Unusable|| Unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; For the purposes of in-game speed display, the game assumes 1 tile = 1 meter. I.e., a train on basic fuel travels at 72 &#039;&#039;&#039;tiles&#039;&#039;&#039; per second at full speed, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; This assumes all crude oil is processed completely into solid fuel using [[advanced oil processing]] and [[heavy oil cracking]] as intermediate steps, but not [[light oil cracking]]. More efficient methods are possible; in practice, the [[petroleum gas]] is more likely to be used for something other than solid fuel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Using [[coal liquefaction]] and [[heavy oil cracking]], converting all [[light oil]] and [[petroleum gas]] into solid fuel. Does not include energy requirements of refining/mining.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; This fuel type can only be used in a [[nuclear reactor]]. Unlike other fuel types, it cannot be placed into standard burners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Assuming that all [[Uranium-238|U-238]] is enriched. And in the case of the fuel cell, assuming all [[used up uranium fuel cell]]s are reprocessed and there is no reactor neighbor bonus.&lt;br /&gt;
&lt;br /&gt;
== Consumption ==&lt;br /&gt;
&lt;br /&gt;
The following formula can be used to find how long a fuel will last in a device:&lt;br /&gt;
&amp;lt;code&amp;gt;Burn time (s) = Fuel value (MJ) ÷ Energy consumption (MW)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Though the top speeds given by solid fuel, rocket fuel and nuclear fuel are presented as +5%, +15% and +15% respectively, this seems to only be true for trains. The top speeds for cars and tanks are instead approximately +9.5%, +34% and +58% respectively when these fuels are used.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Burner devices]]&lt;br /&gt;
** {{Imagelink|Burner inserter}} {{Imagelink|Burner mining drill}} {{Imagelink|Boiler}} {{Imagelink|Stone furnace}} {{Imagelink|Steel furnace}} {{Imagelink|Locomotive}} {{Imagelink|Car}} {{Imagelink|Tank}} &lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel&amp;diff=205488</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel&amp;diff=205488"/>
		<updated>2024-11-09T03:59:33Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: Add space age fuels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fuel&#039;&#039;&#039; can be inserted into [[burner devices]] and burned to power them. Different types of fuel provide different amounts of energy, measured in megajoules (MJ).&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
This is a list of all items usable as fuel in burner devices, ordered by fuel value:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Fuel value !! Fuel value per raw total !! Fuel value&amp;lt;br&amp;gt;per stack !! Vehicle&amp;lt;br&amp;gt;acceleration !! Vehicle&amp;lt;br&amp;gt;top speed !! Train max speed&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Spoilage}} || 250 kJ || 250 kJ per spoilage|| 50 MJ || 50% || 50% || 129.6 km/h (36 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wood}} || 2 MJ || 2 MJ per wood || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon}} || 2 MJ || 2 MJ per carbon || 300 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako}} || 2 MJ || 2 MJ per yumako || 100 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Coal}} || 4 MJ || 4 MJ per coal || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako seed}} || 4 MJ || 4 MJ per seed || 40MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut seed}} || 4 MJ || 4 MJ per seed || 40MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut}} || 10 MJ || 10 MJ per nut|| 500MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel}} || 12 MJ || 0.96 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, or&amp;lt;br/&amp;gt;8.7 MJ per [[coal]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || 600 MJ || 120% || 105% || 272.2 km/h (~75.6 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel}} || 100 MJ || 0.8 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 GJ || 180% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nuclear fuel}} || 1.21 GJ || 9.68 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, and&amp;lt;br/&amp;gt;40.89 MJ per [[uranium ore]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || 1.21 GJ || 250% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium fuel cell}} || 8 GJ&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 507 MJ per [[uranium ore]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || 400 GJ || Unusable || Unusable|| Unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; For the purposes of in-game speed display, the game assumes 1 tile = 1 meter. I.e., a train on basic fuel travels at 72 &#039;&#039;&#039;tiles&#039;&#039;&#039; per second at full speed, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; This assumes all crude oil is processed completely into solid fuel using [[advanced oil processing]] and [[heavy oil cracking]] as intermediate steps, but not [[light oil cracking]]. More efficient methods are possible; in practice, the [[petroleum gas]] is more likely to be used for something other than solid fuel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Using [[coal liquefaction]] and [[heavy oil cracking]], converting all [[light oil]] and [[petroleum gas]] into solid fuel. Does not include energy requirements of refining/mining.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; This fuel type can only be used in a [[nuclear reactor]]. Unlike other fuel types, it cannot be placed into standard burners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(5)&amp;lt;/sup&amp;gt; Assuming that all [[Uranium-238|U-238]] is enriched. And in the case of the fuel cell, assuming all [[used up uranium fuel cell]]s are reprocessed and there is no reactor neighbor bonus.&lt;br /&gt;
&lt;br /&gt;
== Consumption ==&lt;br /&gt;
&lt;br /&gt;
The following formula can be used to find how long a fuel will last in a device:&lt;br /&gt;
&amp;lt;code&amp;gt;Burn time (s) = Fuel value (MJ) ÷ Energy consumption (MW)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Though the top speeds given by solid fuel, rocket fuel and nuclear fuel are presented as +5%, +15% and +15% respectively, this seems to only be true for trains. The top speeds for cars and tanks are instead approximately +9.5%, +34% and +58% respectively when these fuels are used.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Burner devices]]&lt;br /&gt;
** {{Imagelink|Burner inserter}} {{Imagelink|Burner mining drill}} {{Imagelink|Boiler}} {{Imagelink|Stone furnace}} {{Imagelink|Steel furnace}} {{Imagelink|Locomotive}} {{Imagelink|Car}} {{Imagelink|Tank}} &lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Scrap&amp;diff=203451</id>
		<title>Scrap</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Scrap&amp;diff=203451"/>
		<updated>2024-10-27T21:07:44Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: fix typo in batteries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Scrap}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Scrap&#039;&#039;&#039; is a resource found on [[Fulgora]]{{SA}}. It need to be recycled to get usable products.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Percent&lt;br /&gt;
|-&lt;br /&gt;
| Gear|| 20&lt;br /&gt;
|-&lt;br /&gt;
| Solid Fuel || 7&lt;br /&gt;
|-&lt;br /&gt;
| Concrete|| 6&lt;br /&gt;
|-&lt;br /&gt;
| Ice || 5&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 4&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 4&lt;br /&gt;
|-&lt;br /&gt;
| Stone || 4&lt;br /&gt;
|-&lt;br /&gt;
| Red Chips* || 3&lt;br /&gt;
|-&lt;br /&gt;
| Copper Cable || 3&lt;br /&gt;
|-&lt;br /&gt;
| Blue Chips* || 2&lt;br /&gt;
|-&lt;br /&gt;
| LDS* || 1&lt;br /&gt;
|-&lt;br /&gt;
| Holmium || 1&lt;br /&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;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Recycler]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Scrap&amp;diff=203450</id>
		<title>Scrap</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Scrap&amp;diff=203450"/>
		<updated>2024-10-27T21:06:30Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: Add table of percentages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Scrap}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Scrap&#039;&#039;&#039; is a resource found on [[Fulgora]]{{SA}}. It need to be recycled to get usable products.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Percent&lt;br /&gt;
|-&lt;br /&gt;
| Gear|| 20&lt;br /&gt;
|-&lt;br /&gt;
| Solid Fuel || 7&lt;br /&gt;
|-&lt;br /&gt;
| Concrete|| 6&lt;br /&gt;
|-&lt;br /&gt;
| Ice || 5&lt;br /&gt;
|-&lt;br /&gt;
| Steel || 4&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 3&lt;br /&gt;
|-&lt;br /&gt;
| Stone || 4&lt;br /&gt;
|-&lt;br /&gt;
| Red Chips* || 3&lt;br /&gt;
|-&lt;br /&gt;
| Copper Cable || 3&lt;br /&gt;
|-&lt;br /&gt;
| Blue Chips* || 2&lt;br /&gt;
|-&lt;br /&gt;
| LDS* || 1&lt;br /&gt;
|-&lt;br /&gt;
| Holmium || 1&lt;br /&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;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Recycler]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mining&amp;diff=181046</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mining&amp;diff=181046"/>
		<updated>2020-07-24T03:53:50Z</updated>

		<summary type="html">&lt;p&gt;Kizrak: add pollution column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Mining&#039;&#039;&#039; is used to extract resources from the world. Mining drills are the first step to automating manufacture, although most resources have to be smelted in a [[furnace]] for further usage.&lt;br /&gt;
&lt;br /&gt;
== Mining speed formula ==&lt;br /&gt;
The rate at which resources are produced is given by:&lt;br /&gt;
&lt;br /&gt;
 Mining speed / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
To calculate the time needed for one resource-item use this formula:&lt;br /&gt;
&lt;br /&gt;
 Mining time / Mining speed = Seconds for one resource item&lt;br /&gt;
&lt;br /&gt;
Mining speed is a function of the miner while mining time is a function of the metal or mineral you are currently mining (you can place a miner over a mixed field).&lt;br /&gt;
&lt;br /&gt;
=== Mining by hand ===&lt;br /&gt;
When mining by hand, the formula is modified slightly: &lt;br /&gt;
 (1 + Mining Speed Modifier) * .5 / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
=== Infinite resources ===&lt;br /&gt;
&lt;br /&gt;
The output of the unmodified resource is the percentage yield of the tile currently used by the miner.&lt;br /&gt;
&lt;br /&gt;
   Output of unmodified field * ( Number of modules in miner * Bonus from module ) + Output of unmodified field * ( Number of beacons * ( Number of modules * Distribution efficiency ) * Bonus from module + Productivity research bonus + 1 ) = Raw output per second &lt;br /&gt;
&lt;br /&gt;
    (Raw output per second * Mining speed) / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
The mining drill or pumpjack will sum the production rate of all tiles below it and show that value in the tooltip.&lt;br /&gt;
&lt;br /&gt;
== Drill types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Total raw !! Mining speed !! Mining power !! Covered area !!Max health !! Pollution&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Hand_icon|Player}} || - || 0.5 || - || 1 × 1 || 250 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}} || {{Icon|Iron plate|9}} {{icon|stone|5}} || 0.25 || 150 kW ([[Fuel|burner]]) || 2 × 2 || 150 || 12/m&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill}} || {{Icon|Iron plate|23}} {{Icon|Copper plate|4.5}} || 0.5 || 90 kW ([[Electric system|electric]]) || 5 × 5 || 300 || 10/m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note, that the Burner mining drill covers exactly its size (2×2, the covered area is also 2×2), while the Electric mining drill is one tile bigger (size is 3×3, but covered area is 5×5).&lt;br /&gt;
&lt;br /&gt;
Mining drills can only be placed on resources.&lt;br /&gt;
&lt;br /&gt;
== Output ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Resource&lt;br /&gt;
! Burner M. Drill&lt;br /&gt;
! Electric M. Drill&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 0.25&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 0.5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Iron&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{Icon|Iron ore|0.25/s}}&lt;br /&gt;
| {{Icon|Iron ore|0.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Copper&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{Icon|Copper ore|0.25/s}}&lt;br /&gt;
| {{Icon|Copper ore|0.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Coal&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|coal|0.25/s}}&lt;br /&gt;
| {{icon|coal|0.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stone&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|stone|0.25/s}}&lt;br /&gt;
| {{icon|stone|0.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Uranium&lt;br /&gt;
| Time: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| {{icon|uranium ore|0.25/s}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike most other equipment, mining drills will output resources directly without the need of [[inserter]]s. This includes [[transport belts]], [[chests]], other mining drills, [[furnace]]s, [[assembling machine]]s etc.&lt;br /&gt;
&lt;br /&gt;
The above figures are modified by [[Mining productivity (research)|Mining productivity]] technology, which adds to any bonus from productivity modules.&lt;br /&gt;
&lt;br /&gt;
[[File:Burner drill to chest.png]] [[File:Burner drill to furnace.png]]&lt;br /&gt;
&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Kizrak</name></author>
	</entry>
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