<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Md143rbh7f</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Md143rbh7f"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Md143rbh7f"/>
	<updated>2026-10-15T16:21:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Thruster&amp;diff=220421</id>
		<title>Thruster</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Thruster&amp;diff=220421"/>
		<updated>2026-10-12T06:40:32Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Thruster}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Thrusters&#039;&#039;&#039; are components of [[space platform]]s that propel the platforms through space, and to other planets. Thrusters require both [[thruster fuel]] and [[thruster oxidizer]] to function. Thrusters can only be built on the south edge of a space platform, with nothing directly south in the path of their exhaust. This placement means space platforms always travel north toward the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Thrusters are operated via the [[space platform hub]]. When a destination is set and the switch set to &amp;quot;Automatic,&amp;quot; thrusters turn on and move the platform toward its destination. They turn off by themselves when the destination is reached. Moving the switch back to &amp;quot;Paused thrust&amp;quot; will turn all thrusters off immediately.&lt;br /&gt;
&lt;br /&gt;
The speed and acceleration of a space platform are roughly calculated in the following way:&lt;br /&gt;
* Each thruster has an [[#Efficiency|efficiency]] value that depends on its current level of fuel and oxidizer. At higher levels, a thruster produces more thrust but consumes relatively much more fuel and oxidizer.&lt;br /&gt;
* The total thrust of all thrusters is added together. This is penalised by the space platform&#039;s &#039;&#039;&#039;drag&#039;&#039;&#039;, which depends on the platform&#039;s weight (or technically, [[#Notes|mass]]) and its current speed. The more massive a platform, and the faster it is travelling, the harder it becomes to increase its speed further.&lt;br /&gt;
* Acceleration is calculated as total thrust minus drag, divided by the platform&#039;s mass. Acceleration is evaluated each tick to adjust the platform&#039;s speed.&lt;br /&gt;
&lt;br /&gt;
It is not possible to directly set a thruster&#039;s thrust, and thus a platform&#039;s acceleration and speed. Instead, commonly [[pump|pumps]] and the [[circuit network]] are used to dynamically control the input of fuel or oxidizer, which has a similar effect. It is also possible to simply increase or decrease the number of thrusters on the platform.&lt;br /&gt;
&lt;br /&gt;
Depending on speed, damaging [[asteroids]] are encountered in greater numbers. This means that defenses should be built before turning on the thrusters, and high thrust requires stronger defense.&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&#039;&#039;This section applies to the current 2.0 version of the game, and has not yet been updated for 2.1.&#039;&#039;&amp;lt;!-- personally I also think we should list formulas before the graphs --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The equations behind thruster performance are a bit complex (see [[#Formulas|below]]), so here are some guidelines for platform design:&lt;br /&gt;
&lt;br /&gt;
* Platform width is far more important than mass in determining top speed (and therefore travel time).&lt;br /&gt;
** Adding more thrusters is not worthwhile if wider platform is required.&lt;br /&gt;
* Thrust has diminishing returns in either thrusters or fuel, unless both of them are added.&lt;br /&gt;
* Minimum total fuel volume is achieved at low speeds.&lt;br /&gt;
&lt;br /&gt;
=== Shape design ===&lt;br /&gt;
Platform drag, which limits the top speed achievable with a given thrust, is strongly dependent on the width of the platform (in tiles) and much less dependent on the total mass of the platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=center widths=400px heights=350px&amp;gt;&lt;br /&gt;
File:Speed-vs-width.png|Top speed drops off precipitously as width of the platform increases.|alt=Graph of maximum speed (percent of value at width 10) versus platform width from 10 to 100 tiles, showing a steep drop: speed falls to about half by width 40 and below one-third by width 100.&lt;br /&gt;
File:Speed-vs-mass.png|Top speed reduces by only 30 percent with a hundredfold increase in mass.|alt=Graph of maximum speed (percent of value at mass 100) versus platform mass from 100 to 10,000 tons, showing a gentle decline: speed stays near 100% at low mass and is still around 70% at 10,000 tons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Travel time is also slightly affected by mass (a few percent) due to the longer time taken to get up to maximum speed, but most of the journey is done at top speed and so travel time is dominated by width. This encourages long, narrow rocket-like platform designs for interplanetary travel.&lt;br /&gt;
&lt;br /&gt;
When considering how many thrusters to install on a platform of a certain width, the optimal number of thrusters is as many as will fit without making the platform wider. This is because the additional drag from the extra width cancels out the additional thrust from the extra thrusters. For a fixed fuelling rate, making the platform wider to add more thrusters actually makes it slower.&lt;br /&gt;
&lt;br /&gt;
[[File:Speed-vs-thrusters-and-width.png|500px|center|alt=Graph of maximum speed versus number of thrusters, normalized to 100% at one thruster, for a platform that widens when more than 8 thrusters are added. One curve (fixed total fuel) rises to a peak at eight thrusters and then falls, while the other (full fuel per thruster) rises quickly and then flattens after 8 thrusters, showing that once width must increase, extra thrusters give diminishing or negative returns.|Once adding thrusters forces the platform to become wider, extra engines give diminishing returns, and with fixed fuel can even reduce top speed.]]&lt;br /&gt;
&lt;br /&gt;
For example, for a platform with a width of 32 tiles, the maximum speed is attained with 8 thrusters since each thruster is 4 tiles wide. Note that this does not apply if more thrusters can be added without increasing the width of the platform by stacking multiple thrusters vertically.&lt;br /&gt;
&lt;br /&gt;
=== Marginal diminishing effect of thrust ===&lt;br /&gt;
Because thrusters increase efficiency with lower fuel, thrust can be increased by adding either fuel or thrusters alone, but with diminishing returns. To get linear gains, both of them need to be increased proportionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=center widths=400px heights=350px&amp;gt;&lt;br /&gt;
File:Thrust-vs-thrusters.png|alt=Graph showing total thrust and maximum speed versus number of thrusters, both scaled to 100% at one thruster. Both curves rise quickly at first and then flatten, showing diminishing gains as more thrusters are added.|Adding thrusters at a fixed fuel rate increases both thrust and speed, but with strong diminishing returns.&lt;br /&gt;
File:Thrust-vs-fuel.png|thumb|alt=graph showing total thrust and maximum speed versus fuel rate (in percent), both scaled to 100% at full fuel. Both curves rise steeply at low fuel and gradually level off toward full fuel.|Increasing fuel to a fixed number of thrusters raises thrust and speed, but each extra percent of fuel gives a smaller gain than the last.&lt;br /&gt;
File:Thrust-vs-fully-fueled-thrusters.png|thumb|alt=Graph showing total thrust and maximum speed versus number of thrusters, both scaled to 100% at one thruster. Thrust rises as a straight line, while speed rises more slowly and curves downward, indicating slowly diminishing returns.|With full fuel per thruster, thrust scales linearly with thruster count, while speed increases with some diminishing returns due to drag.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fuel saving ===&lt;br /&gt;
If no fuel is replenished or manufactured during the flight, but instead the whole journey is completed relying on pre-stored fuel on board, it is necessary to minimize the total fuel volume consumption for a given trip. In general the slower the flight speed, the less the total fuel consumption, as the greater efficiency of the thrusters more than cancels out the longer travel time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=center widths=400px heights=350px&amp;gt;&lt;br /&gt;
File:Fuel-volume-vs-speed.png|thumb|alt=Graph showing normalised travel time and normalised fuel used versus total fuel flow. Travel time drops rapidly as fuel flow increases, while fuel used rises steadily, indicating that minimum fuel consumption occurs at the lowest fuel setting.|For a typical platform, total fuel used increases steadily with fuel flow, so the least fuel is consumed at the lowest throttle, even though travel time is longest.&lt;br /&gt;
File:Fuel-volume-vs-speed-wide.png|thumb|alt=Graph of normalised travel time and fuel used versus fuel flow for a wide, single-thruster platform. Travel time falls with increasing fuel, while total fuel used has a minimum at 20% throttle.|On a wide, low-thrust platform, the slowest speed is so slow that it takes less fuel overall to go slightly faster.&lt;br /&gt;
File:Fuel-volume-vs-speed-heavy.png|thumb|alt=Graph of normalised travel time and fuel used versus fuel flow for a very heavy platform. Travel time falls with increasing fuel, while total fuel used shows a slight dip at 15% throttle before rising, indicating an optimum near minimum throttle.|On an extremely heavy platform, total fuel used also has a shallow minimum at low, but not minimum throttle.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The exceptions are for platforms with few thrusters and a lot of drag, or very heavy platforms, where the slowest speed is so slow that it takes less fuel overall to go slightly faster. The optimal fuelling rate in these cases is still generally 15-25% though.&lt;br /&gt;
&lt;br /&gt;
=== Formulas ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I=F\Delta t&amp;lt;/math&amp;gt; is impulse per tick, &amp;lt;math&amp;gt;\Delta t=1/60\text{ s}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I_{net} = I_{thrust} + I_{drag}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\Delta v_{net} = \frac{I_{net}}{m}&amp;lt;/math&amp;gt; - Change of speed per tick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I_{drag}\ =-\frac{wv\left(v+60\right)}{4800}-\frac{\left(I_{thrust}m\right)}{m+10000}\ -10&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* &#039;&#039;w&#039;&#039; - width of a platform, in tiles&lt;br /&gt;
* &#039;&#039;m&#039;&#039; - mass of a platform, in tons&lt;br /&gt;
* &#039;&#039;v&#039;&#039; - speed parameter, in km/s, can&#039;t be below zero. Actual current speed of a platform is v-10 in first half and v+10 in the second half of a trip.&lt;br /&gt;
* &amp;lt;math&amp;gt;I_{thrust}&amp;lt;/math&amp;gt; - impulse per tick due to thrust, in&amp;lt;math&amp;gt;\text{ MN}\cdot \text{s}&amp;lt;/math&amp;gt;. For example, a normal-quality thruster at maximum thrust produces an impulse per tick: &amp;lt;math&amp;gt;I_{thrust}=F_{thrust}\Delta t=6100\text{ MN}\times 1/60\text{ s}=101.667\text{ MN}\cdot \text{s}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As formulas above, the drag increases quadratically with velocity, like in real world when moving through low density gas. When drag becomes equal to thrust force, acceleration stops, a platform hits its top speed.&lt;br /&gt;
Another important detail is that drag hence top speed depends not on the mass of a platform, but its width. Mass is still a factor of how fast the top speed can be reached though.&lt;br /&gt;
The second term of drag is negligible for ordinary platforms and exist to punish extra massive platforms by effectively cutting a piece of thrust force. For a platform of 1000 tons 10% of thrust force is lost.&lt;br /&gt;
&lt;br /&gt;
That formulas combined give&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max}=10\sqrt{\frac{\frac{480000I_{thrust}}{m+10000}-480}{w}+9}-30&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
plus/minus 10 for actual maximum speed.&lt;br /&gt;
&lt;br /&gt;
The amount of thrust force in MN created by a single thruster is described well in in-game wiki. Multiple sources of thrust stack additively.&lt;br /&gt;
&lt;br /&gt;
For example, consider a platform with 4 legendary-quality thrusters at maximum thrust (&amp;lt;math&amp;gt;I_{thrust}=4\times 15.3\times 1000\text{ MN}\times 1/60\text{ s}=1020\text{ MN}\cdot \text{s}&amp;lt;/math&amp;gt;). The width of the platform is 17 tiles (&amp;lt;math&amp;gt;w=17&amp;lt;/math&amp;gt;). The mass of the platform is 1002.8 tons (&amp;lt;math&amp;gt;m=1002.8\text{ t}&amp;lt;/math&amp;gt;).&lt;br /&gt;
On the trip from Nauvis to Vulcanus, the maximum speed in the first half of the trip (&amp;lt;math&amp;gt;[0\text{ km},7500\text{ km}]&amp;lt;/math&amp;gt;) is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max,first}=10\sqrt{\frac{\frac{480000\times 1020}{1002.8+10000}-480}{17}+9}-30-10=469.73\text{ km}/\text{s}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum speed in the second half of the trip (&amp;lt;math&amp;gt;[7500\text{ km},15000\text{ km}]&amp;lt;/math&amp;gt;) is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max,second}=(v_{max,first}+10)+10=489.73\text{ km}/\text{s}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
The &amp;quot;Relative thrust&amp;quot; and &amp;quot;Relative fluid consumption&amp;quot; is the percentage for the range of a thruster of that [[quality]]. 50% relative thrust is halfway between the minimum thrust and the maximum thrust. For a base quality thruster, 50% is 55.95 MN, while for a legendary thruster, it is 139.45 MN, a 150% increase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Filled fluid reserve !! Efficiency !! Relative thrust !! Relative fluid consumption !! colspan=&amp;quot;5&amp;quot; | Fluid consumption (units/s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;| !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 5% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 15% || 97% || 22% || 24% || 14.14 || 18.39 || 22.63 || 26.87 || 36.00&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 93% || 34% || 37% || 22.29 || 28.97 || 35.66 || 42.34 || 55.50&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 90% || 44% || 51% || 30.43 || 39.56 || 48.69 || 57.81 || 76.50&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 86% || 54% || 64% || 38.57 || 50.14 || 61.71 || 73.29 || 96.00&lt;br /&gt;
|-&lt;br /&gt;
| 35% || 83% || 63% || 78% || 46.71 || 60.73 || 74.74 || 88.76 || 117.00&lt;br /&gt;
|-&lt;br /&gt;
| 40% || 79% || 71% || 91% || 54.86 || 71.31 || 87.77 || 104.23 || 136.50&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 76% || 78% || 105% || 63.00 || 81.90 || 100.80 || 119.70 || 157.50&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 72% || 84% || 119% || 71.14 || 92.49 || 113.83 || 135.17 || 178.50&lt;br /&gt;
|-&lt;br /&gt;
| 55% || 69% || 89% || 132% || 79.29 || 103.07 || 126.86 || 150.64 || 198.00&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 65% || 93% || 146% || 87.43 || 113.66 || 139.89 || 166.11 || 219.00&lt;br /&gt;
|-&lt;br /&gt;
| 65% || 62% || 96% || 159% || 95.57 || 124.24 || 152.91 || 181.59 || 238.50&lt;br /&gt;
|-&lt;br /&gt;
| 70% || 58% || 98% || 173% || 103.71 || 134.83 || 165.94 || 197.06 || 259.50&lt;br /&gt;
|-&lt;br /&gt;
| 75% || 55% || 100% || 186% || 111.86 || 145.41 || 178.97 || 212.53 || 279.00&lt;br /&gt;
|-&lt;br /&gt;
| 80% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 85% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The color of the thruster trail changes depending on the amount of fuel and oxidizer in the thruster, becoming blue when fuel is low or red when oxidizer is low.&lt;br /&gt;
* The thruster exhaust trail is 82 tiles long. Structures cannot be placed in the exhaust trail. This means that the total dimensions where the thruster blocks placement of other structures is 4×90 tiles. However, structures can be placed directly behind the end of the trail.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px&amp;gt;&lt;br /&gt;
File:Thruster Flame Color.png|Thruster trail turns red when fuel amount is higher than oxidizer (left) and blue when oxidizer is higher (right)&lt;br /&gt;
File:Thrusters in Map View.png|Thruster trails are visible on the zoomed-out map view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.21|&lt;br /&gt;
* Adjusted space platform drag to be based on weight rather than width. [https://forums.factorio.com/136430]&lt;br /&gt;
}}&lt;br /&gt;
&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;
==Notes==&lt;br /&gt;
* Conventionally, the physics formulas for thrust and acceleration depend on &#039;&#039;&#039;mass&#039;&#039;&#039;, not weight. However, the game&#039;s code, in-game documentation, and patch notes all use the term &amp;quot;weight&amp;quot;. This article prefers &amp;quot;mass&amp;quot;, and in other online discussions the terms may be used interchangably, if inaccurately. See also [[Units#Mass / Weight]].&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Thruster&amp;diff=220420</id>
		<title>Thruster</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Thruster&amp;diff=220420"/>
		<updated>2026-10-12T06:35:48Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Thruster}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Thrusters&#039;&#039;&#039; are components of [[space platform]]s that propel the platforms through space, and to other planets. Thrusters require both [[thruster fuel]] and [[thruster oxidizer]] to function. Thrusters can only be built on the south edge of a space platform, with nothing directly south in the path of their exhaust. This placement means space platforms always travel north toward the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Thrusters are operated via the [[space platform hub]]. When a destination is set and the switch set to &amp;quot;Automatic,&amp;quot; thrusters turn on and move the platform toward its destination. They turn off by themselves when the destination is reached. Moving the switch back to &amp;quot;Paused thrust&amp;quot; will turn all thrusters off immediately.&lt;br /&gt;
&lt;br /&gt;
The speed and acceleration of a space platform are roughly calculated in the following way:&lt;br /&gt;
* Each thruster has an [[#Efficiency|efficiency]] value that depends on its current level of fuel and oxidizer. At higher levels, a thruster produces more thrust but consumes relatively much more fuel and oxidizer.&lt;br /&gt;
* The total thrust of all thrusters is added together. This is penalised by the space platform&#039;s &#039;&#039;&#039;drag&#039;&#039;&#039;, which depends on the platform&#039;s weight (or technically, [[#Notes|mass]]).&lt;br /&gt;
* Acceleration is calculated as total thrust minus drag, divided by the platform&#039;s mass. Acceleration is evaluated each tick to adjust the platform&#039;s speed.&lt;br /&gt;
&lt;br /&gt;
It is not possible to directly set a thruster&#039;s thrust, and thus a platform&#039;s acceleration and speed. Instead, commonly [[pump|pumps]] and the [[circuit network]] are used to dynamically control the input of fuel or oxidizer, which has a similar effect. It is also possible to simply increase or decrease the number of thrusters on the platform.&lt;br /&gt;
&lt;br /&gt;
Depending on speed, damaging [[asteroids]] are encountered in greater numbers. This means that defenses should be built before turning on the thrusters, and high thrust requires stronger defense.&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&#039;&#039;This section applies to the current 2.0 version of the game, and has not yet been updated for 2.1.&#039;&#039;&amp;lt;!-- personally I also think we should list formulas before the graphs --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The equations behind thruster performance are a bit complex (see [[#Formulas|below]]), so here are some guidelines for platform design:&lt;br /&gt;
&lt;br /&gt;
* Platform width is far more important than mass in determining top speed (and therefore travel time).&lt;br /&gt;
** Adding more thrusters is not worthwhile if wider platform is required.&lt;br /&gt;
* Thrust has diminishing returns in either thrusters or fuel, unless both of them are added.&lt;br /&gt;
* Minimum total fuel volume is achieved at low speeds.&lt;br /&gt;
&lt;br /&gt;
=== Shape design ===&lt;br /&gt;
Platform drag, which limits the top speed achievable with a given thrust, is strongly dependent on the width of the platform (in tiles) and much less dependent on the total mass of the platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=center widths=400px heights=350px&amp;gt;&lt;br /&gt;
File:Speed-vs-width.png|Top speed drops off precipitously as width of the platform increases.|alt=Graph of maximum speed (percent of value at width 10) versus platform width from 10 to 100 tiles, showing a steep drop: speed falls to about half by width 40 and below one-third by width 100.&lt;br /&gt;
File:Speed-vs-mass.png|Top speed reduces by only 30 percent with a hundredfold increase in mass.|alt=Graph of maximum speed (percent of value at mass 100) versus platform mass from 100 to 10,000 tons, showing a gentle decline: speed stays near 100% at low mass and is still around 70% at 10,000 tons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Travel time is also slightly affected by mass (a few percent) due to the longer time taken to get up to maximum speed, but most of the journey is done at top speed and so travel time is dominated by width. This encourages long, narrow rocket-like platform designs for interplanetary travel.&lt;br /&gt;
&lt;br /&gt;
When considering how many thrusters to install on a platform of a certain width, the optimal number of thrusters is as many as will fit without making the platform wider. This is because the additional drag from the extra width cancels out the additional thrust from the extra thrusters. For a fixed fuelling rate, making the platform wider to add more thrusters actually makes it slower.&lt;br /&gt;
&lt;br /&gt;
[[File:Speed-vs-thrusters-and-width.png|500px|center|alt=Graph of maximum speed versus number of thrusters, normalized to 100% at one thruster, for a platform that widens when more than 8 thrusters are added. One curve (fixed total fuel) rises to a peak at eight thrusters and then falls, while the other (full fuel per thruster) rises quickly and then flattens after 8 thrusters, showing that once width must increase, extra thrusters give diminishing or negative returns.|Once adding thrusters forces the platform to become wider, extra engines give diminishing returns, and with fixed fuel can even reduce top speed.]]&lt;br /&gt;
&lt;br /&gt;
For example, for a platform with a width of 32 tiles, the maximum speed is attained with 8 thrusters since each thruster is 4 tiles wide. Note that this does not apply if more thrusters can be added without increasing the width of the platform by stacking multiple thrusters vertically.&lt;br /&gt;
&lt;br /&gt;
=== Marginal diminishing effect of thrust ===&lt;br /&gt;
Because thrusters increase efficiency with lower fuel, thrust can be increased by adding either fuel or thrusters alone, but with diminishing returns. To get linear gains, both of them need to be increased proportionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=center widths=400px heights=350px&amp;gt;&lt;br /&gt;
File:Thrust-vs-thrusters.png|alt=Graph showing total thrust and maximum speed versus number of thrusters, both scaled to 100% at one thruster. Both curves rise quickly at first and then flatten, showing diminishing gains as more thrusters are added.|Adding thrusters at a fixed fuel rate increases both thrust and speed, but with strong diminishing returns.&lt;br /&gt;
File:Thrust-vs-fuel.png|thumb|alt=graph showing total thrust and maximum speed versus fuel rate (in percent), both scaled to 100% at full fuel. Both curves rise steeply at low fuel and gradually level off toward full fuel.|Increasing fuel to a fixed number of thrusters raises thrust and speed, but each extra percent of fuel gives a smaller gain than the last.&lt;br /&gt;
File:Thrust-vs-fully-fueled-thrusters.png|thumb|alt=Graph showing total thrust and maximum speed versus number of thrusters, both scaled to 100% at one thruster. Thrust rises as a straight line, while speed rises more slowly and curves downward, indicating slowly diminishing returns.|With full fuel per thruster, thrust scales linearly with thruster count, while speed increases with some diminishing returns due to drag.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fuel saving ===&lt;br /&gt;
If no fuel is replenished or manufactured during the flight, but instead the whole journey is completed relying on pre-stored fuel on board, it is necessary to minimize the total fuel volume consumption for a given trip. In general the slower the flight speed, the less the total fuel consumption, as the greater efficiency of the thrusters more than cancels out the longer travel time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=center widths=400px heights=350px&amp;gt;&lt;br /&gt;
File:Fuel-volume-vs-speed.png|thumb|alt=Graph showing normalised travel time and normalised fuel used versus total fuel flow. Travel time drops rapidly as fuel flow increases, while fuel used rises steadily, indicating that minimum fuel consumption occurs at the lowest fuel setting.|For a typical platform, total fuel used increases steadily with fuel flow, so the least fuel is consumed at the lowest throttle, even though travel time is longest.&lt;br /&gt;
File:Fuel-volume-vs-speed-wide.png|thumb|alt=Graph of normalised travel time and fuel used versus fuel flow for a wide, single-thruster platform. Travel time falls with increasing fuel, while total fuel used has a minimum at 20% throttle.|On a wide, low-thrust platform, the slowest speed is so slow that it takes less fuel overall to go slightly faster.&lt;br /&gt;
File:Fuel-volume-vs-speed-heavy.png|thumb|alt=Graph of normalised travel time and fuel used versus fuel flow for a very heavy platform. Travel time falls with increasing fuel, while total fuel used shows a slight dip at 15% throttle before rising, indicating an optimum near minimum throttle.|On an extremely heavy platform, total fuel used also has a shallow minimum at low, but not minimum throttle.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The exceptions are for platforms with few thrusters and a lot of drag, or very heavy platforms, where the slowest speed is so slow that it takes less fuel overall to go slightly faster. The optimal fuelling rate in these cases is still generally 15-25% though.&lt;br /&gt;
&lt;br /&gt;
=== Formulas ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I=F\Delta t&amp;lt;/math&amp;gt; is impulse per tick, &amp;lt;math&amp;gt;\Delta t=1/60\text{ s}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I_{net} = I_{thrust} + I_{drag}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\Delta v_{net} = \frac{I_{net}}{m}&amp;lt;/math&amp;gt; - Change of speed per tick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I_{drag}\ =-\frac{wv\left(v+60\right)}{4800}-\frac{\left(I_{thrust}m\right)}{m+10000}\ -10&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* &#039;&#039;w&#039;&#039; - width of a platform, in tiles&lt;br /&gt;
* &#039;&#039;m&#039;&#039; - mass of a platform, in tons&lt;br /&gt;
* &#039;&#039;v&#039;&#039; - speed parameter, in km/s, can&#039;t be below zero. Actual current speed of a platform is v-10 in first half and v+10 in the second half of a trip.&lt;br /&gt;
* &amp;lt;math&amp;gt;I_{thrust}&amp;lt;/math&amp;gt; - impulse per tick due to thrust, in&amp;lt;math&amp;gt;\text{ MN}\cdot \text{s}&amp;lt;/math&amp;gt;. For example, a normal-quality thruster at maximum thrust produces an impulse per tick: &amp;lt;math&amp;gt;I_{thrust}=F_{thrust}\Delta t=6100\text{ MN}\times 1/60\text{ s}=101.667\text{ MN}\cdot \text{s}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As formulas above, the drag increases quadratically with velocity, like in real world when moving through low density gas. When drag becomes equal to thrust force, acceleration stops, a platform hits its top speed.&lt;br /&gt;
Another important detail is that drag hence top speed depends not on the mass of a platform, but its width. Mass is still a factor of how fast the top speed can be reached though.&lt;br /&gt;
The second term of drag is negligible for ordinary platforms and exist to punish extra massive platforms by effectively cutting a piece of thrust force. For a platform of 1000 tons 10% of thrust force is lost.&lt;br /&gt;
&lt;br /&gt;
That formulas combined give&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max}=10\sqrt{\frac{\frac{480000I_{thrust}}{m+10000}-480}{w}+9}-30&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
plus/minus 10 for actual maximum speed.&lt;br /&gt;
&lt;br /&gt;
The amount of thrust force in MN created by a single thruster is described well in in-game wiki. Multiple sources of thrust stack additively.&lt;br /&gt;
&lt;br /&gt;
For example, consider a platform with 4 legendary-quality thrusters at maximum thrust (&amp;lt;math&amp;gt;I_{thrust}=4\times 15.3\times 1000\text{ MN}\times 1/60\text{ s}=1020\text{ MN}\cdot \text{s}&amp;lt;/math&amp;gt;). The width of the platform is 17 tiles (&amp;lt;math&amp;gt;w=17&amp;lt;/math&amp;gt;). The mass of the platform is 1002.8 tons (&amp;lt;math&amp;gt;m=1002.8\text{ t}&amp;lt;/math&amp;gt;).&lt;br /&gt;
On the trip from Nauvis to Vulcanus, the maximum speed in the first half of the trip (&amp;lt;math&amp;gt;[0\text{ km},7500\text{ km}]&amp;lt;/math&amp;gt;) is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max,first}=10\sqrt{\frac{\frac{480000\times 1020}{1002.8+10000}-480}{17}+9}-30-10=469.73\text{ km}/\text{s}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum speed in the second half of the trip (&amp;lt;math&amp;gt;[7500\text{ km},15000\text{ km}]&amp;lt;/math&amp;gt;) is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max,second}=(v_{max,first}+10)+10=489.73\text{ km}/\text{s}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
The &amp;quot;Relative thrust&amp;quot; and &amp;quot;Relative fluid consumption&amp;quot; is the percentage for the range of a thruster of that [[quality]]. 50% relative thrust is halfway between the minimum thrust and the maximum thrust. For a base quality thruster, 50% is 55.95 MN, while for a legendary thruster, it is 139.45 MN, a 150% increase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Filled fluid reserve !! Efficiency !! Relative thrust !! Relative fluid consumption !! colspan=&amp;quot;5&amp;quot; | Fluid consumption (units/s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;| !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 5% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 15% || 97% || 22% || 24% || 14.14 || 18.39 || 22.63 || 26.87 || 36.00&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 93% || 34% || 37% || 22.29 || 28.97 || 35.66 || 42.34 || 55.50&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 90% || 44% || 51% || 30.43 || 39.56 || 48.69 || 57.81 || 76.50&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 86% || 54% || 64% || 38.57 || 50.14 || 61.71 || 73.29 || 96.00&lt;br /&gt;
|-&lt;br /&gt;
| 35% || 83% || 63% || 78% || 46.71 || 60.73 || 74.74 || 88.76 || 117.00&lt;br /&gt;
|-&lt;br /&gt;
| 40% || 79% || 71% || 91% || 54.86 || 71.31 || 87.77 || 104.23 || 136.50&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 76% || 78% || 105% || 63.00 || 81.90 || 100.80 || 119.70 || 157.50&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 72% || 84% || 119% || 71.14 || 92.49 || 113.83 || 135.17 || 178.50&lt;br /&gt;
|-&lt;br /&gt;
| 55% || 69% || 89% || 132% || 79.29 || 103.07 || 126.86 || 150.64 || 198.00&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 65% || 93% || 146% || 87.43 || 113.66 || 139.89 || 166.11 || 219.00&lt;br /&gt;
|-&lt;br /&gt;
| 65% || 62% || 96% || 159% || 95.57 || 124.24 || 152.91 || 181.59 || 238.50&lt;br /&gt;
|-&lt;br /&gt;
| 70% || 58% || 98% || 173% || 103.71 || 134.83 || 165.94 || 197.06 || 259.50&lt;br /&gt;
|-&lt;br /&gt;
| 75% || 55% || 100% || 186% || 111.86 || 145.41 || 178.97 || 212.53 || 279.00&lt;br /&gt;
|-&lt;br /&gt;
| 80% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 85% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The color of the thruster trail changes depending on the amount of fuel and oxidizer in the thruster, becoming blue when fuel is low or red when oxidizer is low.&lt;br /&gt;
* The thruster exhaust trail is 82 tiles long. Structures cannot be placed in the exhaust trail. This means that the total dimensions where the thruster blocks placement of other structures is 4×90 tiles. However, structures can be placed directly behind the end of the trail.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px&amp;gt;&lt;br /&gt;
File:Thruster Flame Color.png|Thruster trail turns red when fuel amount is higher than oxidizer (left) and blue when oxidizer is higher (right)&lt;br /&gt;
File:Thrusters in Map View.png|Thruster trails are visible on the zoomed-out map view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.21|&lt;br /&gt;
* Adjusted space platform drag to be based on weight rather than width. [https://forums.factorio.com/136430]&lt;br /&gt;
}}&lt;br /&gt;
&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;
==Notes==&lt;br /&gt;
* Conventionally, the physics formulas for thrust and acceleration depend on &#039;&#039;&#039;mass&#039;&#039;&#039;, not weight. However, the game&#039;s code, in-game documentation, and patch notes all use the term &amp;quot;weight&amp;quot;. This article prefers &amp;quot;mass&amp;quot;, and in other online discussions the terms may be used interchangably, if inaccurately. See also [[Units#Mass / Weight]].&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Thruster&amp;diff=220419</id>
		<title>Thruster</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Thruster&amp;diff=220419"/>
		<updated>2026-10-12T06:16:34Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: wrote brief overview of new drag formula, but haven&amp;#039;t updated the graphs yet; separated &amp;quot;efficiency&amp;quot; section, which also thankfully wasn&amp;#039;t changed in 2.1.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Thruster}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Thrusters&#039;&#039;&#039; are components of [[space platform]]s that propel the platforms through space, and to other planets. Thrusters require both [[thruster fuel]] and [[thruster oxidizer]] to function. Thrusters can only be built on the south edge of a space platform, with nothing directly south in the path of their exhaust. This placement means space platforms always travel north toward the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Thrusters are operated via the [[space platform hub]]. When a destination is set and the switch set to &amp;quot;Automatic,&amp;quot; thrusters turn on and move the platform toward its destination. They turn off by themselves when the destination is reached. Moving the switch back to &amp;quot;Paused thrust&amp;quot; will turn all thrusters off immediately.&lt;br /&gt;
&lt;br /&gt;
The speed and acceleration of a space platform are roughly calculated in the following way:&lt;br /&gt;
* Each thruster has an [[#Efficiency|efficiency]] value that depends on its current level of fuel and oxidizer. At higher levels, a thruster produces more thrust but consumes relatively much more fuel and oxidizer.&lt;br /&gt;
* The total thrust of all thrusters is added together. This is penalised by the space platform&#039;s &#039;&#039;&#039;drag&#039;&#039;&#039;, which depends on the platform&#039;s weight (or technically, [[#Notes|mass]]).&lt;br /&gt;
* Acceleration is calculated as total thrust minus drag, divided by the platform&#039;s mass. Acceleration is evaluated each tick to adjust the platform&#039;s speed.&lt;br /&gt;
&lt;br /&gt;
Depending on speed, damaging [[asteroids]] are encountered in greater numbers. This means that defenses should be built before turning on the thrusters, and high thrust requires stronger defense.&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
&#039;&#039;This section applies to the current 2.0 version of the game, and has not yet been updated for 2.1.&#039;&#039;&amp;lt;!-- personally I also think we should list formulas before the graphs --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The equations behind thruster performance are a bit complex (see [[#Formulas|below]]), so here are some guidelines for platform design:&lt;br /&gt;
&lt;br /&gt;
* Platform width is far more important than mass in determining top speed (and therefore travel time).&lt;br /&gt;
** Adding more thrusters is not worthwhile if wider platform is required.&lt;br /&gt;
* Thrust has diminishing returns in either thrusters or fuel, unless both of them are added.&lt;br /&gt;
* Minimum total fuel volume is achieved at low speeds.&lt;br /&gt;
&lt;br /&gt;
=== Shape design ===&lt;br /&gt;
Platform drag, which limits the top speed achievable with a given thrust, is strongly dependent on the width of the platform (in tiles) and much less dependent on the total mass of the platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=center widths=400px heights=350px&amp;gt;&lt;br /&gt;
File:Speed-vs-width.png|Top speed drops off precipitously as width of the platform increases.|alt=Graph of maximum speed (percent of value at width 10) versus platform width from 10 to 100 tiles, showing a steep drop: speed falls to about half by width 40 and below one-third by width 100.&lt;br /&gt;
File:Speed-vs-mass.png|Top speed reduces by only 30 percent with a hundredfold increase in mass.|alt=Graph of maximum speed (percent of value at mass 100) versus platform mass from 100 to 10,000 tons, showing a gentle decline: speed stays near 100% at low mass and is still around 70% at 10,000 tons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Travel time is also slightly affected by mass (a few percent) due to the longer time taken to get up to maximum speed, but most of the journey is done at top speed and so travel time is dominated by width. This encourages long, narrow rocket-like platform designs for interplanetary travel.&lt;br /&gt;
&lt;br /&gt;
When considering how many thrusters to install on a platform of a certain width, the optimal number of thrusters is as many as will fit without making the platform wider. This is because the additional drag from the extra width cancels out the additional thrust from the extra thrusters. For a fixed fuelling rate, making the platform wider to add more thrusters actually makes it slower.&lt;br /&gt;
&lt;br /&gt;
[[File:Speed-vs-thrusters-and-width.png|500px|center|alt=Graph of maximum speed versus number of thrusters, normalized to 100% at one thruster, for a platform that widens when more than 8 thrusters are added. One curve (fixed total fuel) rises to a peak at eight thrusters and then falls, while the other (full fuel per thruster) rises quickly and then flattens after 8 thrusters, showing that once width must increase, extra thrusters give diminishing or negative returns.|Once adding thrusters forces the platform to become wider, extra engines give diminishing returns, and with fixed fuel can even reduce top speed.]]&lt;br /&gt;
&lt;br /&gt;
For example, for a platform with a width of 32 tiles, the maximum speed is attained with 8 thrusters since each thruster is 4 tiles wide. Note that this does not apply if more thrusters can be added without increasing the width of the platform by stacking multiple thrusters vertically.&lt;br /&gt;
&lt;br /&gt;
=== Marginal diminishing effect of thrust ===&lt;br /&gt;
Because thrusters increase efficiency with lower fuel, thrust can be increased by adding either fuel or thrusters alone, but with diminishing returns. To get linear gains, both of them need to be increased proportionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=center widths=400px heights=350px&amp;gt;&lt;br /&gt;
File:Thrust-vs-thrusters.png|alt=Graph showing total thrust and maximum speed versus number of thrusters, both scaled to 100% at one thruster. Both curves rise quickly at first and then flatten, showing diminishing gains as more thrusters are added.|Adding thrusters at a fixed fuel rate increases both thrust and speed, but with strong diminishing returns.&lt;br /&gt;
File:Thrust-vs-fuel.png|thumb|alt=graph showing total thrust and maximum speed versus fuel rate (in percent), both scaled to 100% at full fuel. Both curves rise steeply at low fuel and gradually level off toward full fuel.|Increasing fuel to a fixed number of thrusters raises thrust and speed, but each extra percent of fuel gives a smaller gain than the last.&lt;br /&gt;
File:Thrust-vs-fully-fueled-thrusters.png|thumb|alt=Graph showing total thrust and maximum speed versus number of thrusters, both scaled to 100% at one thruster. Thrust rises as a straight line, while speed rises more slowly and curves downward, indicating slowly diminishing returns.|With full fuel per thruster, thrust scales linearly with thruster count, while speed increases with some diminishing returns due to drag.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fuel saving ===&lt;br /&gt;
If no fuel is replenished or manufactured during the flight, but instead the whole journey is completed relying on pre-stored fuel on board, it is necessary to minimize the total fuel volume consumption for a given trip. In general the slower the flight speed, the less the total fuel consumption, as the greater efficiency of the thrusters more than cancels out the longer travel time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=center widths=400px heights=350px&amp;gt;&lt;br /&gt;
File:Fuel-volume-vs-speed.png|thumb|alt=Graph showing normalised travel time and normalised fuel used versus total fuel flow. Travel time drops rapidly as fuel flow increases, while fuel used rises steadily, indicating that minimum fuel consumption occurs at the lowest fuel setting.|For a typical platform, total fuel used increases steadily with fuel flow, so the least fuel is consumed at the lowest throttle, even though travel time is longest.&lt;br /&gt;
File:Fuel-volume-vs-speed-wide.png|thumb|alt=Graph of normalised travel time and fuel used versus fuel flow for a wide, single-thruster platform. Travel time falls with increasing fuel, while total fuel used has a minimum at 20% throttle.|On a wide, low-thrust platform, the slowest speed is so slow that it takes less fuel overall to go slightly faster.&lt;br /&gt;
File:Fuel-volume-vs-speed-heavy.png|thumb|alt=Graph of normalised travel time and fuel used versus fuel flow for a very heavy platform. Travel time falls with increasing fuel, while total fuel used shows a slight dip at 15% throttle before rising, indicating an optimum near minimum throttle.|On an extremely heavy platform, total fuel used also has a shallow minimum at low, but not minimum throttle.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The exceptions are for platforms with few thrusters and a lot of drag, or very heavy platforms, where the slowest speed is so slow that it takes less fuel overall to go slightly faster. The optimal fuelling rate in these cases is still generally 15-25% though.&lt;br /&gt;
&lt;br /&gt;
=== Formulas ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I=F\Delta t&amp;lt;/math&amp;gt; is impulse per tick, &amp;lt;math&amp;gt;\Delta t=1/60\text{ s}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I_{net} = I_{thrust} + I_{drag}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\Delta v_{net} = \frac{I_{net}}{m}&amp;lt;/math&amp;gt; - Change of speed per tick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I_{drag}\ =-\frac{wv\left(v+60\right)}{4800}-\frac{\left(I_{thrust}m\right)}{m+10000}\ -10&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* &#039;&#039;w&#039;&#039; - width of a platform, in tiles&lt;br /&gt;
* &#039;&#039;m&#039;&#039; - mass of a platform, in tons&lt;br /&gt;
* &#039;&#039;v&#039;&#039; - speed parameter, in km/s, can&#039;t be below zero. Actual current speed of a platform is v-10 in first half and v+10 in the second half of a trip.&lt;br /&gt;
* &amp;lt;math&amp;gt;I_{thrust}&amp;lt;/math&amp;gt; - impulse per tick due to thrust, in&amp;lt;math&amp;gt;\text{ MN}\cdot \text{s}&amp;lt;/math&amp;gt;. For example, a normal-quality thruster at maximum thrust produces an impulse per tick: &amp;lt;math&amp;gt;I_{thrust}=F_{thrust}\Delta t=6100\text{ MN}\times 1/60\text{ s}=101.667\text{ MN}\cdot \text{s}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As formulas above, the drag increases quadratically with velocity, like in real world when moving through low density gas. When drag becomes equal to thrust force, acceleration stops, a platform hits its top speed.&lt;br /&gt;
Another important detail is that drag hence top speed depends not on the mass of a platform, but its width. Mass is still a factor of how fast the top speed can be reached though.&lt;br /&gt;
The second term of drag is negligible for ordinary platforms and exist to punish extra massive platforms by effectively cutting a piece of thrust force. For a platform of 1000 tons 10% of thrust force is lost.&lt;br /&gt;
&lt;br /&gt;
That formulas combined give&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max}=10\sqrt{\frac{\frac{480000I_{thrust}}{m+10000}-480}{w}+9}-30&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
plus/minus 10 for actual maximum speed.&lt;br /&gt;
&lt;br /&gt;
The amount of thrust force in MN created by a single thruster is described well in in-game wiki. Multiple sources of thrust stack additively.&lt;br /&gt;
&lt;br /&gt;
For example, consider a platform with 4 legendary-quality thrusters at maximum thrust (&amp;lt;math&amp;gt;I_{thrust}=4\times 15.3\times 1000\text{ MN}\times 1/60\text{ s}=1020\text{ MN}\cdot \text{s}&amp;lt;/math&amp;gt;). The width of the platform is 17 tiles (&amp;lt;math&amp;gt;w=17&amp;lt;/math&amp;gt;). The mass of the platform is 1002.8 tons (&amp;lt;math&amp;gt;m=1002.8\text{ t}&amp;lt;/math&amp;gt;).&lt;br /&gt;
On the trip from Nauvis to Vulcanus, the maximum speed in the first half of the trip (&amp;lt;math&amp;gt;[0\text{ km},7500\text{ km}]&amp;lt;/math&amp;gt;) is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max,first}=10\sqrt{\frac{\frac{480000\times 1020}{1002.8+10000}-480}{17}+9}-30-10=469.73\text{ km}/\text{s}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum speed in the second half of the trip (&amp;lt;math&amp;gt;[7500\text{ km},15000\text{ km}]&amp;lt;/math&amp;gt;) is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max,second}=(v_{max,first}+10)+10=489.73\text{ km}/\text{s}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
The &amp;quot;Relative thrust&amp;quot; and &amp;quot;Relative fluid consumption&amp;quot; is the percentage for the range of a thruster of that [[quality]]. 50% relative thrust is halfway between the minimum thrust and the maximum thrust. For a base quality thruster, 50% is 55.95 MN, while for a legendary thruster, it is 139.45 MN, a 150% increase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Filled fluid reserve !! Efficiency !! Relative thrust !! Relative fluid consumption !! colspan=&amp;quot;5&amp;quot; | Fluid consumption (units/s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;| !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 5% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 15% || 97% || 22% || 24% || 14.14 || 18.39 || 22.63 || 26.87 || 36.00&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 93% || 34% || 37% || 22.29 || 28.97 || 35.66 || 42.34 || 55.50&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 90% || 44% || 51% || 30.43 || 39.56 || 48.69 || 57.81 || 76.50&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 86% || 54% || 64% || 38.57 || 50.14 || 61.71 || 73.29 || 96.00&lt;br /&gt;
|-&lt;br /&gt;
| 35% || 83% || 63% || 78% || 46.71 || 60.73 || 74.74 || 88.76 || 117.00&lt;br /&gt;
|-&lt;br /&gt;
| 40% || 79% || 71% || 91% || 54.86 || 71.31 || 87.77 || 104.23 || 136.50&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 76% || 78% || 105% || 63.00 || 81.90 || 100.80 || 119.70 || 157.50&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 72% || 84% || 119% || 71.14 || 92.49 || 113.83 || 135.17 || 178.50&lt;br /&gt;
|-&lt;br /&gt;
| 55% || 69% || 89% || 132% || 79.29 || 103.07 || 126.86 || 150.64 || 198.00&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 65% || 93% || 146% || 87.43 || 113.66 || 139.89 || 166.11 || 219.00&lt;br /&gt;
|-&lt;br /&gt;
| 65% || 62% || 96% || 159% || 95.57 || 124.24 || 152.91 || 181.59 || 238.50&lt;br /&gt;
|-&lt;br /&gt;
| 70% || 58% || 98% || 173% || 103.71 || 134.83 || 165.94 || 197.06 || 259.50&lt;br /&gt;
|-&lt;br /&gt;
| 75% || 55% || 100% || 186% || 111.86 || 145.41 || 178.97 || 212.53 || 279.00&lt;br /&gt;
|-&lt;br /&gt;
| 80% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 85% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The color of the thruster trail changes depending on the amount of fuel and oxidizer in the thruster, becoming blue when fuel is low or red when oxidizer is low.&lt;br /&gt;
* The thruster exhaust trail is 82 tiles long. Structures cannot be placed in the exhaust trail. This means that the total dimensions where the thruster blocks placement of other structures is 4×90 tiles. However, structures can be placed directly behind the end of the trail.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px&amp;gt;&lt;br /&gt;
File:Thruster Flame Color.png|Thruster trail turns red when fuel amount is higher than oxidizer (left) and blue when oxidizer is higher (right)&lt;br /&gt;
File:Thrusters in Map View.png|Thruster trails are visible on the zoomed-out map view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.21|&lt;br /&gt;
* Adjusted space platform drag to be based on weight rather than width. [https://forums.factorio.com/136430]&lt;br /&gt;
}}&lt;br /&gt;
&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;
==Notes==&lt;br /&gt;
* Conventionally, the physics formulas for thrust and acceleration depend on &#039;&#039;&#039;mass&#039;&#039;&#039;, not weight. However, the game&#039;s code, in-game documentation, and patch notes all use the term &amp;quot;weight&amp;quot;. This article prefers &amp;quot;mass&amp;quot;, and in other online discussions the terms may be used interchangably, if inaccurately. See also [[Units#Mass / Weight]].&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Asteroids&amp;diff=220308</id>
		<title>Asteroids</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Asteroids&amp;diff=220308"/>
		<updated>2026-10-06T18:51:27Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:asteroids_anim.gif|right]]&#039;&#039;&#039;Asteroids&#039;&#039;&#039; are floating minerals found in space. There are four types of asteroids in [[Space Age]]: metallic, carbonic, oxide and promethium. Promethium asteroids are only encountered when en route to the [[shattered planet]]. Asteroids appear from all directions around stationary [[space platform]]s. [[Asteroid collector]]s can collect [[Asteroids#Asteroid chunks|asteroid chunks]], which can be fed into a [[crusher]], grinding the chunks into useful resources.&lt;br /&gt;
&lt;br /&gt;
While traveling through space, asteroids will appear in front of the space platform at a much higher rate and damage it on contact. [[Turret]]s placed towards the north edge of the platform can prevent damage by breaking the asteroids into smaller pieces until only the harmless asteroid chunks remain.&lt;br /&gt;
&lt;br /&gt;
The density of asteroids can be seen by going to &#039;&#039;&#039;Remote view&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Surfaces&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Space Map&#039;&#039;&#039;  and clicking on an interplanetary route between two planets, or by searching &amp;quot;route&amp;quot; in [[Factoriopedia]]. The graph will show a white vertical line overlay on the asteroid graph corresponding to the ship&#039;s position when underway. &lt;br /&gt;
&lt;br /&gt;
== Asteroid types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Health (metallic/carbonic/oxide) !! Health (promethium) !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid chunk&lt;br /&gt;
| Harmless. This is the only asteroid type that spawns in orbit over [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Does not have health and is instantly destroyed on contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
Can be collected by [[asteroid collector]]s.&lt;br /&gt;
&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Small asteroid&lt;br /&gt;
| Does not spawn naturally. Produces two chunks on destruction.&lt;br /&gt;
&lt;br /&gt;
Does small damage on contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 50%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 20%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Medium asteroid&lt;br /&gt;
| Spawns in space and in orbit of planets other than [[Nauvis]]. Splits into three small asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Does medium damage. Can destroy several tiles of space platform foundation before expiring. Heavily resistant to laser damage.&lt;br /&gt;
&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 30%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 90%&lt;br /&gt;
*Physical: 10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Big asteroid&lt;br /&gt;
| Spawns in space beyond [[Fulgora]] and [[Gleba]]. Splits into three medium asteroids when destroyed.&lt;br /&gt;
Practically immune to physical and laser damage.&lt;br /&gt;
&lt;br /&gt;
Does large amount of damage. Can go right through the space platform destroying everything in its path. &amp;lt;br&amp;gt;Because of its high flat physical resistance, [[gun turret]]s are ineffective against them, and it has even higher laser resistance than its medium counterpart. [[Rocket turret]]s are usually more effective.&lt;br /&gt;
&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 10%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 95%&lt;br /&gt;
*Physical: 2000/10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Huge asteroid&lt;br /&gt;
| Spawns in space beyond [[Aquilo]]. Splits into three big asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Will absolutely destroy the space platform if it is not equipped with a turret that can overcome its enormous flat physical resistance, e.g. a [[railgun turret]].&lt;br /&gt;
&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 99%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 99%&lt;br /&gt;
*Physical: 3000/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Asteroid chunks ==&lt;br /&gt;
&#039;&#039;&#039;Asteroid chunks&#039;&#039;&#039; are the smallest asteroid type, serving as the sole source of resources in space. Due to their size and low mass, these small chunks will not damage the player&#039;s space platform when colliding with it. These chunks come in four distinct varieties, three of which can be processed into raw materials using [[crusher]]s. All chunks can be collected with [[asteroid collector]]s. Researching [[Advanced_asteroid_processing_(research)|advanced asteroid processing]] unlocks alternate recipes which can extract additional materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Processing&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids]] !! Processed into !! Advanced processing&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Metallic asteroid chunk}} || {{IconLink|Iron ore}} || {{IconLink|Copper ore}}&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Carbonic asteroid chunk}} || {{IconLink|Carbon}} || {{IconLink|Sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Oxide asteroid chunk}} || {{IconLink|Ice}} || {{IconLink|Calcite}}&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Promethium asteroid chunk}} || colspan=2 | Cannot be processed; used in crafting [[promethium science pack]]s.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:metallic_asteroid_entity.png|Metallic asteroids.&lt;br /&gt;
File:carbonic_asteroid_entity.png|Carbonic asteroids.&lt;br /&gt;
File:oxide_asteroid_entity.png|Oxide asteroids.&lt;br /&gt;
File:promethium_asteroid_entity.png|Promethium asteroids.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.1.21|&lt;br /&gt;
* Retuned asteroid damage. [https://forums.factorio.com/136430]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Space platform]]&lt;br /&gt;
* [[Asteroid collector]]&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Thruster&amp;diff=220307</id>
		<title>Thruster</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Thruster&amp;diff=220307"/>
		<updated>2026-10-06T18:41:43Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: /* History */ oh boy need to rewrite half this page now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Thruster}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Thrusters&#039;&#039;&#039; are components of [[space platform]]s that propel the platforms through space, and to other planets. Thrusters require both [[thruster fuel]] and [[thruster oxidizer]] to function. Thrusters can only be built on the south edge of a space platform, with nothing directly south in the path of their exhaust. This placement means space platforms always travel north toward the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Thrusters are operated via the [[space platform hub]]. When a destination is set and the switch set to &amp;quot;Automatic,&amp;quot; thrusters turn on and move the platform toward its destination. They turn off by themselves when the destination is reached. Moving the switch back to &amp;quot;Paused thrust&amp;quot; will turn all thrusters off immediately. &lt;br /&gt;
&lt;br /&gt;
Speed and acceleration are affected by the number of thrusters, their efficiency, and the mass of the platform. Thrusters are at their least efficient when they have full reserves of both fuel and oxidizer, but produce higher speed and acceleration. Partly empty reserves cause them to work more efficiently, as noted in the table below, at the expense of speed/acceleration.&lt;br /&gt;
&lt;br /&gt;
Depending on speed, damaging [[asteroids]] are encountered in greater numbers. This means that defenses should be built before turning on the thrusters, and high thrust requires stronger defense.&lt;br /&gt;
&lt;br /&gt;
== General principles ==&lt;br /&gt;
The equations behind thruster performance are a bit complex (see [[#Formulas|below]]), so here are some guidelines for platform design:&lt;br /&gt;
&lt;br /&gt;
* Platform width is far more important than mass in determining top speed (and therefore travel time).&lt;br /&gt;
** Adding more thrusters is not worthwhile if wider platform is required.&lt;br /&gt;
* Thrust has diminishing returns in either thrusters or fuel, unless both of them are added.&lt;br /&gt;
* Minimum total fuel volume is achieved at low speeds.&lt;br /&gt;
&lt;br /&gt;
=== Shape design ===&lt;br /&gt;
Platform drag, which limits the top speed achievable with a given thrust, is strongly dependent on the width of the platform (in tiles) and much less dependent on the total mass of the platform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=center widths=400px heights=350px&amp;gt;&lt;br /&gt;
File:Speed-vs-width.png|Top speed drops off precipitously as width of the platform increases.|alt=Graph of maximum speed (percent of value at width 10) versus platform width from 10 to 100 tiles, showing a steep drop: speed falls to about half by width 40 and below one-third by width 100.&lt;br /&gt;
File:Speed-vs-mass.png|Top speed reduces by only 30 percent with a hundredfold increase in mass.|alt=Graph of maximum speed (percent of value at mass 100) versus platform mass from 100 to 10,000 tons, showing a gentle decline: speed stays near 100% at low mass and is still around 70% at 10,000 tons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Travel time is also slightly affected by mass (a few percent) due to the longer time taken to get up to maximum speed, but most of the journey is done at top speed and so travel time is dominated by width. This encourages long, narrow rocket-like platform designs for interplanetary travel.&lt;br /&gt;
&lt;br /&gt;
When considering how many thrusters to install on a platform of a certain width, the optimal number of thrusters is as many as will fit without making the platform wider. This is because the additional drag from the extra width cancels out the additional thrust from the extra thrusters. For a fixed fuelling rate, making the platform wider to add more thrusters actually makes it slower.&lt;br /&gt;
&lt;br /&gt;
[[File:Speed-vs-thrusters-and-width.png|500px|center|alt=Graph of maximum speed versus number of thrusters, normalized to 100% at one thruster, for a platform that widens when more than 8 thrusters are added. One curve (fixed total fuel) rises to a peak at eight thrusters and then falls, while the other (full fuel per thruster) rises quickly and then flattens after 8 thrusters, showing that once width must increase, extra thrusters give diminishing or negative returns.|Once adding thrusters forces the platform to become wider, extra engines give diminishing returns, and with fixed fuel can even reduce top speed.]]&lt;br /&gt;
&lt;br /&gt;
For example, for a platform with a width of 32 tiles, the maximum speed is attained with 8 thrusters since each thruster is 4 tiles wide. Note that this does not apply if more thrusters can be added without increasing the width of the platform by stacking multiple thrusters vertically.&lt;br /&gt;
&lt;br /&gt;
=== Marginal diminishing effect of thrust ===&lt;br /&gt;
Because thrusters increase efficiency with lower fuel, thrust can be increased by adding either fuel or thrusters alone, but with diminishing returns. To get linear gains, both of them need to be increased proportionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=center widths=400px heights=350px&amp;gt;&lt;br /&gt;
File:Thrust-vs-thrusters.png|alt=Graph showing total thrust and maximum speed versus number of thrusters, both scaled to 100% at one thruster. Both curves rise quickly at first and then flatten, showing diminishing gains as more thrusters are added.|Adding thrusters at a fixed fuel rate increases both thrust and speed, but with strong diminishing returns.&lt;br /&gt;
File:Thrust-vs-fuel.png|thumb|alt=graph showing total thrust and maximum speed versus fuel rate (in percent), both scaled to 100% at full fuel. Both curves rise steeply at low fuel and gradually level off toward full fuel.|Increasing fuel to a fixed number of thrusters raises thrust and speed, but each extra percent of fuel gives a smaller gain than the last.&lt;br /&gt;
File:Thrust-vs-fully-fueled-thrusters.png|thumb|alt=Graph showing total thrust and maximum speed versus number of thrusters, both scaled to 100% at one thruster. Thrust rises as a straight line, while speed rises more slowly and curves downward, indicating slowly diminishing returns.|With full fuel per thruster, thrust scales linearly with thruster count, while speed increases with some diminishing returns due to drag.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fuel saving ===&lt;br /&gt;
If no fuel is replenished or manufactured during the flight, but instead the whole journey is completed relying on pre-stored fuel on board, it is necessary to minimize the total fuel volume consumption for a given trip. In general the slower the flight speed, the less the total fuel consumption, as the greater efficiency of the thrusters more than cancels out the longer travel time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=center widths=400px heights=350px&amp;gt;&lt;br /&gt;
File:Fuel-volume-vs-speed.png|thumb|alt=Graph showing normalised travel time and normalised fuel used versus total fuel flow. Travel time drops rapidly as fuel flow increases, while fuel used rises steadily, indicating that minimum fuel consumption occurs at the lowest fuel setting.|For a typical platform, total fuel used increases steadily with fuel flow, so the least fuel is consumed at the lowest throttle, even though travel time is longest.&lt;br /&gt;
File:Fuel-volume-vs-speed-wide.png|thumb|alt=Graph of normalised travel time and fuel used versus fuel flow for a wide, single-thruster platform. Travel time falls with increasing fuel, while total fuel used has a minimum at 20% throttle.|On a wide, low-thrust platform, the slowest speed is so slow that it takes less fuel overall to go slightly faster.&lt;br /&gt;
File:Fuel-volume-vs-speed-heavy.png|thumb|alt=Graph of normalised travel time and fuel used versus fuel flow for a very heavy platform. Travel time falls with increasing fuel, while total fuel used shows a slight dip at 15% throttle before rising, indicating an optimum near minimum throttle.|On an extremely heavy platform, total fuel used also has a shallow minimum at low, but not minimum throttle.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The exceptions are for platforms with few thrusters and a lot of drag, or very heavy platforms, where the slowest speed is so slow that it takes less fuel overall to go slightly faster. The optimal fuelling rate in these cases is still generally 15-25% though.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
&lt;br /&gt;
=== Datasheet ===&lt;br /&gt;
The &amp;quot;Relative thrust&amp;quot; and &amp;quot;Relative fluid consumption&amp;quot; is the percentage for the range of a thruster of that [[quality]]. 50% relative thrust is halfway between the minimum thrust and the maximum thrust. For a base quality thruster, 50% is 55.95 MN, while for a legendary thruster, it is 139.45 MN, a 150% increase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Filled fluid reserve !! Efficiency !! Relative thrust !! Relative fluid consumption !! colspan=&amp;quot;5&amp;quot; | Fluid consumption (units/s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;| !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 5% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 15.00&lt;br /&gt;
|-&lt;br /&gt;
| 15% || 97% || 22% || 24% || 14.14 || 18.39 || 22.63 || 26.87 || 36.00&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 93% || 34% || 37% || 22.29 || 28.97 || 35.66 || 42.34 || 55.50&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 90% || 44% || 51% || 30.43 || 39.56 || 48.69 || 57.81 || 76.50&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 86% || 54% || 64% || 38.57 || 50.14 || 61.71 || 73.29 || 96.00&lt;br /&gt;
|-&lt;br /&gt;
| 35% || 83% || 63% || 78% || 46.71 || 60.73 || 74.74 || 88.76 || 117.00&lt;br /&gt;
|-&lt;br /&gt;
| 40% || 79% || 71% || 91% || 54.86 || 71.31 || 87.77 || 104.23 || 136.50&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 76% || 78% || 105% || 63.00 || 81.90 || 100.80 || 119.70 || 157.50&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 72% || 84% || 119% || 71.14 || 92.49 || 113.83 || 135.17 || 178.50&lt;br /&gt;
|-&lt;br /&gt;
| 55% || 69% || 89% || 132% || 79.29 || 103.07 || 126.86 || 150.64 || 198.00&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 65% || 93% || 146% || 87.43 || 113.66 || 139.89 || 166.11 || 219.00&lt;br /&gt;
|-&lt;br /&gt;
| 65% || 62% || 96% || 159% || 95.57 || 124.24 || 152.91 || 181.59 || 238.50&lt;br /&gt;
|-&lt;br /&gt;
| 70% || 58% || 98% || 173% || 103.71 || 134.83 || 165.94 || 197.06 || 259.50&lt;br /&gt;
|-&lt;br /&gt;
| 75% || 55% || 100% || 186% || 111.86 || 145.41 || 178.97 || 212.53 || 279.00&lt;br /&gt;
|-&lt;br /&gt;
| 80% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 85% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 300.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Formulas ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I=F\Delta t&amp;lt;/math&amp;gt; is impulse per tick, &amp;lt;math&amp;gt;\Delta t=1/60\text{ s}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I_{net} = I_{thrust} + I_{drag}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\Delta v_{net} = \frac{I_{net}}{m}&amp;lt;/math&amp;gt; - Change of speed per tick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I_{drag}\ =-\frac{wv\left(v+60\right)}{4800}-\frac{\left(I_{thrust}m\right)}{m+10000}\ -10&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* &#039;&#039;w&#039;&#039; - width of a platform, in tiles&lt;br /&gt;
* &#039;&#039;m&#039;&#039; - mass of a platform, in tons&lt;br /&gt;
* &#039;&#039;v&#039;&#039; - speed parameter, in km/s, can&#039;t be below zero. Actual current speed of a platform is v-10 in first half and v+10 in the second half of a trip.&lt;br /&gt;
* &amp;lt;math&amp;gt;I_{thrust}&amp;lt;/math&amp;gt; - impulse per tick due to thrust, in&amp;lt;math&amp;gt;\text{ MN}\cdot \text{s}&amp;lt;/math&amp;gt;. For example, a normal-quality thruster at maximum thrust produces an impulse per tick: &amp;lt;math&amp;gt;I_{thrust}=F_{thrust}\Delta t=6100\text{ MN}\times 1/60\text{ s}=101.667\text{ MN}\cdot \text{s}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As formulas above, the drag increases quadratically with velocity, like in real world when moving through low density gas. When drag becomes equal to thrust force, acceleration stops, a platform hits its top speed.&lt;br /&gt;
Another important detail is that drag hence top speed depends not on the mass of a platform, but its width. Mass is still a factor of how fast the top speed can be reached though.&lt;br /&gt;
The second term of drag is negligible for ordinary platforms and exist to punish extra massive platforms by effectively cutting a piece of thrust force. For a platform of 1000 tons 10% of thrust force is lost.&lt;br /&gt;
&lt;br /&gt;
That formulas combined give&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max}=10\sqrt{\frac{\frac{480000I_{thrust}}{m+10000}-480}{w}+9}-30&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
plus/minus 10 for actual maximum speed.&lt;br /&gt;
&lt;br /&gt;
The amount of thrust force in MN created by a single thruster is described well in in-game wiki. Multiple sources of thrust stack additively.&lt;br /&gt;
&lt;br /&gt;
For example, consider a platform with 4 legendary-quality thrusters at maximum thrust (&amp;lt;math&amp;gt;I_{thrust}=4\times 15.3\times 1000\text{ MN}\times 1/60\text{ s}=1020\text{ MN}\cdot \text{s}&amp;lt;/math&amp;gt;). The width of the platform is 17 tiles (&amp;lt;math&amp;gt;w=17&amp;lt;/math&amp;gt;). The mass of the platform is 1002.8 tons (&amp;lt;math&amp;gt;m=1002.8\text{ t}&amp;lt;/math&amp;gt;).&lt;br /&gt;
On the trip from Nauvis to Vulcanus, the maximum speed in the first half of the trip (&amp;lt;math&amp;gt;[0\text{ km},7500\text{ km}]&amp;lt;/math&amp;gt;) is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max,first}=10\sqrt{\frac{\frac{480000\times 1020}{1002.8+10000}-480}{17}+9}-30-10=469.73\text{ km}/\text{s}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum speed in the second half of the trip (&amp;lt;math&amp;gt;[7500\text{ km},15000\text{ km}]&amp;lt;/math&amp;gt;) is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;v_{max,second}=(v_{max,first}+10)+10=489.73\text{ km}/\text{s}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The color of the thruster trail changes depending on the amount of fuel and oxidizer in the thruster, becoming blue when fuel is low or red when oxidizer is low.&lt;br /&gt;
* The thruster exhaust trail is 82 tiles long. Structures cannot be placed in the exhaust trail. This means that the total dimensions where the thruster blocks placement of other structures is 4×90 tiles. However, structures can be placed directly behind the end of the trail.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px&amp;gt;&lt;br /&gt;
File:Thruster Flame Color.png|Thruster trail turns red when fuel amount is higher than oxidizer (left) and blue when oxidizer is higher (right)&lt;br /&gt;
File:Thrusters in Map View.png|Thruster trails are visible on the zoomed-out map view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.1.21|&lt;br /&gt;
* Adjusted space platform drag to be based on weight rather than width. [https://forums.factorio.com/136430]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.1.7|&lt;br /&gt;
* Tooltip Thrust display values multiplied by 60 [https://forums.factorio.com/120393]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Heat_pipe&amp;diff=220264</id>
		<title>Infobox:Heat pipe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Heat_pipe&amp;diff=220264"/>
		<updated>2026-10-03T12:53:25Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|resistance = {{Translation|Explosion}}: 0/30%&amp;lt;br&amp;gt;{{Translation|Fire}}: 0/90%&amp;lt;br&amp;gt;{{Translation|Impact}}: 0/30%&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|map-color = 3882a8&lt;br /&gt;
|prototype-type = heat-pipe&lt;br /&gt;
|internal-name = heat-pipe&lt;br /&gt;
|category = Production&lt;br /&gt;
|health = {{Quality|200|260|320|380|500}}&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|rocket-capacity = 50 (1 {{Translation|stack}})&lt;br /&gt;
|dimensions = 1×1&lt;br /&gt;
|image=heat_pipe_anim.gif&lt;br /&gt;
|maximum-temperature = 1000 °C&lt;br /&gt;
|recipe = Time, 1 + Copper plate, 20 + Steel plate, 10&lt;br /&gt;
|required-technologies = Nuclear power&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-required-technologies = Nuclear power + Heating tower&lt;br /&gt;
|space-age-consumers = Heating tower&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=220255</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=220255"/>
		<updated>2026-10-02T12:43:32Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: /* Transmission strength */ slightly inaccurate phrasing, whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Beacon}}&lt;br /&gt;
A &#039;&#039;&#039;beacon&#039;&#039;&#039; is a device that transmits [[module]] effects to nearby non-burner machines, in a 9×9 square, while also boosting the effects of said modules. A beacon allows transmitting the effect of a module to multiple machines, and multiple beacons can affect the same machine, albeit with diminishing returns. Additionally, beacons can provide boosts beyond the normal limits of internal module slots. &amp;lt;!-- Pumpjacks were previously used as an example here. I removed the example because the stats were outdated. Could be re-added with post-2.0 stats. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The beacon emanates an electrical charge at a steady interval, the color changes depending on which modules are placed into the beacon, or if it contains none at all.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are many compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills present an example of this usefulness. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn&#039;t benefit). The only exceptions to this rule are beacons themselves which &#039;&#039;don&#039;t&#039;&#039; benefit from the modules inserted in themselves (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
* Currently, only [[Module#Speed_module|speed]] and [[Module#Efficiency_module|efficiency]] modules can be used in beacons, and [[Module#Productivity module|productivity]] and [[Module#Quality_module|quality]]{{SA}} modules cannot.&lt;br /&gt;
* Multiple beacons overlapping the same machine will have [[#Transmission strength|diminishing returns]], so it&#039;s more efficient to surround buildings around beacons than surround beacons around buildings.&lt;br /&gt;
&lt;br /&gt;
== Transmission strength ==&lt;br /&gt;
[[File:beacon-transmission-strength.png|thumb|The in-game chart of beacon transmission strength, by number and quality of beacons.]]&lt;br /&gt;
A module placed in a beacon does not generally apply its full effects to a machine. Rather, the module&#039;s effects are multiplied by a factor called &#039;&#039;&#039;transmission strength&#039;&#039;&#039;. Broadly, the more beacons that affect a single machine, the less effective each additional beacon becomes. Transmission strength affects all of the module&#039;s effects, both good and bad.&lt;br /&gt;
&lt;br /&gt;
If a machine is affected by &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; beacons, then each beacon&#039;s transmission strength is calculated as &amp;lt;code&amp;gt;distribution efficiency ÷ sqrt(n)&amp;lt;/code&amp;gt;. The &amp;lt;code&amp;gt;distribution efficiency&amp;lt;/code&amp;gt; stat is 1.5 for normal beacons and increases with [[quality]]{{SA}}, up to 2.5 for legendary beacons.&lt;br /&gt;
&lt;br /&gt;
For example, if a machine is affected by &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; normal-quality beacons each containing one normal [[speed module]], then the total effect received by the machine will be &amp;lt;code&amp;gt;1.5 × sqrt(n)&amp;lt;/code&amp;gt; times the effect of a single speed module.&lt;br /&gt;
&lt;br /&gt;
Transmission strength is calculated individually for each machine/beacon pair, so a beacon that affects multiple machines will have a different transmission strength for each machine.&lt;br /&gt;
&lt;br /&gt;
This table shows the total effect of a given number of beacons (of the same quality) on a production building, and the marginal increase of each added beacon: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Total Transmission Strength by Number of Beacons and Quality&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_normal.png|15px]] Normal&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_uncommon.png|15px]] Uncommon&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_rare.png|15px]] Rare&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_epic.png|15px]] Epic&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 150.00% || 150.00% || 170.00% || 170.00% || 190.00% || 190.00% || 210.00% || 210.00% || 250.00% || 250.00%&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 212.13% || 62.13% || 240.42% || 70.42% || 268.70% || 78.70% || 296.98% || 86.98% || 353.55% || 103.55%&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 259.81% || 47.68% || 294.45% || 54.03% || 329.09% || 60.39% || 363.73% || 66.75% || 433.01% || 79.46%&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 300.00% || 40.19% || 340.00% || 45.55% || 380.00% || 50.91% || 420.00% || 56.27% || 500.00% || 66.99%&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 335.41% || 35.41% || 380.13% || 40.13% || 424.85% || 44.85% || 469.57% || 49.57% || 559.02% || 59.02%&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 367.42% || 32.01% || 416.41% || 36.28% || 465.40% || 40.55% || 514.39% || 44.82% || 612.37% || 53.36%&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| 396.86% || 29.44% || 449.78% || 33.36% || 502.69% || 37.29% || 555.61% || 41.21% || 661.44% || 49.07%&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| 424.26% || 27.40% || 480.83% || 31.05% || 537.40% || 34.71% || 593.97% || 38.36% || 707.11% || 45.67%&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| 450.00% || 25.74% || 510.00% || 29.17% || 570.00% || 32.60% || 630.00% || 36.03% || 750.00% || 42.89%&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 474.34% || 24.34% || 537.59% || 27.59% || 600.83% || 30.83% || 664.08% || 34.08% || 790.57% || 40.57%&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 497.49% || 23.15% || 563.83% || 26.24% || 630.16% || 29.33% || 696.49% || 32.41% || 829.16% || 38.59%&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 519.62% || 22.12% || 588.90% || 25.07% || 658.18% || 28.02% || 727.46% || 30.97% || 866.03% || 36.87%&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 540.83% || 21.22% || 612.94% || 24.05% || 685.05% || 26.88% || 757.17% || 29.70% || 901.39% || 35.36%&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 561.25% || 20.42% || 636.08% || 23.14% || 710.91% || 25.86% || 785.75% || 28.58% || 935.41% || 34.03%&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 580.95% || 19.70% || 658.41% || 22.33% || 735.87% || 24.95% || 813.33% || 27.58% || 968.25% || 32.83%&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 600.00% || 19.05% || 680.00% || 21.59% || 760.00% || 24.13% || 840.00% || 26.67% || 1000.00% || 31.75%&lt;br /&gt;
|-&lt;br /&gt;
! 17&lt;br /&gt;
| 618.47% || 18.47% || 700.93% || 20.93% || 783.39% || 23.39% || 865.85% || 25.85% || 1030.78% || 30.78%&lt;br /&gt;
|-&lt;br /&gt;
! 18&lt;br /&gt;
| 636.40% || 17.93% || 721.25% || 20.32% || 806.10% || 22.71% || 890.95% || 25.10% || 1060.66% || 29.88%&lt;br /&gt;
|-&lt;br /&gt;
! 19&lt;br /&gt;
| 653.83% || 17.44% || 741.01% || 19.76% || 828.19% || 22.09% || 915.37% || 24.41% || 1089.72% || 29.06%&lt;br /&gt;
|-&lt;br /&gt;
! 20&lt;br /&gt;
| 670.82% || 16.99% || 760.26% || 19.25% || 849.71% || 21.52% || 939.15% || 23.78% || 1118.03% || 28.31%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maximum number per building ==&lt;br /&gt;
[[File:Beacon range.png|thumb|300px|Beacon effective range. (9×9)]]&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a building depend on that building&#039;s footprint:&lt;br /&gt;
* Buildings from 2×2 to 4×4 size: &#039;&#039;&#039;12 beacons&#039;&#039;&#039;, with an effect of 3.46 times that of a single beacon.&lt;br /&gt;
* Buildings from 5×5 to 7x7 size: &#039;&#039;&#039;16 beacons&#039;&#039;&#039;, with an effect of 4 times that of a single beacon.&lt;br /&gt;
* Buildings from 8x8 to 10x10 size: &#039;&#039;&#039;20 beacons&#039;&#039;&#039;, with an effect of 4.47 times that of a single beacon.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, because the space between a beacon and a machine can not be greater than two tiles without putting the machine outside of the beacon&#039;s range, belt routing can become a challenge. In some situations, use of the logistic network may be required in order to supply the machines.&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a row of buildings:&lt;br /&gt;
* Row of 3×3 buidings: &#039;&#039;&#039;8 beacons&#039;&#039;&#039;, with an effect of 2.83 times that of a single beacon.&lt;br /&gt;
* Row of 5×5 buidings: &#039;&#039;&#039;10 beacons&#039;&#039;&#039;, with an effect of 3.16 times that of a single beacon.&lt;br /&gt;
Note that when buildings and beacons are arranged in parallel rows like this, the offset between buildings and beacons along the direction of the rows is important. For example, imagine placing a row of [[assembling machine 3]]s between two rows of beacons. If the sides of the beacons and the assembling machines line up, every assembling machine is affected by six beacons in total. Howevever, if either the beacons or the assembling machines are shifted by one tile relative to the other, then each assembling machine is affected by eight beacons in total.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=500px heights=335px&amp;gt;&lt;br /&gt;
File:Beacon_alignment_3x3.png|When the assembling machines are aligned with the beacons, each machine is affected by 6 beacons in total. &#039;&#039;&amp;lt;small&amp;gt;(Click to enlarge)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
File:Beacon_alignment_3x4.png|When the assembling machines are shifted by 1 tile relative to the beacons, each machine is affected by 8 beacons in total. &#039;&#039;&amp;lt;small&amp;gt;(Click to enlarge)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In general, depending on the width of the machines modulo 3:&lt;br /&gt;
* If the width of the machines is divisible by three, then the arrangement is optimal when the sides of a machine do not align with the sides of a beacon on the axis perpendicular to the direction of the rows.&lt;br /&gt;
* If the width of the machines modulo 3 is 1 (such as a width of 4), then any offset leads to an optimal layout.&lt;br /&gt;
* If the width of the machines modulo 3 is 2 (such as a width of 5), then the arrangement is optimal when the center of a machine aligns with the center of a beacon on the axis perpendicular to the direction of the rows. Note that this requires a one-tile gap between the machines.&lt;br /&gt;
&lt;br /&gt;
== Beacon arrays ==&lt;br /&gt;
&lt;br /&gt;
Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly.&lt;br /&gt;
&lt;br /&gt;
The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is &amp;lt;code&amp;gt;2n + 6&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the number of production buildings.&lt;br /&gt;
&lt;br /&gt;
The average number of beacons per building is then &amp;lt;code&amp;gt;2 + (6 ÷ n)&amp;lt;/code&amp;gt;, which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when &#039;&#039;n&#039;&#039; goes to infinity. For e.g. &#039;&#039;n&#039;&#039; = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-row arrays ===&lt;br /&gt;
&lt;br /&gt;
For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is &amp;lt;code&amp;gt;B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3&amp;lt;/code&amp;gt;, where &#039;&#039;r&#039;&#039; is the number of rows of production buildings and &#039;&#039;c&#039;&#039; is the number of production buildings in a single row.&lt;br /&gt;
&lt;br /&gt;
The number of beacons per boosted building is then &amp;lt;code&amp;gt;(3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1&amp;lt;/code&amp;gt;, which tends to 1 as both &#039;&#039;r&#039;&#039; and &#039;&#039;c&#039;&#039; go to infinity. For finite arrays, the optimum number of rows is given by &amp;lt;code&amp;gt;r = -0.5 + sqrt[(n ÷ 3) + 0.25]&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the total number of buildings to be boosted.&lt;br /&gt;
&lt;br /&gt;
The formula above does not generally return integer results. If the &#039;&#039;r&#039;&#039; thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with &#039;&#039;floor(r)&#039;&#039; (the next lower integer) and &#039;&#039;ceiling(r)&#039;&#039; (the next higher integer) rows and compare the results. For each such integer &#039;&#039;r&#039;&#039;, calculate &#039;&#039;c&#039;&#039; as &#039;&#039;floor(n ÷ r)&#039;&#039;, then calculate the number of beacons as &#039;&#039;B(r,c)&#039;&#039; + &#039;&#039;mod(n,r)&#039;&#039; + 1, where &#039;&#039;B(r,c)&#039;&#039; is given above and &#039;&#039;mod(n,r)&#039;&#039; is &#039;&#039;n&#039;&#039; modulo &#039;&#039;r&#039;&#039;, i.e., the remainder of (&#039;&#039;n&#039;&#039; ÷ &#039;&#039;r&#039;&#039;), equal to &#039;&#039;n&#039;&#039; - (&#039;&#039;r&#039;&#039; × &#039;&#039;c&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
There will in either case be &#039;&#039;mod(n,r)&#039;&#039; buildings &amp;quot;left over&amp;quot;; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover.&lt;br /&gt;
&lt;br /&gt;
=== Optimal arrays ===&lt;br /&gt;
&lt;br /&gt;
For 3×3 structures, arrays satisfying &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures (&#039;&#039;rc&#039;&#039;), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts &#039;&#039;rc&#039;&#039; with which an optimal array such that &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; and &#039;&#039;c&#039;&#039; and &#039;&#039;r&#039;&#039; are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Structures&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Rows&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Columns&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons per structure&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 160px;&amp;quot; |Dimensions (tiles)*&lt;br /&gt;
|-&lt;br /&gt;
! | 3&lt;br /&gt;
| 1 || 3 || 12 || 4.00 || 18×11&lt;br /&gt;
|-&lt;br /&gt;
! | 12&lt;br /&gt;
| 2 || 6 || 27 || 2.25 || 27×19&lt;br /&gt;
|-&lt;br /&gt;
! | 27&lt;br /&gt;
| 3 || 9 || 48 || 1.78 || 36×27&lt;br /&gt;
|-&lt;br /&gt;
! | 48&lt;br /&gt;
| 4 || 12 || 75 || 1.56 || 45×35&lt;br /&gt;
|-&lt;br /&gt;
! | 75&lt;br /&gt;
| 5 || 15 || 108 || 1.44 || 54×43&lt;br /&gt;
|-&lt;br /&gt;
! | 108&lt;br /&gt;
| 6 || 18 || 147 || 1.36 || 63×51&lt;br /&gt;
|-&lt;br /&gt;
! | 147&lt;br /&gt;
| 7 || 21 || 192 || 1.31 || 72×59&lt;br /&gt;
|-&lt;br /&gt;
!  | ...&lt;br /&gt;
| ... || ... || ... || ... || ...&lt;br /&gt;
|-&lt;br /&gt;
! | 3r^2&lt;br /&gt;
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes to table:&lt;br /&gt;
*Array dimension in tiles (last table column) assumes 2 tiles&#039; space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else.&lt;br /&gt;
*The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased beacon stack size from 10 to 20.&lt;br /&gt;
* Diminishing return of beacons effect. ([https://factorio.com/blog/post/fff-409 FFF-409 - Diminishing beacons])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Electric system]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam&amp;diff=220251</id>
		<title>Steam</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam&amp;diff=220251"/>
		<updated>2026-10-02T01:07:39Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steam}}&lt;br /&gt;
&#039;&#039;&#039;Steam&#039;&#039;&#039; is a [[fluid system|gas]] created by heating water in a [[boiler]] or [[heat exchanger]], or through [[acid neutralisation]]{{SA}}. After being distributed via [[pipe]]s, steam can be used to generate electricity via [[steam engine]]s and [[steam turbine]]s. Steam is also used in [[coal liquefaction]] in [[oil refinery|oil refineries]]. Since steam is a fluid, it can be stored in a [[storage tank]] or shipped in a [[fluid wagon]]. However, notably, it cannot be stored in a [[barrel]].&lt;br /&gt;
&lt;br /&gt;
== Power generation ==&lt;br /&gt;
The amount of energy contained in steam is linearly proportional to its temperature (minus 15°C ambient temperature). The energy storage of steam is exactly &#039;&#039;200 joule / unit / degree Celsius&#039;&#039;, so every degree increase in temperature of a single unit of fluid requires exactly 200 joules.&lt;br /&gt;
&lt;br /&gt;
In all cases, steam produced in [[boiler]]s is 165°C and steam from [[heat exchanger]]s or [[acid neutralisation]]{{SA}} is 500°C. Higher temperature steam equates to a higher energy density of the same number of units of steam. Steam suffers no thermal losses sitting or flowing through [[pipe]]s or [[storage tank]]s; the energy put into water to create steam is the same amount of energy you get back out from it since both steam engines and turbines are 100% efficient.&lt;br /&gt;
&lt;br /&gt;
For example, a storage tank that holds 25000 units of Steam at 165°C contains:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width: 68%;padding-right: 0em;&amp;quot;&amp;gt;(200 J / unit / °C) * 25000 units * (165°C − 15°C) = 750 000 000 joules = 750 MJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A storage tank holding 25000 units of Steam at 500°C thus contains 2.425 &#039;&#039;giga&#039;&#039;joules of energy, a surprisingly large amount equal to 485 fully charged [[accumulator]]s!&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width: 68%;padding-right: 0em;&amp;quot;&amp;gt;(200 J / unit / °C) * 25000 units * (500°C − 15°C) = 2 425 000 000 joules = 2.425 GJ&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the temperature of the steam is lower than the [[steam engine]] or [[steam turbine]] can handle, then the power output will be lower than optimal, but no energy will be wasted. However, if the temperature of the steam exceeds the maximum temperature of the steam engine or turbine, then the power output is capped at maximum, and the extra energy in the steam is wasted. Other than this difference, either steam engines or turbines can be used to generate power off of steam from any source.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fill meter on steam storage tanks fills from the top instead of from the bottom.&lt;br /&gt;
* Steam is the only pre-[[Space Age]] fluid that cannot be stored in [[barrel]]s.&lt;br /&gt;
* Assuming perfect efficiency of boilers and heat exchangers, the thermal energy content of steam implies that one unit represents 47.9g of water, meaning a full tank contains 1195 kg of steam.&lt;br /&gt;
* Because burner devices are not permitted on [[space platform]]s{{SA}}, and acid neutralization is [[Vulcanus]]-exclusive, the only way to get steam on platforms (either for power or liquefaction) is with [[heat exchanger]]s powered by [[nuclear reactor]]s&lt;br /&gt;
* 500°C steam in a pipe will still freeze on [[Aquilo]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Changed the water:steam ratio from 1:1 to 1:10 in all boilers/heat exchangers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Introduced as separate fluid. Previously it counted as Water, with a &amp;gt;100 temperature.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=220250</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=220250"/>
		<updated>2026-10-01T22:14:15Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: /* Transmission strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Beacon}}&lt;br /&gt;
A &#039;&#039;&#039;beacon&#039;&#039;&#039; is a device that transmits [[module]] effects to nearby non-burner machines, in a 9×9 square, while also boosting the effects of said modules. A beacon allows transmitting the effect of a module to multiple machines, and multiple beacons can affect the same machine, albeit with diminishing returns. Additionally, beacons can provide boosts beyond the normal limits of internal module slots. &amp;lt;!-- Pumpjacks were previously used as an example here. I removed the example because the stats were outdated. Could be re-added with post-2.0 stats. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The beacon emanates an electrical charge at a steady interval, the color changes depending on which modules are placed into the beacon, or if it contains none at all.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are many compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills present an example of this usefulness. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn&#039;t benefit). The only exceptions to this rule are beacons themselves which &#039;&#039;don&#039;t&#039;&#039; benefit from the modules inserted in themselves (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
* Currently, only [[Module#Speed_module|speed]] and [[Module#Efficiency_module|efficiency]] modules can be used in beacons, and [[Module#Productivity module|productivity]] and [[Module#Quality_module|quality]]{{SA}} modules cannot.&lt;br /&gt;
* Multiple beacons overlapping the same machine will have [[#Transmission strength|diminishing returns]], so it&#039;s more efficient to surround buildings around beacons than surround beacons around buildings.&lt;br /&gt;
&lt;br /&gt;
== Transmission strength ==&lt;br /&gt;
[[File:beacon-transmission-strength.png|thumb|The in-game chart of beacon transmission strength, by number and quality of beacons.]]&lt;br /&gt;
Modules in beacons do not generally apply their full effects to a machine. Rather, each module&#039;s effects are multiplied by a factor called &#039;&#039;&#039;transmission strength&#039;&#039;&#039;. Broadly, the more beacons that affect a single machine, the less effective each additional beacon becomes. Transmission strength affects all of the module&#039;s effects, both good and bad.&lt;br /&gt;
&lt;br /&gt;
For a machine affected by beacons, its total beacon transmission strength is calculated as &amp;lt;code&amp;gt;sum(distribution efficiency) ÷ sqrt(n)&amp;lt;/code&amp;gt;, where&lt;br /&gt;
* Each beacon has a &amp;lt;code&amp;gt;distribution efficiency&amp;lt;/code&amp;gt; stat, starting at 1.5 for normal beacons and increasing with [[quality]]{{SA}} up to 2.5 for legendary beacons.&lt;br /&gt;
* &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; is the number of beacons affecting the machine.&lt;br /&gt;
&lt;br /&gt;
For example, if a machine is affected by &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; normal beacons, then modules in those beacons will have their effects multiplied by &amp;lt;code&amp;gt;1.5 × sqrt(n)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This table shows the total effect of a given number of beacons (of the same quality) on a production building, and the marginal increase of each added beacon: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Total Transmission Strength by Number of Beacons and Quality&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_normal.png|15px]] Normal&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_uncommon.png|15px]] Uncommon&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_rare.png|15px]] Rare&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_epic.png|15px]] Epic&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
|-&lt;br /&gt;
! # Beacons&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 150.00% || 150.00% || 170.00% || 170.00% || 190.00% || 190.00% || 210.00% || 210.00% || 250.00% || 250.00%&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 212.13% || 62.13% || 240.42% || 70.42% || 268.70% || 78.70% || 296.98% || 86.98% || 353.55% || 103.55%&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 259.81% || 47.68% || 294.45% || 54.03% || 329.09% || 60.39% || 363.73% || 66.75% || 433.01% || 79.46%&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 300.00% || 40.19% || 340.00% || 45.55% || 380.00% || 50.91% || 420.00% || 56.27% || 500.00% || 66.99%&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 335.41% || 35.41% || 380.13% || 40.13% || 424.85% || 44.85% || 469.57% || 49.57% || 559.02% || 59.02%&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 367.42% || 32.01% || 416.41% || 36.28% || 465.40% || 40.55% || 514.39% || 44.82% || 612.37% || 53.36%&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| 396.86% || 29.44% || 449.78% || 33.36% || 502.69% || 37.29% || 555.61% || 41.21% || 661.44% || 49.07%&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| 424.26% || 27.40% || 480.83% || 31.05% || 537.40% || 34.71% || 593.97% || 38.36% || 707.11% || 45.67%&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| 450.00% || 25.74% || 510.00% || 29.17% || 570.00% || 32.60% || 630.00% || 36.03% || 750.00% || 42.89%&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 474.34% || 24.34% || 537.59% || 27.59% || 600.83% || 30.83% || 664.08% || 34.08% || 790.57% || 40.57%&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 497.49% || 23.15% || 563.83% || 26.24% || 630.16% || 29.33% || 696.49% || 32.41% || 829.16% || 38.59%&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 519.62% || 22.12% || 588.90% || 25.07% || 658.18% || 28.02% || 727.46% || 30.97% || 866.03% || 36.87%&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 540.83% || 21.22% || 612.94% || 24.05% || 685.05% || 26.88% || 757.17% || 29.70% || 901.39% || 35.36%&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 561.25% || 20.42% || 636.08% || 23.14% || 710.91% || 25.86% || 785.75% || 28.58% || 935.41% || 34.03%&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 580.95% || 19.70% || 658.41% || 22.33% || 735.87% || 24.95% || 813.33% || 27.58% || 968.25% || 32.83%&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 600.00% || 19.05% || 680.00% || 21.59% || 760.00% || 24.13% || 840.00% || 26.67% || 1000.00% || 31.75%&lt;br /&gt;
|-&lt;br /&gt;
! 17&lt;br /&gt;
| 618.47% || 18.47% || 700.93% || 20.93% || 783.39% || 23.39% || 865.85% || 25.85% || 1030.78% || 30.78%&lt;br /&gt;
|-&lt;br /&gt;
! 18&lt;br /&gt;
| 636.40% || 17.93% || 721.25% || 20.32% || 806.10% || 22.71% || 890.95% || 25.10% || 1060.66% || 29.88%&lt;br /&gt;
|-&lt;br /&gt;
! 19&lt;br /&gt;
| 653.83% || 17.44% || 741.01% || 19.76% || 828.19% || 22.09% || 915.37% || 24.41% || 1089.72% || 29.06%&lt;br /&gt;
|-&lt;br /&gt;
! 20&lt;br /&gt;
| 670.82% || 16.99% || 760.26% || 19.25% || 849.71% || 21.52% || 939.15% || 23.78% || 1118.03% || 28.31%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maximum number per building ==&lt;br /&gt;
[[File:Beacon range.png|thumb|300px|Beacon effective range. (9×9)]]&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a building depend on that building&#039;s footprint:&lt;br /&gt;
* Buildings from 2×2 to 4×4 size: &#039;&#039;&#039;12 beacons&#039;&#039;&#039;, with an effect of 3.46 times that of a single beacon.&lt;br /&gt;
* Buildings from 5×5 to 7x7 size: &#039;&#039;&#039;16 beacons&#039;&#039;&#039;, with an effect of 4 times that of a single beacon.&lt;br /&gt;
* Buildings from 8x8 to 10x10 size: &#039;&#039;&#039;20 beacons&#039;&#039;&#039;, with an effect of 4.47 times that of a single beacon.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, because the space between a beacon and a machine can not be greater than two tiles without putting the machine outside of the beacon&#039;s range, belt routing can become a challenge. In some situations, use of the logistic network may be required in order to supply the machines.&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a row of buildings:&lt;br /&gt;
* Row of 3×3 buidings: &#039;&#039;&#039;8 beacons&#039;&#039;&#039;, with an effect of 2.83 times that of a single beacon.&lt;br /&gt;
* Row of 5×5 buidings: &#039;&#039;&#039;10 beacons&#039;&#039;&#039;, with an effect of 3.16 times that of a single beacon.&lt;br /&gt;
Note that when buildings and beacons are arranged in parallel rows like this, the offset between buildings and beacons along the direction of the rows is important. For example, imagine placing a row of [[assembling machine 3]]s between two rows of beacons. If the sides of the beacons and the assembling machines line up, every assembling machine is affected by six beacons in total. Howevever, if either the beacons or the assembling machines are shifted by one tile relative to the other, then each assembling machine is affected by eight beacons in total.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=500px heights=335px&amp;gt;&lt;br /&gt;
File:Beacon_alignment_3x3.png|When the assembling machines are aligned with the beacons, each machine is affected by 6 beacons in total. &#039;&#039;&amp;lt;small&amp;gt;(Click to enlarge)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
File:Beacon_alignment_3x4.png|When the assembling machines are shifted by 1 tile relative to the beacons, each machine is affected by 8 beacons in total. &#039;&#039;&amp;lt;small&amp;gt;(Click to enlarge)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In general, depending on the width of the machines modulo 3:&lt;br /&gt;
* If the width of the machines is divisible by three, then the arrangement is optimal when the sides of a machine do not align with the sides of a beacon on the axis perpendicular to the direction of the rows.&lt;br /&gt;
* If the width of the machines modulo 3 is 1 (such as a width of 4), then any offset leads to an optimal layout.&lt;br /&gt;
* If the width of the machines modulo 3 is 2 (such as a width of 5), then the arrangement is optimal when the center of a machine aligns with the center of a beacon on the axis perpendicular to the direction of the rows. Note that this requires a one-tile gap between the machines.&lt;br /&gt;
&lt;br /&gt;
== Beacon arrays ==&lt;br /&gt;
&lt;br /&gt;
Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly.&lt;br /&gt;
&lt;br /&gt;
The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is &amp;lt;code&amp;gt;2n + 6&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the number of production buildings.&lt;br /&gt;
&lt;br /&gt;
The average number of beacons per building is then &amp;lt;code&amp;gt;2 + (6 ÷ n)&amp;lt;/code&amp;gt;, which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when &#039;&#039;n&#039;&#039; goes to infinity. For e.g. &#039;&#039;n&#039;&#039; = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-row arrays ===&lt;br /&gt;
&lt;br /&gt;
For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is &amp;lt;code&amp;gt;B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3&amp;lt;/code&amp;gt;, where &#039;&#039;r&#039;&#039; is the number of rows of production buildings and &#039;&#039;c&#039;&#039; is the number of production buildings in a single row.&lt;br /&gt;
&lt;br /&gt;
The number of beacons per boosted building is then &amp;lt;code&amp;gt;(3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1&amp;lt;/code&amp;gt;, which tends to 1 as both &#039;&#039;r&#039;&#039; and &#039;&#039;c&#039;&#039; go to infinity. For finite arrays, the optimum number of rows is given by &amp;lt;code&amp;gt;r = -0.5 + sqrt[(n ÷ 3) + 0.25]&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the total number of buildings to be boosted.&lt;br /&gt;
&lt;br /&gt;
The formula above does not generally return integer results. If the &#039;&#039;r&#039;&#039; thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with &#039;&#039;floor(r)&#039;&#039; (the next lower integer) and &#039;&#039;ceiling(r)&#039;&#039; (the next higher integer) rows and compare the results. For each such integer &#039;&#039;r&#039;&#039;, calculate &#039;&#039;c&#039;&#039; as &#039;&#039;floor(n ÷ r)&#039;&#039;, then calculate the number of beacons as &#039;&#039;B(r,c)&#039;&#039; + &#039;&#039;mod(n,r)&#039;&#039; + 1, where &#039;&#039;B(r,c)&#039;&#039; is given above and &#039;&#039;mod(n,r)&#039;&#039; is &#039;&#039;n&#039;&#039; modulo &#039;&#039;r&#039;&#039;, i.e., the remainder of (&#039;&#039;n&#039;&#039; ÷ &#039;&#039;r&#039;&#039;), equal to &#039;&#039;n&#039;&#039; - (&#039;&#039;r&#039;&#039; × &#039;&#039;c&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
There will in either case be &#039;&#039;mod(n,r)&#039;&#039; buildings &amp;quot;left over&amp;quot;; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover.&lt;br /&gt;
&lt;br /&gt;
=== Optimal arrays ===&lt;br /&gt;
&lt;br /&gt;
For 3×3 structures, arrays satisfying &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures (&#039;&#039;rc&#039;&#039;), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts &#039;&#039;rc&#039;&#039; with which an optimal array such that &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; and &#039;&#039;c&#039;&#039; and &#039;&#039;r&#039;&#039; are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Structures&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Rows&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Columns&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons per structure&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 160px;&amp;quot; |Dimensions (tiles)*&lt;br /&gt;
|-&lt;br /&gt;
! | 3&lt;br /&gt;
| 1 || 3 || 12 || 4.00 || 18×11&lt;br /&gt;
|-&lt;br /&gt;
! | 12&lt;br /&gt;
| 2 || 6 || 27 || 2.25 || 27×19&lt;br /&gt;
|-&lt;br /&gt;
! | 27&lt;br /&gt;
| 3 || 9 || 48 || 1.78 || 36×27&lt;br /&gt;
|-&lt;br /&gt;
! | 48&lt;br /&gt;
| 4 || 12 || 75 || 1.56 || 45×35&lt;br /&gt;
|-&lt;br /&gt;
! | 75&lt;br /&gt;
| 5 || 15 || 108 || 1.44 || 54×43&lt;br /&gt;
|-&lt;br /&gt;
! | 108&lt;br /&gt;
| 6 || 18 || 147 || 1.36 || 63×51&lt;br /&gt;
|-&lt;br /&gt;
! | 147&lt;br /&gt;
| 7 || 21 || 192 || 1.31 || 72×59&lt;br /&gt;
|-&lt;br /&gt;
!  | ...&lt;br /&gt;
| ... || ... || ... || ... || ...&lt;br /&gt;
|-&lt;br /&gt;
! | 3r^2&lt;br /&gt;
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes to table:&lt;br /&gt;
*Array dimension in tiles (last table column) assumes 2 tiles&#039; space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else.&lt;br /&gt;
*The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased beacon stack size from 10 to 20.&lt;br /&gt;
* Diminishing return of beacons effect. ([https://factorio.com/blog/post/fff-409 FFF-409 - Diminishing beacons])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Electric system]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Beacon-transmission-strength.png&amp;diff=220249</id>
		<title>File:Beacon-transmission-strength.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Beacon-transmission-strength.png&amp;diff=220249"/>
		<updated>2026-10-01T22:13:30Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=220248</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=220248"/>
		<updated>2026-10-01T21:45:53Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: /* Limitations */ add link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Beacon}}&lt;br /&gt;
A &#039;&#039;&#039;beacon&#039;&#039;&#039; is a device that transmits [[module]] effects to nearby non-burner machines, in a 9×9 square, while also boosting the effects of said modules. A beacon allows transmitting the effect of a module to multiple machines, and multiple beacons can affect the same machine, albeit with diminishing returns. Additionally, beacons can provide boosts beyond the normal limits of internal module slots. &amp;lt;!-- Pumpjacks were previously used as an example here. I removed the example because the stats were outdated. Could be re-added with post-2.0 stats. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The beacon emanates an electrical charge at a steady interval, the color changes depending on which modules are placed into the beacon, or if it contains none at all.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are many compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills present an example of this usefulness. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn&#039;t benefit). The only exceptions to this rule are beacons themselves which &#039;&#039;don&#039;t&#039;&#039; benefit from the modules inserted in themselves (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
* Currently, only [[Module#Speed_module|speed]] and [[Module#Efficiency_module|efficiency]] modules can be used in beacons, and [[Module#Productivity module|productivity]] and [[Module#Quality_module|quality]]{{SA}} modules cannot.&lt;br /&gt;
* Multiple beacons overlapping the same machine will have [[#Transmission strength|diminishing returns]], so it&#039;s more efficient to surround buildings around beacons than surround beacons around buildings.&lt;br /&gt;
&lt;br /&gt;
== Transmission strength ==&lt;br /&gt;
Modules in beacons do not generally apply their full effects to a machine. Rather, each module&#039;s effects are multiplied by a factor called &#039;&#039;&#039;transmission strength&#039;&#039;&#039;. Broadly, the more beacons that affect a single machine, the less effective each additional beacon becomes. Transmission strength affects all of the module&#039;s effects, both good and bad.&lt;br /&gt;
&lt;br /&gt;
For a machine affected by beacons, its total beacon transmission strength is calculated as &amp;lt;code&amp;gt;sum(distribution efficiency) ÷ sqrt(n)&amp;lt;/code&amp;gt;, where&lt;br /&gt;
* Each beacon has a &amp;lt;code&amp;gt;distribution efficiency&amp;lt;/code&amp;gt; stat, starting at 1.5 for normal beacons and increasing with [[quality]]{{SA}} up to 2.5 for legendary beacons.&lt;br /&gt;
* &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; is the number of beacons affecting the machine.&lt;br /&gt;
&lt;br /&gt;
For example, if a machine is affected by &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; normal beacons, then modules in those beacons will have their effects multiplied by &amp;lt;code&amp;gt;1.5 × sqrt(n)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This table shows the total effect of a given number of beacons (of the same quality) on a production building, and the marginal increase of each added beacon: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Total Transmission Strength by Number of Beacons and Quality&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_normal.png|15px]] Normal&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_uncommon.png|15px]] Uncommon&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_rare.png|15px]] Rare&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_epic.png|15px]] Epic&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
|-&lt;br /&gt;
! # Beacons&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 150.00% || 150.00% || 170.00% || 170.00% || 190.00% || 190.00% || 210.00% || 210.00% || 250.00% || 250.00%&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 212.13% || 62.13% || 240.42% || 70.42% || 268.70% || 78.70% || 296.98% || 86.98% || 353.55% || 103.55%&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 259.81% || 47.68% || 294.45% || 54.03% || 329.09% || 60.39% || 363.73% || 66.75% || 433.01% || 79.46%&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 300.00% || 40.19% || 340.00% || 45.55% || 380.00% || 50.91% || 420.00% || 56.27% || 500.00% || 66.99%&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 335.41% || 35.41% || 380.13% || 40.13% || 424.85% || 44.85% || 469.57% || 49.57% || 559.02% || 59.02%&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 367.42% || 32.01% || 416.41% || 36.28% || 465.40% || 40.55% || 514.39% || 44.82% || 612.37% || 53.36%&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| 396.86% || 29.44% || 449.78% || 33.36% || 502.69% || 37.29% || 555.61% || 41.21% || 661.44% || 49.07%&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| 424.26% || 27.40% || 480.83% || 31.05% || 537.40% || 34.71% || 593.97% || 38.36% || 707.11% || 45.67%&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| 450.00% || 25.74% || 510.00% || 29.17% || 570.00% || 32.60% || 630.00% || 36.03% || 750.00% || 42.89%&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 474.34% || 24.34% || 537.59% || 27.59% || 600.83% || 30.83% || 664.08% || 34.08% || 790.57% || 40.57%&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 497.49% || 23.15% || 563.83% || 26.24% || 630.16% || 29.33% || 696.49% || 32.41% || 829.16% || 38.59%&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 519.62% || 22.12% || 588.90% || 25.07% || 658.18% || 28.02% || 727.46% || 30.97% || 866.03% || 36.87%&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 540.83% || 21.22% || 612.94% || 24.05% || 685.05% || 26.88% || 757.17% || 29.70% || 901.39% || 35.36%&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 561.25% || 20.42% || 636.08% || 23.14% || 710.91% || 25.86% || 785.75% || 28.58% || 935.41% || 34.03%&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 580.95% || 19.70% || 658.41% || 22.33% || 735.87% || 24.95% || 813.33% || 27.58% || 968.25% || 32.83%&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 600.00% || 19.05% || 680.00% || 21.59% || 760.00% || 24.13% || 840.00% || 26.67% || 1000.00% || 31.75%&lt;br /&gt;
|-&lt;br /&gt;
! 17&lt;br /&gt;
| 618.47% || 18.47% || 700.93% || 20.93% || 783.39% || 23.39% || 865.85% || 25.85% || 1030.78% || 30.78%&lt;br /&gt;
|-&lt;br /&gt;
! 18&lt;br /&gt;
| 636.40% || 17.93% || 721.25% || 20.32% || 806.10% || 22.71% || 890.95% || 25.10% || 1060.66% || 29.88%&lt;br /&gt;
|-&lt;br /&gt;
! 19&lt;br /&gt;
| 653.83% || 17.44% || 741.01% || 19.76% || 828.19% || 22.09% || 915.37% || 24.41% || 1089.72% || 29.06%&lt;br /&gt;
|-&lt;br /&gt;
! 20&lt;br /&gt;
| 670.82% || 16.99% || 760.26% || 19.25% || 849.71% || 21.52% || 939.15% || 23.78% || 1118.03% || 28.31%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maximum number per building ==&lt;br /&gt;
[[File:Beacon range.png|thumb|300px|Beacon effective range. (9×9)]]&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a building depend on that building&#039;s footprint:&lt;br /&gt;
* Buildings from 2×2 to 4×4 size: &#039;&#039;&#039;12 beacons&#039;&#039;&#039;, with an effect of 3.46 times that of a single beacon.&lt;br /&gt;
* Buildings from 5×5 to 7x7 size: &#039;&#039;&#039;16 beacons&#039;&#039;&#039;, with an effect of 4 times that of a single beacon.&lt;br /&gt;
* Buildings from 8x8 to 10x10 size: &#039;&#039;&#039;20 beacons&#039;&#039;&#039;, with an effect of 4.47 times that of a single beacon.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, because the space between a beacon and a machine can not be greater than two tiles without putting the machine outside of the beacon&#039;s range, belt routing can become a challenge. In some situations, use of the logistic network may be required in order to supply the machines.&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a row of buildings:&lt;br /&gt;
* Row of 3×3 buidings: &#039;&#039;&#039;8 beacons&#039;&#039;&#039;, with an effect of 2.83 times that of a single beacon.&lt;br /&gt;
* Row of 5×5 buidings: &#039;&#039;&#039;10 beacons&#039;&#039;&#039;, with an effect of 3.16 times that of a single beacon.&lt;br /&gt;
Note that when buildings and beacons are arranged in parallel rows like this, the offset between buildings and beacons along the direction of the rows is important. For example, imagine placing a row of [[assembling machine 3]]s between two rows of beacons. If the sides of the beacons and the assembling machines line up, every assembling machine is affected by six beacons in total. Howevever, if either the beacons or the assembling machines are shifted by one tile relative to the other, then each assembling machine is affected by eight beacons in total.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=500px heights=335px&amp;gt;&lt;br /&gt;
File:Beacon_alignment_3x3.png|When the assembling machines are aligned with the beacons, each machine is affected by 6 beacons in total. &#039;&#039;&amp;lt;small&amp;gt;(Click to enlarge)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
File:Beacon_alignment_3x4.png|When the assembling machines are shifted by 1 tile relative to the beacons, each machine is affected by 8 beacons in total. &#039;&#039;&amp;lt;small&amp;gt;(Click to enlarge)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In general, depending on the width of the machines modulo 3:&lt;br /&gt;
* If the width of the machines is divisible by three, then the arrangement is optimal when the sides of a machine do not align with the sides of a beacon on the axis perpendicular to the direction of the rows.&lt;br /&gt;
* If the width of the machines modulo 3 is 1 (such as a width of 4), then any offset leads to an optimal layout.&lt;br /&gt;
* If the width of the machines modulo 3 is 2 (such as a width of 5), then the arrangement is optimal when the center of a machine aligns with the center of a beacon on the axis perpendicular to the direction of the rows. Note that this requires a one-tile gap between the machines.&lt;br /&gt;
&lt;br /&gt;
== Beacon arrays ==&lt;br /&gt;
&lt;br /&gt;
Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly.&lt;br /&gt;
&lt;br /&gt;
The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is &amp;lt;code&amp;gt;2n + 6&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the number of production buildings.&lt;br /&gt;
&lt;br /&gt;
The average number of beacons per building is then &amp;lt;code&amp;gt;2 + (6 ÷ n)&amp;lt;/code&amp;gt;, which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when &#039;&#039;n&#039;&#039; goes to infinity. For e.g. &#039;&#039;n&#039;&#039; = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-row arrays ===&lt;br /&gt;
&lt;br /&gt;
For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is &amp;lt;code&amp;gt;B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3&amp;lt;/code&amp;gt;, where &#039;&#039;r&#039;&#039; is the number of rows of production buildings and &#039;&#039;c&#039;&#039; is the number of production buildings in a single row.&lt;br /&gt;
&lt;br /&gt;
The number of beacons per boosted building is then &amp;lt;code&amp;gt;(3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1&amp;lt;/code&amp;gt;, which tends to 1 as both &#039;&#039;r&#039;&#039; and &#039;&#039;c&#039;&#039; go to infinity. For finite arrays, the optimum number of rows is given by &amp;lt;code&amp;gt;r = -0.5 + sqrt[(n ÷ 3) + 0.25]&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the total number of buildings to be boosted.&lt;br /&gt;
&lt;br /&gt;
The formula above does not generally return integer results. If the &#039;&#039;r&#039;&#039; thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with &#039;&#039;floor(r)&#039;&#039; (the next lower integer) and &#039;&#039;ceiling(r)&#039;&#039; (the next higher integer) rows and compare the results. For each such integer &#039;&#039;r&#039;&#039;, calculate &#039;&#039;c&#039;&#039; as &#039;&#039;floor(n ÷ r)&#039;&#039;, then calculate the number of beacons as &#039;&#039;B(r,c)&#039;&#039; + &#039;&#039;mod(n,r)&#039;&#039; + 1, where &#039;&#039;B(r,c)&#039;&#039; is given above and &#039;&#039;mod(n,r)&#039;&#039; is &#039;&#039;n&#039;&#039; modulo &#039;&#039;r&#039;&#039;, i.e., the remainder of (&#039;&#039;n&#039;&#039; ÷ &#039;&#039;r&#039;&#039;), equal to &#039;&#039;n&#039;&#039; - (&#039;&#039;r&#039;&#039; × &#039;&#039;c&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
There will in either case be &#039;&#039;mod(n,r)&#039;&#039; buildings &amp;quot;left over&amp;quot;; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover.&lt;br /&gt;
&lt;br /&gt;
=== Optimal arrays ===&lt;br /&gt;
&lt;br /&gt;
For 3×3 structures, arrays satisfying &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures (&#039;&#039;rc&#039;&#039;), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts &#039;&#039;rc&#039;&#039; with which an optimal array such that &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; and &#039;&#039;c&#039;&#039; and &#039;&#039;r&#039;&#039; are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Structures&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Rows&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Columns&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons per structure&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 160px;&amp;quot; |Dimensions (tiles)*&lt;br /&gt;
|-&lt;br /&gt;
! | 3&lt;br /&gt;
| 1 || 3 || 12 || 4.00 || 18×11&lt;br /&gt;
|-&lt;br /&gt;
! | 12&lt;br /&gt;
| 2 || 6 || 27 || 2.25 || 27×19&lt;br /&gt;
|-&lt;br /&gt;
! | 27&lt;br /&gt;
| 3 || 9 || 48 || 1.78 || 36×27&lt;br /&gt;
|-&lt;br /&gt;
! | 48&lt;br /&gt;
| 4 || 12 || 75 || 1.56 || 45×35&lt;br /&gt;
|-&lt;br /&gt;
! | 75&lt;br /&gt;
| 5 || 15 || 108 || 1.44 || 54×43&lt;br /&gt;
|-&lt;br /&gt;
! | 108&lt;br /&gt;
| 6 || 18 || 147 || 1.36 || 63×51&lt;br /&gt;
|-&lt;br /&gt;
! | 147&lt;br /&gt;
| 7 || 21 || 192 || 1.31 || 72×59&lt;br /&gt;
|-&lt;br /&gt;
!  | ...&lt;br /&gt;
| ... || ... || ... || ... || ...&lt;br /&gt;
|-&lt;br /&gt;
! | 3r^2&lt;br /&gt;
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes to table:&lt;br /&gt;
*Array dimension in tiles (last table column) assumes 2 tiles&#039; space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else.&lt;br /&gt;
*The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased beacon stack size from 10 to 20.&lt;br /&gt;
* Diminishing return of beacons effect. ([https://factorio.com/blog/post/fff-409 FFF-409 - Diminishing beacons])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Electric system]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=220247</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=220247"/>
		<updated>2026-10-01T21:43:18Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: /* Transmission strength */ added quality table, simplified writing. hopefully no rounding errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Beacon}}&lt;br /&gt;
A &#039;&#039;&#039;beacon&#039;&#039;&#039; is a device that transmits [[module]] effects to nearby non-burner machines, in a 9×9 square, while also boosting the effects of said modules. A beacon allows transmitting the effect of a module to multiple machines, and multiple beacons can affect the same machine, albeit with diminishing returns. Additionally, beacons can provide boosts beyond the normal limits of internal module slots. &amp;lt;!-- Pumpjacks were previously used as an example here. I removed the example because the stats were outdated. Could be re-added with post-2.0 stats. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The beacon emanates an electrical charge at a steady interval, the color changes depending on which modules are placed into the beacon, or if it contains none at all.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are many compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills present an example of this usefulness. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn&#039;t benefit). The only exceptions to this rule are beacons themselves which &#039;&#039;don&#039;t&#039;&#039; benefit from the modules inserted in themselves (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
&lt;br /&gt;
* Currently, only [[Module#Speed_module|speed]] and [[Module#Efficiency_module|efficiency]] modules can be used in beacons, and [[Module#Productivity module|productivity]] and [[Module#Quality_module|quality]]{{SA}} modules cannot.&lt;br /&gt;
&lt;br /&gt;
* Multiple beacons overlapping the same machine will have diminishing returns, so it&#039;s more efficient to surround buildings around beacons than surround beacons around buildings.&lt;br /&gt;
&lt;br /&gt;
== Transmission strength ==&lt;br /&gt;
Modules in beacons do not generally apply their full effects to a machine. Rather, each module&#039;s effects are multiplied by a factor called &#039;&#039;&#039;transmission strength&#039;&#039;&#039;. Broadly, the more beacons that affect a single machine, the less effective each additional beacon becomes. Transmission strength affects all of the module&#039;s effects, both good and bad.&lt;br /&gt;
&lt;br /&gt;
For a machine affected by beacons, its total beacon transmission strength is calculated as &amp;lt;code&amp;gt;sum(distribution efficiency) ÷ sqrt(n)&amp;lt;/code&amp;gt;, where&lt;br /&gt;
* Each beacon has a &amp;lt;code&amp;gt;distribution efficiency&amp;lt;/code&amp;gt; stat, starting at 1.5 for normal beacons and increasing with [[quality]]{{SA}} up to 2.5 for legendary beacons.&lt;br /&gt;
* &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; is the number of beacons affecting the machine.&lt;br /&gt;
&lt;br /&gt;
For example, if a machine is affected by &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; normal beacons, then modules in those beacons will have their effects multiplied by &amp;lt;code&amp;gt;1.5 × sqrt(n)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This table shows the total effect of a given number of beacons (of the same quality) on a production building, and the marginal increase of each added beacon: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Total Transmission Strength by Number of Beacons and Quality&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_normal.png|15px]] Normal&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_uncommon.png|15px]] Uncommon&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_rare.png|15px]] Rare&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_epic.png|15px]] Epic&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
|-&lt;br /&gt;
! # Beacons&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
! Total Effect&lt;br /&gt;
! Change&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 150.00% || 150.00% || 170.00% || 170.00% || 190.00% || 190.00% || 210.00% || 210.00% || 250.00% || 250.00%&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 212.13% || 62.13% || 240.42% || 70.42% || 268.70% || 78.70% || 296.98% || 86.98% || 353.55% || 103.55%&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 259.81% || 47.68% || 294.45% || 54.03% || 329.09% || 60.39% || 363.73% || 66.75% || 433.01% || 79.46%&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 300.00% || 40.19% || 340.00% || 45.55% || 380.00% || 50.91% || 420.00% || 56.27% || 500.00% || 66.99%&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 335.41% || 35.41% || 380.13% || 40.13% || 424.85% || 44.85% || 469.57% || 49.57% || 559.02% || 59.02%&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 367.42% || 32.01% || 416.41% || 36.28% || 465.40% || 40.55% || 514.39% || 44.82% || 612.37% || 53.36%&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| 396.86% || 29.44% || 449.78% || 33.36% || 502.69% || 37.29% || 555.61% || 41.21% || 661.44% || 49.07%&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| 424.26% || 27.40% || 480.83% || 31.05% || 537.40% || 34.71% || 593.97% || 38.36% || 707.11% || 45.67%&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| 450.00% || 25.74% || 510.00% || 29.17% || 570.00% || 32.60% || 630.00% || 36.03% || 750.00% || 42.89%&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 474.34% || 24.34% || 537.59% || 27.59% || 600.83% || 30.83% || 664.08% || 34.08% || 790.57% || 40.57%&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 497.49% || 23.15% || 563.83% || 26.24% || 630.16% || 29.33% || 696.49% || 32.41% || 829.16% || 38.59%&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 519.62% || 22.12% || 588.90% || 25.07% || 658.18% || 28.02% || 727.46% || 30.97% || 866.03% || 36.87%&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 540.83% || 21.22% || 612.94% || 24.05% || 685.05% || 26.88% || 757.17% || 29.70% || 901.39% || 35.36%&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 561.25% || 20.42% || 636.08% || 23.14% || 710.91% || 25.86% || 785.75% || 28.58% || 935.41% || 34.03%&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 580.95% || 19.70% || 658.41% || 22.33% || 735.87% || 24.95% || 813.33% || 27.58% || 968.25% || 32.83%&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 600.00% || 19.05% || 680.00% || 21.59% || 760.00% || 24.13% || 840.00% || 26.67% || 1000.00% || 31.75%&lt;br /&gt;
|-&lt;br /&gt;
! 17&lt;br /&gt;
| 618.47% || 18.47% || 700.93% || 20.93% || 783.39% || 23.39% || 865.85% || 25.85% || 1030.78% || 30.78%&lt;br /&gt;
|-&lt;br /&gt;
! 18&lt;br /&gt;
| 636.40% || 17.93% || 721.25% || 20.32% || 806.10% || 22.71% || 890.95% || 25.10% || 1060.66% || 29.88%&lt;br /&gt;
|-&lt;br /&gt;
! 19&lt;br /&gt;
| 653.83% || 17.44% || 741.01% || 19.76% || 828.19% || 22.09% || 915.37% || 24.41% || 1089.72% || 29.06%&lt;br /&gt;
|-&lt;br /&gt;
! 20&lt;br /&gt;
| 670.82% || 16.99% || 760.26% || 19.25% || 849.71% || 21.52% || 939.15% || 23.78% || 1118.03% || 28.31%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maximum number per building ==&lt;br /&gt;
[[File:Beacon range.png|thumb|300px|Beacon effective range. (9×9)]]&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a building depend on that building&#039;s footprint:&lt;br /&gt;
* Buildings from 2×2 to 4×4 size: &#039;&#039;&#039;12 beacons&#039;&#039;&#039;, with an effect of 3.46 times that of a single beacon.&lt;br /&gt;
* Buildings from 5×5 to 7x7 size: &#039;&#039;&#039;16 beacons&#039;&#039;&#039;, with an effect of 4 times that of a single beacon.&lt;br /&gt;
* Buildings from 8x8 to 10x10 size: &#039;&#039;&#039;20 beacons&#039;&#039;&#039;, with an effect of 4.47 times that of a single beacon.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, because the space between a beacon and a machine can not be greater than two tiles without putting the machine outside of the beacon&#039;s range, belt routing can become a challenge. In some situations, use of the logistic network may be required in order to supply the machines.&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a row of buildings:&lt;br /&gt;
* Row of 3×3 buidings: &#039;&#039;&#039;8 beacons&#039;&#039;&#039;, with an effect of 2.83 times that of a single beacon.&lt;br /&gt;
* Row of 5×5 buidings: &#039;&#039;&#039;10 beacons&#039;&#039;&#039;, with an effect of 3.16 times that of a single beacon.&lt;br /&gt;
Note that when buildings and beacons are arranged in parallel rows like this, the offset between buildings and beacons along the direction of the rows is important. For example, imagine placing a row of [[assembling machine 3]]s between two rows of beacons. If the sides of the beacons and the assembling machines line up, every assembling machine is affected by six beacons in total. Howevever, if either the beacons or the assembling machines are shifted by one tile relative to the other, then each assembling machine is affected by eight beacons in total.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=500px heights=335px&amp;gt;&lt;br /&gt;
File:Beacon_alignment_3x3.png|When the assembling machines are aligned with the beacons, each machine is affected by 6 beacons in total. &#039;&#039;&amp;lt;small&amp;gt;(Click to enlarge)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
File:Beacon_alignment_3x4.png|When the assembling machines are shifted by 1 tile relative to the beacons, each machine is affected by 8 beacons in total. &#039;&#039;&amp;lt;small&amp;gt;(Click to enlarge)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In general, depending on the width of the machines modulo 3:&lt;br /&gt;
* If the width of the machines is divisible by three, then the arrangement is optimal when the sides of a machine do not align with the sides of a beacon on the axis perpendicular to the direction of the rows.&lt;br /&gt;
* If the width of the machines modulo 3 is 1 (such as a width of 4), then any offset leads to an optimal layout.&lt;br /&gt;
* If the width of the machines modulo 3 is 2 (such as a width of 5), then the arrangement is optimal when the center of a machine aligns with the center of a beacon on the axis perpendicular to the direction of the rows. Note that this requires a one-tile gap between the machines.&lt;br /&gt;
&lt;br /&gt;
== Beacon arrays ==&lt;br /&gt;
&lt;br /&gt;
Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly.&lt;br /&gt;
&lt;br /&gt;
The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is &amp;lt;code&amp;gt;2n + 6&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the number of production buildings.&lt;br /&gt;
&lt;br /&gt;
The average number of beacons per building is then &amp;lt;code&amp;gt;2 + (6 ÷ n)&amp;lt;/code&amp;gt;, which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when &#039;&#039;n&#039;&#039; goes to infinity. For e.g. &#039;&#039;n&#039;&#039; = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-row arrays ===&lt;br /&gt;
&lt;br /&gt;
For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is &amp;lt;code&amp;gt;B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3&amp;lt;/code&amp;gt;, where &#039;&#039;r&#039;&#039; is the number of rows of production buildings and &#039;&#039;c&#039;&#039; is the number of production buildings in a single row.&lt;br /&gt;
&lt;br /&gt;
The number of beacons per boosted building is then &amp;lt;code&amp;gt;(3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1&amp;lt;/code&amp;gt;, which tends to 1 as both &#039;&#039;r&#039;&#039; and &#039;&#039;c&#039;&#039; go to infinity. For finite arrays, the optimum number of rows is given by &amp;lt;code&amp;gt;r = -0.5 + sqrt[(n ÷ 3) + 0.25]&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the total number of buildings to be boosted.&lt;br /&gt;
&lt;br /&gt;
The formula above does not generally return integer results. If the &#039;&#039;r&#039;&#039; thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with &#039;&#039;floor(r)&#039;&#039; (the next lower integer) and &#039;&#039;ceiling(r)&#039;&#039; (the next higher integer) rows and compare the results. For each such integer &#039;&#039;r&#039;&#039;, calculate &#039;&#039;c&#039;&#039; as &#039;&#039;floor(n ÷ r)&#039;&#039;, then calculate the number of beacons as &#039;&#039;B(r,c)&#039;&#039; + &#039;&#039;mod(n,r)&#039;&#039; + 1, where &#039;&#039;B(r,c)&#039;&#039; is given above and &#039;&#039;mod(n,r)&#039;&#039; is &#039;&#039;n&#039;&#039; modulo &#039;&#039;r&#039;&#039;, i.e., the remainder of (&#039;&#039;n&#039;&#039; ÷ &#039;&#039;r&#039;&#039;), equal to &#039;&#039;n&#039;&#039; - (&#039;&#039;r&#039;&#039; × &#039;&#039;c&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
There will in either case be &#039;&#039;mod(n,r)&#039;&#039; buildings &amp;quot;left over&amp;quot;; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover.&lt;br /&gt;
&lt;br /&gt;
=== Optimal arrays ===&lt;br /&gt;
&lt;br /&gt;
For 3×3 structures, arrays satisfying &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures (&#039;&#039;rc&#039;&#039;), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts &#039;&#039;rc&#039;&#039; with which an optimal array such that &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; and &#039;&#039;c&#039;&#039; and &#039;&#039;r&#039;&#039; are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Structures&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Rows&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Columns&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons per structure&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 160px;&amp;quot; |Dimensions (tiles)*&lt;br /&gt;
|-&lt;br /&gt;
! | 3&lt;br /&gt;
| 1 || 3 || 12 || 4.00 || 18×11&lt;br /&gt;
|-&lt;br /&gt;
! | 12&lt;br /&gt;
| 2 || 6 || 27 || 2.25 || 27×19&lt;br /&gt;
|-&lt;br /&gt;
! | 27&lt;br /&gt;
| 3 || 9 || 48 || 1.78 || 36×27&lt;br /&gt;
|-&lt;br /&gt;
! | 48&lt;br /&gt;
| 4 || 12 || 75 || 1.56 || 45×35&lt;br /&gt;
|-&lt;br /&gt;
! | 75&lt;br /&gt;
| 5 || 15 || 108 || 1.44 || 54×43&lt;br /&gt;
|-&lt;br /&gt;
! | 108&lt;br /&gt;
| 6 || 18 || 147 || 1.36 || 63×51&lt;br /&gt;
|-&lt;br /&gt;
! | 147&lt;br /&gt;
| 7 || 21 || 192 || 1.31 || 72×59&lt;br /&gt;
|-&lt;br /&gt;
!  | ...&lt;br /&gt;
| ... || ... || ... || ... || ...&lt;br /&gt;
|-&lt;br /&gt;
! | 3r^2&lt;br /&gt;
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes to table:&lt;br /&gt;
*Array dimension in tiles (last table column) assumes 2 tiles&#039; space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else.&lt;br /&gt;
*The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased beacon stack size from 10 to 20.&lt;br /&gt;
* Diminishing return of beacons effect. ([https://factorio.com/blog/post/fff-409 FFF-409 - Diminishing beacons])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Electric system]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cargo_landing_pad&amp;diff=220058</id>
		<title>Cargo landing pad</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cargo_landing_pad&amp;diff=220058"/>
		<updated>2026-09-19T15:16:40Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: /* Space Age */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Cargo landing pad}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;cargo landing pad&#039;&#039;&#039; is a large storage structure that is part of the [[logistic network]]. It acts as an 8×8 [[passive provider chest]] with a capacity of 80 slots. Only one can be placed on the surface at a time. [[Inserters]] can pull items out of it like any other container, but cannot insert &#039;&#039;into&#039;&#039; the landing pad. Additionally, it provides radar coverage around itself without requiring power. Its purpose depends on whether or not [[Space Age]]{{SA}} is enabled.&lt;br /&gt;
&lt;br /&gt;
The landing pad can be connected to the [[circuit network]] to read its contents like other containers.&lt;br /&gt;
&lt;br /&gt;
== Base game ==&lt;br /&gt;
When the [[rocket silo]] sends a rocket with a [[satellite]] into space, the cargo landing pad will receive 1,000 [[space science pack]]s. If the landing pad is full, the science will be deposited on the ground and marked for deconstruction. The science will be delivered to the landing pad regardless of its distance from the rocket silo.&lt;br /&gt;
&lt;br /&gt;
== Space Age ==&lt;br /&gt;
In [[Space Age]]{{SA}}, the cargo landing pad instead acts as a hub for orbital deliveries. It acts as a [[requester chest]] for orbiting [[space platform]]s{{SA}}. Platforms that are stopped over the current planet may have their cargo dropped down to satisfy the landing pad&#039;s requests. The landing pad has 3 cargo hatches and can only receive 3 stacks of items at a time.&lt;br /&gt;
&lt;br /&gt;
The cargo landing pad may be extended by placing a [[cargo bay]]{{SA}} or [[landing pad unloading bay]]{{SA}} next to it. Each bay will increase the landing pad&#039;s inventory size by 20 slots each (increased with higher [[quality]]{{SA}}). The cargo bay also increases the number of item stacks that can be dropped from space platforms at the same time by 1, while the unloading bay provides more locations for [[inserters]] to unload items.&lt;br /&gt;
&lt;br /&gt;
If a landing pad&#039;s inventory is full, dropped items will be thrown on the ground around the cargo bay and can be picked up manually or with a deconstruction planner.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;trash unrequested&#039;&#039;&#039; box is ticked, the landing pad will automatically move all items from its inventory that are not currently requested to its trash slots.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.14|&lt;br /&gt;
* Changed cargo landing pad mining time to 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
* [[Space platform]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay&amp;diff=220057</id>
		<title>Landing pad unloading bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay&amp;diff=220057"/>
		<updated>2026-09-19T15:13:42Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Landing pad unloading bay}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Landing pad unloading bays&#039;&#039;&#039; are special variants of [[cargo bay]]s{{SA}} that extend the storage capability of a [[cargo landing pad]]{{SA}} and can additionally interact with [[inserters]]. To provide this bonus, unloading bays must be placed directly adjacent to a part of the landing pad, or to another cargo or unloading bay that is itself attached to the landing pad. This connection does not need to cover all tiles on one side of the bay; it may only cover two or three tiles horizontally or vertically. There can be any number of bays attached to a landing pad. The unloading bay snaps to a 2×2 grid, like the landing pad and rails.&lt;br /&gt;
&lt;br /&gt;
Unlike the cargo bay, the unloading bay can have inserters interact with it to unload items from all connected cargo bays and the original landing pad. As the unloading bay is 4×5 tiles in size, a single row of inserters can easily transfer items directly from an unloading to a waiting [[cargo wagon]]. Inserters still cannot insert into the unloading bay, however. When upgraded to the cargo bay, the unloading bay also loses its +1 input and output cargo hatch bonuses.&lt;br /&gt;
&lt;br /&gt;
Additionally, unloading bays cannot be placed on [[space platform]]s. They must also be placed within 59 tiles of landing pad.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo bay]]&lt;br /&gt;
* [[Cargo landing pad]]&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay&amp;diff=220056</id>
		<title>Landing pad unloading bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay&amp;diff=220056"/>
		<updated>2026-09-19T15:07:04Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Landing pad unloading bay}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Landing pad unloading bays&#039;&#039;&#039; are special variants of [[cargo bay]]s{{SA}} that extend the storage capability of a [[cargo landing pad]]{{SA}}. To provide this bonus, unloading bays must be placed directly adjacent to a part of the landing pad, or to another cargo or unloading bay that is itself attached to the landing pad. This connection does not need to cover all tiles on one side of the bay; it may only cover two or three tiles horizontally or vertically. There can be any number of bays attached to a landing pad. The unloading bay snaps to a 2×2 grid, like the landing pad and rails.&lt;br /&gt;
&lt;br /&gt;
Unlike the cargo bay, the unloading bay can have [[inserters]] interact with it to unload items from all connected cargo bays and the original landing pad. As the unloading bay is 4×5 tiles in size, a single row of inserters can easily transfer items directly from an unloading to a waiting [[cargo wagon]]. Inserters still cannot insert into the unloading bay, however. When upgraded to the cargo bay, the unloading bay also loses its +1 input and output cargo hatch bonuses.&lt;br /&gt;
&lt;br /&gt;
Additionally, unloading bays cannot be placed on [[space platform]]s. They must also be placed within 59 tiles of landing pad.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo bay]]&lt;br /&gt;
* [[Cargo landing pad]]&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cargo_bay&amp;diff=220055</id>
		<title>Cargo bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cargo_bay&amp;diff=220055"/>
		<updated>2026-09-19T15:04:28Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Cargo bay}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Cargo bays&#039;&#039;&#039; extend the storage capability and rate of receiving items for a [[space platform hub]] or a [[cargo landing pad]]. To provide this bonus, cargo bays must be placed either directly adjacent to a part of the hub/landing pad or to another cargo bay that itself is attached to the hub/pad (or to another bay that is attached... etc). The connection does not need to cover all 4 tiles of one side of the bay; it may only cover two tiles horizontally or vertically. There can be any number of bays attached to a hub/pad. The cargo bay snaps to a 2×2 grid, like the landing pad and [[rail]]s.&lt;br /&gt;
&lt;br /&gt;
[[Inserters]] cannot interact with cargo bays at all; they can only interact with the hub/pad. Since cargo bays must also be adjacent to the hub/pad, this creates a tradeoff between the ability to insert or remove items from the storage and the ability to expand that storage. Inserters, however, can interact with the [[landing pad unloading bay]], an upgraded version of the cargo bay.&lt;br /&gt;
&lt;br /&gt;
Cargo bays cannot be mined if the attached hub/pad&#039;s is so full that losing the bay&#039;s inventory expansion would cause it to be over-full.&lt;br /&gt;
&lt;br /&gt;
Although the inventory size bonus is significantly less useful for a cargo landing pad compared to a similar number of [[chests]], each cargo bay also increases the number of [[cargo pod]]s that can be received by the [[cargo landing pad]] or sent/received by a [[space platform]] at the same time. This is important for increasing overall item throughput of bases that rely on frequent orbital transport.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.14|&lt;br /&gt;
* Changed cargo landing pad mining time to 1.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.11|&lt;br /&gt;
* Cargo bays will show a warning icon when they are not connected to a Hub or Landing Pad.&lt;br /&gt;
}}&lt;br /&gt;
&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;
* [[Landing pad unloading bay]]&lt;br /&gt;
* [[Cargo landing pad]]&lt;br /&gt;
* [[Space platform hub]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay&amp;diff=220054</id>
		<title>Landing pad unloading bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay&amp;diff=220054"/>
		<updated>2026-09-19T15:03:01Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: still can&amp;#039;t use landing pad as a warehouse unfortunately :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Landing pad unloading bay}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Landing pad unloading bays&#039;&#039;&#039; are special variants of [[cargo bay]]s{{SA}} that extend the storage capability of a [[cargo landing pad]]{{SA}}. To provide this bonus, unloading bays must be placed directly adjacent to a part of the landing pad, or to another cargo or unloading bay that is itself attached to the landing pad. This connection does not need to cover all tiles on one side of the bay; it may only cover two or three tiles horizontally or vertically. There can be any number of bays attached to a landing pad. The unloading bay snaps to a 2×2 grid, like the landing pad and rails.&lt;br /&gt;
&lt;br /&gt;
Unlike the cargo bay, the unloading bay can have [[inserters]] interact with it to unload items from all connected cargo bays and the original landing pad. As the unloading bay is 4×5 tiles in size, a single row of inserters can easily transfer items directly from an unloading to a waiting [[cargo wagon]]. Inserters still cannot insert into the unloading bay, however.&lt;br /&gt;
&lt;br /&gt;
Additionally, unloading bays cannot be placed on [[space platform]]s. They must also be placed within 59 tiles of landing pad.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo bay]]&lt;br /&gt;
* [[Cargo landing pad]]&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Header&amp;diff=219809</id>
		<title>Template:Recipes/Header</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Header&amp;diff=219809"/>
		<updated>2026-09-02T23:46:20Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
! Process&lt;br /&gt;
! Input&lt;br /&gt;
! Output&lt;br /&gt;
! Required technology&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- Hmm I just realised that headers are not consistent across the entire wiki, which makes it annoying to have one template for everything. Interesting. --&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Metallic asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Metallic_asteroid_chunk&amp;diff=219808</id>
		<title>Metallic asteroid chunk</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Metallic_asteroid_chunk&amp;diff=219808"/>
		<updated>2026-09-02T23:37:46Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Undo revision 219804 by Md143rbh7f (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Metallic asteroid chunk}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Metallic asteroid chunk&#039;&#039;&#039; is a resource gathered by [[asteroid collector]]s and processed in [[crusher]]s. It is the main source for [[iron ore]], used to make [[thruster oxidizer]], and later [[copper ore]] in space. It is dropped from metallic asteroids, which is the most common [[Asteroids|asteroid]] when traversing between the first 4 planets. It can also be used in asteroid reprocessing.&lt;br /&gt;
&lt;br /&gt;
As asteroid chunks stack size is only 1, [[Transport belt|belts]] can hold more chunks per tile (8) than [[cargo bay]]s.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Metallic asteroid crushing||}} Metallic asteroid crushing || {{Icon|Time|2}} + {{Icon|Metallic asteroid chunk|1}} || {{Icon|Iron ore|20}} + {{Icon|Metallic asteroid chunk|0.3}} || {{Icon|Crusher}} || {{Icontech|Space platform (research)|}} [[Space platform (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Metallic asteroid reprocessing||}} Metallic asteroid reprocessing || {{Icon|Time|2}} + {{Icon|Metallic asteroid chunk|1}} || {{Icon|Metallic asteroid chunk|0.4}} + {{Icon|Carbonic asteroid chunk|0.2}} + {{Icon|Oxide asteroid chunk|0.2}} || {{Icon|Crusher}} || {{Icontech|Asteroid reprocessing (research)|}} [[Asteroid reprocessing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Carbonic asteroid reprocessing||}} Carbonic asteroid reprocessing || {{Icon|Time|2}} + {{Icon|Carbonic asteroid chunk|1}} || {{Icon|Carbonic asteroid chunk|0.4}} + {{Icon|Metallic asteroid chunk|0.2}} + {{Icon|Oxide asteroid chunk|0.2}} || {{Icon|Crusher}} || {{Icontech|Asteroid reprocessing (research)|}} [[Asteroid reprocessing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Oxide asteroid reprocessing||}} Oxide asteroid reprocessing || {{Icon|Time|1}} + {{Icon|Oxide asteroid chunk|1}} || {{Icon|Oxide asteroid chunk|0.4}} + {{Icon|Metallic asteroid chunk|0.2}} + {{Icon|Carbonic asteroid chunk|0.2}} || {{Icon|Crusher}} || {{Icontech|Asteroid reprocessing (research)|}} [[Asteroid reprocessing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced metallic asteroid crushing||}} Advanced metallic asteroid crushing || {{Icon|Time|5}} + {{Icon|Metallic asteroid chunk|1}} || {{Icon|Iron ore|10}} + {{Icon|Copper ore|4}} + {{Icon|Metallic asteroid chunk|0.1}} || {{Icon|Crusher}} || {{Icontech|Advanced asteroid processing (research)|}} [[Advanced asteroid processing (research)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Asteroids]]{{SA}}&lt;br /&gt;
* [[Carbonic asteroid chunk]]{{SA}}&lt;br /&gt;
* [[Oxide asteroid chunk]]{{SA}}&lt;br /&gt;
* [[Promethium asteroid chunk]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Increased asteroid crushing asteroid chunk yield from 20% to 30%.&lt;br /&gt;
* Increased advanced asteroid crushing asteroid chunk yield from 5% to 10%.&lt;br /&gt;
* Fixed asteroid chunks were not marked as lossy catalyst.&lt;br /&gt;
}}&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;
{{SpaceNav}}&lt;br /&gt;
{{C|Asteroids}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Carbonic_asteroid_chunk&amp;diff=219807</id>
		<title>Carbonic asteroid chunk</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Carbonic_asteroid_chunk&amp;diff=219807"/>
		<updated>2026-09-02T23:37:10Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Undo revision 219805 by Md143rbh7f (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Carbonic asteroid chunk}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Carbonic asteroid chunk&#039;&#039;&#039; is a resource gathered by [[asteroid collector]]s and processed in [[crusher]]s. It is the main source for [[carbon]], used to make [[thruster fuel]], and [[sulfur]]. It is dropped from carbonic asteroids, which is the second most common asteroid when traversing between the first 4 planets. It can also be used in asteroid reprocessing.&lt;br /&gt;
&lt;br /&gt;
As asteroid chunks stack size is only 1, [[Transport belt|belts]] can hold more chunks per tile (8) than [[cargo bay]]s.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Carbonic asteroid crushing||}} Carbonic asteroid crushing || {{Icon|Time|2}} + {{Icon|Carbonic asteroid chunk|1}} || {{Icon|Carbon|10}} + {{Icon|Carbonic asteroid chunk|0.3}} || {{Icon|Crusher}} || {{Icontech|Space platform (research)|}} [[Space platform (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Metallic asteroid reprocessing||}} Metallic asteroid reprocessing || {{Icon|Time|2}} + {{Icon|Metallic asteroid chunk|1}} || {{Icon|Metallic asteroid chunk|0.4}} + {{Icon|Carbonic asteroid chunk|0.2}} + {{Icon|Oxide asteroid chunk|0.2}} || {{Icon|Crusher}} || {{Icontech|Asteroid reprocessing (research)|}} [[Asteroid reprocessing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Carbonic asteroid reprocessing||}} Carbonic asteroid reprocessing || {{Icon|Time|2}} + {{Icon|Carbonic asteroid chunk|1}} || {{Icon|Carbonic asteroid chunk|0.4}} + {{Icon|Metallic asteroid chunk|0.2}} + {{Icon|Oxide asteroid chunk|0.2}} || {{Icon|Crusher}} || {{Icontech|Asteroid reprocessing (research)|}} [[Asteroid reprocessing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Oxide asteroid reprocessing||}} Oxide asteroid reprocessing || {{Icon|Time|1}} + {{Icon|Oxide asteroid chunk|1}} || {{Icon|Oxide asteroid chunk|0.4}} + {{Icon|Metallic asteroid chunk|0.2}} + {{Icon|Carbonic asteroid chunk|0.2}} || {{Icon|Crusher}} || {{Icontech|Asteroid reprocessing (research)|}} [[Asteroid reprocessing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced carbonic asteroid crushing||}} Advanced carbonic asteroid crushing || {{Icon|Time|5}} + {{Icon|Carbonic asteroid chunk|1}} || {{Icon|Carbon|5}} + {{Icon|Sulfur|2}} + {{Icon|Carbonic asteroid chunk|0.1}} || {{Icon|Crusher}} || {{Icontech|Advanced asteroid processing (research)|}} [[Advanced asteroid processing (research)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Asteroids]]{{SA}}&lt;br /&gt;
* [[Metallic asteroid chunk]]{{SA}}&lt;br /&gt;
* [[Oxide asteroid chunk]]{{SA}}&lt;br /&gt;
* [[Promethium asteroid chunk]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Increased asteroid crushing asteroid chunk yield from 20% to 30%.&lt;br /&gt;
* Increased advanced asteroid crushing asteroid chunk yield from 5% to 10%.&lt;br /&gt;
* Fixed asteroid chunks were not marked as lossy catalyst.&lt;br /&gt;
}}&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;
{{SpaceNav}}&lt;br /&gt;
{{C|Asteroids}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oxide_asteroid_chunk&amp;diff=219806</id>
		<title>Oxide asteroid chunk</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oxide_asteroid_chunk&amp;diff=219806"/>
		<updated>2026-09-02T23:37:03Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Undo revision 219803 by Md143rbh7f (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Oxide asteroid chunk}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Oxide asteroid chunk&#039;&#039;&#039; is a resource gathered by [[asteroid collector]]s and processed in [[crusher]]s. It is the main source for [[ice]], used to make [[thruster oxidizer]], and [[calcite]]. It is dropped from oxide asteroids, which are found in trace amounts near the first 4 planets but is incredibly abundant when traveling to [[Aquilo]]. It can also be used in asteroid reprocessing.&lt;br /&gt;
&lt;br /&gt;
As asteroid chunks stack size is only 1, [[Transport belt|belts]] can hold more chunks per tile (8) than [[cargo bay]]s (normal quality: 1.25), even if they are legendary (3.125).&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology &lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Oxide asteroid crushing||}} Oxide asteroid crushing || {{Icon|Time|2}} + {{Icon|Oxide asteroid chunk|1}} || {{Icon|Ice|5}} + {{Icon|Oxide asteroid chunk|0.3}} || {{Icon|Crusher}} || {{Icontech|Space platform (research)|}}  [[Space platform (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Metallic asteroid reprocessing||}} Metallic asteroid reprocessing || {{Icon|Time|2}} + {{Icon|Metallic asteroid chunk|1}} || {{Icon|Metallic asteroid chunk|0.4}} + {{Icon|Carbonic asteroid chunk|0.2}} + {{Icon|Oxide asteroid chunk|0.2}} || {{Icon|Crusher}} || {{Icontech|Asteroid reprocessing (research)|}} [[Asteroid reprocessing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Carbonic asteroid reprocessing||}} Carbonic asteroid reprocessing || {{Icon|Time|2}} + {{Icon|Carbonic asteroid chunk|1}} || {{Icon|Carbonic asteroid chunk|0.4}} + {{Icon|Metallic asteroid chunk|0.2}} + {{Icon|Oxide asteroid chunk|0.2}} || {{Icon|Crusher}} || {{Icontech|Asteroid reprocessing (research)|}} [[Asteroid reprocessing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Oxide asteroid reprocessing||}} Oxide asteroid reprocessing || {{Icon|Time|1}} + {{Icon|Oxide asteroid chunk|1}} || {{Icon|Oxide asteroid chunk|0.4}} + {{Icon|Metallic asteroid chunk|0.2}} + {{Icon|Carbonic asteroid chunk|0.2}} || {{Icon|Crusher}} || {{Icontech|Asteroid reprocessing (research)|}} [[Asteroid reprocessing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced oxide asteroid crushing||}} Advanced oxide asteroid crushing || {{Icon|Time|5}} + {{Icon|Oxide asteroid chunk|1}} || {{Icon|Ice|3}} + {{Icon|Calcite|2}} + {{Icon|Oxide asteroid chunk|0.1}} || {{Icon|Crusher}} || {{Icontech|Advanced asteroid processing (research)|}} [[Advanced asteroid processing (research)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Asteroids]]{{SA}}&lt;br /&gt;
* [[Metallic asteroid chunk]]{{SA}}&lt;br /&gt;
* [[Carbonic asteroid chunk]]{{SA}}&lt;br /&gt;
* [[Promethium asteroid chunk]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Increased asteroid crushing asteroid chunk yield from 20% to 30%.&lt;br /&gt;
* Increased advanced asteroid crushing asteroid chunk yield from 5% to 10%.&lt;br /&gt;
* Fixed asteroid chunks were not marked as lossy catalyst.&lt;br /&gt;
}}&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;
{{SpaceNav}}&lt;br /&gt;
{{C|Asteroids}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Carbonic_asteroid_chunk&amp;diff=219805</id>
		<title>Carbonic asteroid chunk</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Carbonic_asteroid_chunk&amp;diff=219805"/>
		<updated>2026-09-02T23:35:12Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Carbonic asteroid chunk}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Carbonic asteroid chunk&#039;&#039;&#039; is a resource gathered by [[asteroid collector]]s and processed in [[crusher]]s. It is the main source for [[carbon]], used to make [[thruster fuel]], and [[sulfur]]. It is dropped from carbonic asteroids, which is the second most common asteroid when traversing between the first 4 planets. It can also be used in asteroid reprocessing.&lt;br /&gt;
&lt;br /&gt;
As asteroid chunks stack size is only 1, [[Transport belt|belts]] can hold more chunks per tile (8) than [[cargo bay]]s.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Carbonic asteroid crushing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Metallic asteroid reprocessing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Carbonic asteroid reprocessing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Oxide asteroid reprocessing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Advanced carbonic asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Asteroids]]{{SA}}&lt;br /&gt;
* [[Metallic asteroid chunk]]{{SA}}&lt;br /&gt;
* [[Oxide asteroid chunk]]{{SA}}&lt;br /&gt;
* [[Promethium asteroid chunk]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Increased asteroid crushing asteroid chunk yield from 20% to 30%.&lt;br /&gt;
* Increased advanced asteroid crushing asteroid chunk yield from 5% to 10%.&lt;br /&gt;
* Fixed asteroid chunks were not marked as lossy catalyst.&lt;br /&gt;
}}&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;
{{SpaceNav}}&lt;br /&gt;
{{C|Asteroids}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Metallic_asteroid_chunk&amp;diff=219804</id>
		<title>Metallic asteroid chunk</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Metallic_asteroid_chunk&amp;diff=219804"/>
		<updated>2026-09-02T23:34:47Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: /* Alternative recipes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Metallic asteroid chunk}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Metallic asteroid chunk&#039;&#039;&#039; is a resource gathered by [[asteroid collector]]s and processed in [[crusher]]s. It is the main source for [[iron ore]], used to make [[thruster oxidizer]], and later [[copper ore]] in space. It is dropped from metallic asteroids, which is the most common [[Asteroids|asteroid]] when traversing between the first 4 planets. It can also be used in asteroid reprocessing.&lt;br /&gt;
&lt;br /&gt;
As asteroid chunks stack size is only 1, [[Transport belt|belts]] can hold more chunks per tile (8) than [[cargo bay]]s.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Metallic asteroid crushing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Metallic asteroid reprocessing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Carbonic asteroid reprocessing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Oxide asteroid reprocessing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Advanced metallic asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Asteroids]]{{SA}}&lt;br /&gt;
* [[Carbonic asteroid chunk]]{{SA}}&lt;br /&gt;
* [[Oxide asteroid chunk]]{{SA}}&lt;br /&gt;
* [[Promethium asteroid chunk]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Increased asteroid crushing asteroid chunk yield from 20% to 30%.&lt;br /&gt;
* Increased advanced asteroid crushing asteroid chunk yield from 5% to 10%.&lt;br /&gt;
* Fixed asteroid chunks were not marked as lossy catalyst.&lt;br /&gt;
}}&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;
{{SpaceNav}}&lt;br /&gt;
{{C|Asteroids}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oxide_asteroid_chunk&amp;diff=219803</id>
		<title>Oxide asteroid chunk</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oxide_asteroid_chunk&amp;diff=219803"/>
		<updated>2026-09-02T23:33:55Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Oxide asteroid chunk}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Oxide asteroid chunk&#039;&#039;&#039; is a resource gathered by [[asteroid collector]]s and processed in [[crusher]]s. It is the main source for [[ice]], used to make [[thruster oxidizer]], and [[calcite]]. It is dropped from oxide asteroids, which are found in trace amounts near the first 4 planets but is incredibly abundant when traveling to [[Aquilo]]. It can also be used in asteroid reprocessing.&lt;br /&gt;
&lt;br /&gt;
As asteroid chunks stack size is only 1, [[Transport belt|belts]] can hold more chunks per tile (8) than [[cargo bay]]s (normal quality: 1.25), even if they are legendary (3.125).&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Oxide asteroid crushing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Metallic asteroid reprocessing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Carbonic asteroid reprocessing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Oxide asteroid reprocessing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Advanced oxide asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Asteroids]]{{SA}}&lt;br /&gt;
* [[Metallic asteroid chunk]]{{SA}}&lt;br /&gt;
* [[Carbonic asteroid chunk]]{{SA}}&lt;br /&gt;
* [[Promethium asteroid chunk]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Increased asteroid crushing asteroid chunk yield from 20% to 30%.&lt;br /&gt;
* Increased advanced asteroid crushing asteroid chunk yield from 5% to 10%.&lt;br /&gt;
* Fixed asteroid chunks were not marked as lossy catalyst.&lt;br /&gt;
}}&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;
{{SpaceNav}}&lt;br /&gt;
{{C|Asteroids}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crusher&amp;diff=219802</id>
		<title>Crusher</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crusher&amp;diff=219802"/>
		<updated>2026-09-02T23:32:59Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: /* Recipes */ 2.1.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Crusher}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;crusher&#039;&#039;&#039; is a building for the [[space platform]] that crushes small [[Asteroids|asteroid]] chunks into usable resources. To collect the asteroid chunks, they must first be grabbed by an [[asteroid collector]]. There are three types of recipes that can be performed by the crusher:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basic crushing&#039;&#039;&#039;: These recipes break the chunk into a significant volume of one usable resource, with a small a chance of also reproducing the chunk it consumed. You have to design your crushing setups to deal with the chunk byproduct without clogging up the system.&lt;br /&gt;
* &#039;&#039;&#039;Advanced crushing&#039;&#039;&#039;: These recipes break the chunk into two useful resources, though at a lower volume of output than the standard crushing recipes. It can still regenerate the chunk, but it has a much lower chance to do so.&lt;br /&gt;
* &#039;&#039;&#039;Reprocessing&#039;&#039;&#039;: These recipes attempt to transform the chunk into a different kind of chunk. The original type is usually reproduced, with a smaller chance of producing a different kind of chunk or nothing at all. The chance of producing each chunk type is rolled independently, so reprocessing one chunk can potentially return up to three new chunks.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Metallic asteroid crushing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Carbonic asteroid crushing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Oxide asteroid crushing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Metallic asteroid reprocessing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Carbonic asteroid reprocessing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Oxide asteroid reprocessing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Advanced metallic asteroid crushing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Advanced carbonic asteroid crushing}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Advanced oxide asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Circuit networks ==&lt;br /&gt;
Connecting a crusher to a [[circuit network]] allows setting its recipe automatically. Accepted signals include specific recipes and item signals for [[Asteroids#Asteroid_chunks|asteroid chunks]] or the outputs of any supported recipe; signals that correspond to unresearched recipes are ignored.&lt;br /&gt;
&lt;br /&gt;
The recipe will be selected based on the following rules (in order):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Signal type&#039;&#039;&#039;: Signals that specifically set a recipe &amp;gt; signals for items produced by recipes&lt;br /&gt;
* &#039;&#039;&#039;Recipe type&#039;&#039;&#039;: Crushing &amp;gt; reprocessing &amp;gt; advanced crushing&lt;br /&gt;
* &#039;&#039;&#039;Asteroid type&#039;&#039;&#039;: Metallic &amp;gt; carbonic &amp;gt; oxide&lt;br /&gt;
* &#039;&#039;&#039;Default item order&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quality&#039;&#039;&#039;: Lowest &amp;gt; highest&lt;br /&gt;
&lt;br /&gt;
For example, if the crusher is wired to a belt containing only oxide asteroids, the recipe will be set to oxide asteroid crushing. Adding a metallic asteroid (or iron ore) to the belt will change the recipe to metallic asteroid crushing, because that recipe has a higher priority. Reprocessing recipes can&#039;t be selected via item signals because all of the output items for those recipes are also shared with the asteroid crushing recipes.&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Since factorio 2.1 quality modules are disallowed to be applied to crushers with asteroid reprocessing recipes. The following calculations are only applicable to factorio 2.0.&lt;br /&gt;
&lt;br /&gt;
The three asteroid reprocessing recipes are a great way to get high [[quality]] items since they have a return rate of 80 % as opposed to the 25 % of a [[recycler]]. The setup simply requires all asteroids being reprocessed until they are legendary. Afterwards a whole range of products can be crafted out of them. For the ratio of crushers consider the following:&lt;br /&gt;
&lt;br /&gt;
* The chosen space route is irrelevant in the grand scheme. Since all asteroid chunks are reprocessed multiple times, their ratio balances out quickly.&lt;br /&gt;
* Within each quality level half as many crushers recycling oxide asteroid chunks than recycling carbonic and metallic asteroid chunks are required, since the former recipe is twice as fast than the other two.&lt;br /&gt;
* With better quality modules the number of crushers needed for reprocessing higher quality asteroid chunks increases. The two extreme cases as a guideline:&lt;br /&gt;
:* With two normal [[quality module]]s in each crusher the optimal ratios are as follows:&lt;br /&gt;
::* 100 crushers reprocessing normal chunks&lt;br /&gt;
::* 6,67 crushers reprocessing uncommon chunks&lt;br /&gt;
::* 1,11 crushers reprocessing rare chunks&lt;br /&gt;
::* 0,19 crushers reprocessing epic chunks&lt;br /&gt;
::* Resulting in 0,00741 legendary items per cycle of all rushers above.&lt;br /&gt;
:* With two legendary [[quality module 3]]s in each crusher the optimal ratios are as follows:&lt;br /&gt;
::* 100 crushers reprocessing normal chunks&lt;br /&gt;
::* 29,84 crushers reprocessing uncommon chunks&lt;br /&gt;
::* 11,89 crushers reprocessing rare chunks&lt;br /&gt;
::* 4,47 crushers reprocessing epic chunks&lt;br /&gt;
::* Resulting in 0,62727 legendary items per cycle of all rushers above.&lt;br /&gt;
&lt;br /&gt;
The ratios can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;C_q = (0.9 C_{q-1} + 0.09 C_{q-2} + 0.009 C_{q-3}) \cdot \frac{Q}{Q +\frac{1-0.8}{0.8}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of legendary items produced every cycle can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I_4 = (C_3 + 0.1C_2 + 0.01C_2 + 0.001C_0) \cdot 0.8 Q&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The variables are named as follows:&lt;br /&gt;
:*&amp;lt;math&amp;gt;C&amp;lt;/math&amp;gt; Number of crushers.&lt;br /&gt;
:*&amp;lt;math&amp;gt;q&amp;lt;/math&amp;gt; Quality level (normal: &amp;lt;math&amp;gt;q = 0&amp;lt;/math&amp;gt;, uncommon: &amp;lt;math&amp;gt;q = 1&amp;lt;/math&amp;gt;, rare: &amp;lt;math&amp;gt;q = 2&amp;lt;/math&amp;gt;, epic: &amp;lt;math&amp;gt;q = 3&amp;lt;/math&amp;gt;, legendary: &amp;lt;math&amp;gt;q = 4&amp;lt;/math&amp;gt;). When &amp;lt;math&amp;gt;q-n &amp;lt; 0&amp;lt;/math&amp;gt; that term has to be omitted. For example in order to calculate the number of machines reprocessing uncommon (&amp;lt;math&amp;gt;q = 1&amp;lt;/math&amp;gt;) asteroids only the first term is needed, since there is only one tier below.&lt;br /&gt;
:*&amp;lt;math&amp;gt;Q&amp;lt;/math&amp;gt; Combined quality value of the modules inside the crushers.&lt;br /&gt;
:*&amp;lt;math&amp;gt;I&amp;lt;/math&amp;gt; Number of items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Explanation of the formula:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First we consider how many items of any given quality a number &amp;lt;math&amp;gt;C_0&amp;lt;/math&amp;gt; of crushers with a combined quality value &amp;lt;math&amp;gt;Q&amp;lt;/math&amp;gt; outputs per cycle. The crushers outputs every cycle &amp;lt;math&amp;gt;0.8&amp;lt;/math&amp;gt; items. It doesn&#039;t matter how many items are returned in normal quality since we are not interested in a specific consumption rate of normal items. The number of uncommon items per &amp;lt;math&amp;gt;C_0&amp;lt;/math&amp;gt; cycles is &amp;lt;math&amp;gt;I_{1,0} = 0.9 C_0 \cdot 0.8 Q&amp;lt;/math&amp;gt;, rare is &amp;lt;math&amp;gt;I_{2,0} = 0.09 C_0 \cdot 0.8 Q&amp;lt;/math&amp;gt;, epic is &amp;lt;math&amp;gt;I_{3,0} = 0.009 C_0 \cdot 0.8 Q&amp;lt;/math&amp;gt; and legendary ist &amp;lt;math&amp;gt;I_{4,0} = 0.001 C_0 \cdot 0.8 Q&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
We therefore need &amp;lt;math&amp;gt;I_{1,0}&amp;lt;/math&amp;gt; crushers that reprocess uncommon items just to keep up with the uncommon items from the crushers reprocessing normal items. However most of the times these crushers reproduce uncommon items, which have to be dealt with as well. After cycling &amp;lt;math&amp;gt;I_{1,0}&amp;lt;/math&amp;gt; once, additional &amp;lt;math&amp;gt;I_{1,0} \cdot 0.8 \cdot (1-Q)&amp;lt;/math&amp;gt; uncommon items appear. After cycling these &amp;lt;math&amp;gt;( I_{1,0} \cdot 0.8 \cdot (1-Q)) \cdot 0.8 \cdot (1-Q)&amp;lt;/math&amp;gt; additional uncommon items appear and so on. The number of crushers needed to reprocess uncommon items can therefore be written as the following infinite sum:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;C_1 = I_{1,0} \cdot \sum_{k=0}^\infty (0.8 \cdot (1-Q))^k = 0.9 C_0 \cdot 0.8 Q \cdot \sum_{k=0}^\infty (0.8 \cdot (1-Q))^k&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since &amp;lt;math&amp;gt;0.8 \cdot (1-Q) &amp;lt; 1&amp;lt;/math&amp;gt; the infinite sum converges and we get the following result:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;C_1 = 0.9 C_0 \cdot 0.8 Q \cdot \frac{1}{1-(0.8 \cdot (1-Q))} = 0.9 C_0 \cdot \frac{0.8 Q}{0.8 Q - 0.8 + 1} = 0.9 C_0 \cdot \frac{Q}{Q +\frac{1-0.8}{0.8}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can then be expanded and generalized for reprocessing rare and epic items:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;C_q = (0.9 C_{q-1} + 0.09 C_{q-2} + 0.009 C_{q-3}) \cdot \frac{Q}{Q +\frac{1-0.8}{0.8}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally for the number of legendary items produced each cycle we add their production rates of all quality reprocessing processes together:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;I_4 = I_{4,3} + I_{4,2} + I_{4,1} + I_{4,0} = C_3 \cdot 0.8 Q + 0.1C_2 \cdot 0.8 Q + 0.01C_2 \cdot 0.8 Q + 0.001C_0 \cdot 0.8 Q = (C_3 + 0.1C_2 + 0.01C_2 + 0.001C_0) \cdot 0.8 Q&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Disallow quality modules to be applied to crushers with asteroid reprocessing recipes.}}&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.}}&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Oxide_asteroid_reprocessing&amp;diff=219801</id>
		<title>Template:Recipes/Oxide asteroid reprocessing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Oxide_asteroid_reprocessing&amp;diff=219801"/>
		<updated>2026-09-02T23:31:35Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; | {{imagelink|Oxide asteroid reprocessing}} | {{icon|Time|1}} + {{Icon|Oxide asteroid chunk|1}} | {{icon|Oxide asteroid chunk|0.4}} + {{icon|Metallic asteroid chunk|0.2}} + {{icon|Carbonic asteroid chunk|0.2}} | {{icontech|Asteroid reprocessing (research)}} Asteroid reprocessing (research) &amp;lt;/includeonly&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;noinclude&amp;gt; ==Preview== {| class=&amp;quot;wikitable&amp;quot; |- {{Recipes/Header}} |- {{Recipes/Oxide asteroid reprocessing}} |} &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| {{imagelink|Oxide asteroid reprocessing}}&lt;br /&gt;
| {{icon|Time|1}} + {{Icon|Oxide asteroid chunk|1}}&lt;br /&gt;
| {{icon|Oxide asteroid chunk|0.4}} + {{icon|Metallic asteroid chunk|0.2}} + {{icon|Carbonic asteroid chunk|0.2}}&lt;br /&gt;
| {{icontech|Asteroid reprocessing (research)}} [[Asteroid reprocessing (research)]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Oxide asteroid reprocessing}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Advanced_oxide_asteroid_crushing&amp;diff=219800</id>
		<title>Template:Recipes/Advanced oxide asteroid crushing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Advanced_oxide_asteroid_crushing&amp;diff=219800"/>
		<updated>2026-09-02T23:31:10Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; | {{imagelink|Advanced oxide asteroid crushing}} | {{icon|Time|5}} + {{icon|Oxide asteroid chunk|1}} | {{icon|Ice|3}} + {{icon|Calcite|2}} + {{icon|Oxide asteroid chunk|0.1}} | {{icontech|Advanced asteroid processing (research)}} Advanced asteroid processing (research) &amp;lt;/includeonly&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;noinclude&amp;gt; ==Preview== {| class=&amp;quot;wikitable&amp;quot; |- {{Recipes/Header}} |- {{Recipes/Advanced oxide asteroid crushing}} |} &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| {{imagelink|Advanced oxide asteroid crushing}}&lt;br /&gt;
| {{icon|Time|5}} + {{icon|Oxide asteroid chunk|1}}&lt;br /&gt;
| {{icon|Ice|3}} + {{icon|Calcite|2}} + {{icon|Oxide asteroid chunk|0.1}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)}} [[Advanced asteroid processing (research)]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Advanced oxide asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Advanced_carbonic_asteroid_crushing&amp;diff=219799</id>
		<title>Template:Recipes/Advanced carbonic asteroid crushing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Advanced_carbonic_asteroid_crushing&amp;diff=219799"/>
		<updated>2026-09-02T23:30:48Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; | {{imagelink|Advanced carbonic asteroid crushing}} | {{icon|Time|5}} + {{Icon|Carbonic asteroid chunk|1}} | {{icon|Carbon|5}} + {{icon|Sulfur|2}} + {{icon|Carbonic asteroid chunk|0.1}} | {{icontech|Advanced asteroid processing (research)}} Advanced asteroid processing (research) &amp;lt;/includeonly&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;noinclude&amp;gt; ==Preview== {| class=&amp;quot;wikitable&amp;quot; |- {{Recipes/Header}} |- {{Recipes/Advanced carbonic asteroid crushing}} |} &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| {{imagelink|Advanced carbonic asteroid crushing}}&lt;br /&gt;
| {{icon|Time|5}} + {{Icon|Carbonic asteroid chunk|1}}&lt;br /&gt;
| {{icon|Carbon|5}} + {{icon|Sulfur|2}} + {{icon|Carbonic asteroid chunk|0.1}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)}} [[Advanced asteroid processing (research)]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Advanced carbonic asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Carbonic_asteroid_reprocessing&amp;diff=219798</id>
		<title>Template:Recipes/Carbonic asteroid reprocessing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Carbonic_asteroid_reprocessing&amp;diff=219798"/>
		<updated>2026-09-02T23:30:14Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; | {{imagelink|Carbonic asteroid reprocessing}} | {{icon|Time|2}} + {{icon|Carbonic asteroid chunk|1}} | {{icon|Carbonic asteroid chunk|0.4}} + {{icon|Metallic asteroid chunk|0.2}} + {{icon|Oxide asteroid chunk|0.2}} | {{icontech|Asteroid reprocessing (research)}} Asteroid reprocessing (research) &amp;lt;/includeonly&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;noinclude&amp;gt; ==Preview== {| class=&amp;quot;wikitable&amp;quot; |- {{Recipes/Header}} |- {{Recipes/Carbonic asteroid reprocessing}} |} &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| {{imagelink|Carbonic asteroid reprocessing}}&lt;br /&gt;
| {{icon|Time|2}} + {{icon|Carbonic asteroid chunk|1}}&lt;br /&gt;
| {{icon|Carbonic asteroid chunk|0.4}} + {{icon|Metallic asteroid chunk|0.2}} + {{icon|Oxide asteroid chunk|0.2}}&lt;br /&gt;
| {{icontech|Asteroid reprocessing (research)}} [[Asteroid reprocessing (research)]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Carbonic asteroid reprocessing}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Advanced_metallic_asteroid_crushing&amp;diff=219797</id>
		<title>Template:Recipes/Advanced metallic asteroid crushing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Advanced_metallic_asteroid_crushing&amp;diff=219797"/>
		<updated>2026-09-02T23:29:31Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; | {{imagelink|Advanced metallic asteroid crushing}} | {{icon|Time|5}} + {{icon|Metallic asteroid chunk|1}} | {{icon|Iron ore|10}} + {{icon|Copper ore|4}} + {{icon|Metallic asteroid chunk|0.1}} | {{icontech|Advanced asteroid processing (research)}} Advanced asteroid processing (research) &amp;lt;/includeonly&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;noinclude&amp;gt; ==Preview== {| class=&amp;quot;wikitable&amp;quot; |- {{Recipes/Header}} |- {{Recipes/Advanced metallic asteroid crushing}} |} &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| {{imagelink|Advanced metallic asteroid crushing}}&lt;br /&gt;
| {{icon|Time|5}} + {{icon|Metallic asteroid chunk|1}}&lt;br /&gt;
| {{icon|Iron ore|10}} + {{icon|Copper ore|4}} + {{icon|Metallic asteroid chunk|0.1}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)}} [[Advanced asteroid processing (research)]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Advanced metallic asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Metallic_asteroid_reprocessing&amp;diff=219796</id>
		<title>Template:Recipes/Metallic asteroid reprocessing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Metallic_asteroid_reprocessing&amp;diff=219796"/>
		<updated>2026-09-02T23:28:46Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; | {{imagelink|Metallic asteroid reprocessing}} | {{Icon|Time|2}} + {{Icon|Metallic asteroid chunk|1}} | {{Icon|Metallic asteroid chunk|0.4}} + {{Icon|Carbonic asteroid chunk|0.2}} + {{icon|Oxide asteroid chunk|0.2}} | {{icontech|Asteroid reprocessing (research)}} Asteroid reprocessing (research) &amp;lt;/includeonly&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;noinclude&amp;gt; ==Preview== {| class=&amp;quot;wikitable&amp;quot; |- {{Recipes/Header}} |- {{Recipes/Metallic asteroid reprocessing}} |} &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| {{imagelink|Metallic asteroid reprocessing}}&lt;br /&gt;
| {{Icon|Time|2}} + {{Icon|Metallic asteroid chunk|1}}&lt;br /&gt;
| {{Icon|Metallic asteroid chunk|0.4}} + {{Icon|Carbonic asteroid chunk|0.2}} + {{icon|Oxide asteroid chunk|0.2}}&lt;br /&gt;
| {{icontech|Asteroid reprocessing (research)}} [[Asteroid reprocessing (research)]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Metallic asteroid reprocessing}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Oxide_asteroid_crushing&amp;diff=219795</id>
		<title>Template:Recipes/Oxide asteroid crushing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Oxide_asteroid_crushing&amp;diff=219795"/>
		<updated>2026-09-02T23:28:09Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; | {{imagelink|Oxide asteroid crushing}} | {{icon|Time|2}} + {{icon|Oxide asteroid chunk|1}} | {{icon|Ice|5}} + {{icon|Oxide asteroid chunk|0.3}} | {{icontech|Space platform (research)}} Space platform (research) &amp;lt;/includeonly&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;noinclude&amp;gt; ==Preview== {| class=&amp;quot;wikitable&amp;quot; |- {{Recipes/Header}} |- {{Recipes/Oxide asteroid crushing}} |} &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| {{imagelink|Oxide asteroid crushing}}&lt;br /&gt;
| {{icon|Time|2}} + {{icon|Oxide asteroid chunk|1}}&lt;br /&gt;
| {{icon|Ice|5}} + {{icon|Oxide asteroid chunk|0.3}}&lt;br /&gt;
| {{icontech|Space platform (research)}} [[Space platform (research)]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Oxide asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Carbonic_asteroid_crushing&amp;diff=219794</id>
		<title>Template:Recipes/Carbonic asteroid crushing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Carbonic_asteroid_crushing&amp;diff=219794"/>
		<updated>2026-09-02T23:27:41Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; | {{imagelink|Carbonic asteroid crushing}} | {{icon|Time|2}} + {{icon|Carbonic asteroid chunk|1}} | {{icon|Carbon|10}} + {{icon|Carbonic asteroid chunk|0.3}} | {{icontech|Space platform (research)}} Space platform (research) &amp;lt;/includeonly&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;noinclude&amp;gt; ==Preview== {| class=&amp;quot;wikitable&amp;quot; |- {{Recipes/Header}} |- {{Recipes/Carbonic asteroid crushing}} |} &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| {{imagelink|Carbonic asteroid crushing}}&lt;br /&gt;
| {{icon|Time|2}} + {{icon|Carbonic asteroid chunk|1}}&lt;br /&gt;
| {{icon|Carbon|10}} + {{icon|Carbonic asteroid chunk|0.3}}&lt;br /&gt;
| {{icontech|Space platform (research)}} [[Space platform (research)]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Carbonic asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Header&amp;diff=219793</id>
		<title>Template:Recipes/Header</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Header&amp;diff=219793"/>
		<updated>2026-09-02T23:27:04Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
! Process&lt;br /&gt;
! Input&lt;br /&gt;
! Output&lt;br /&gt;
! Required technology&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Metallic asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Metallic_asteroid_crushing&amp;diff=219792</id>
		<title>Template:Recipes/Metallic asteroid crushing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Metallic_asteroid_crushing&amp;diff=219792"/>
		<updated>2026-09-02T23:26:43Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| {{imagelink|Metallic asteroid crushing}}&lt;br /&gt;
| {{icon|Time|2}} + {{icon|Metallic asteroid chunk|1}}&lt;br /&gt;
| {{icon|Iron ore|20}} + {{icon|Metallic asteroid chunk|0.3}}&lt;br /&gt;
| {{icontech|Space platform (research)}} [[Space platform (research)]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Metallic asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Metallic_asteroid_crushing&amp;diff=219791</id>
		<title>Template:Recipes/Metallic asteroid crushing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Metallic_asteroid_crushing&amp;diff=219791"/>
		<updated>2026-09-02T23:24:43Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; | {{imagelink|Metallic asteroid crushing}} | {{icon|Time|2}} + {{icon|Metallic asteroid chunk|1}} | {{icon|Iron ore|20}} + {{icon|Metallic asteroid chunk|0.2}} | {{icontech|Space platform (research)}} Space platform (research) &amp;lt;/includeonly&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;noinclude&amp;gt; ==Preview== {| class=&amp;quot;wikitable&amp;quot; |- {{Recipes/Header}} |- {{Recipes/Metallic asteroid crushing}} |} &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| {{imagelink|Metallic asteroid crushing}}&lt;br /&gt;
| {{icon|Time|2}} + {{icon|Metallic asteroid chunk|1}}&lt;br /&gt;
| {{icon|Iron ore|20}} + {{icon|Metallic asteroid chunk|0.2}}&lt;br /&gt;
| {{icontech|Space platform (research)}} [[Space platform (research)]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Metallic asteroid crushing}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Recipes/Header&amp;diff=219790</id>
		<title>Template:Recipes/Header</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Recipes/Header&amp;diff=219790"/>
		<updated>2026-09-02T23:23:36Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; ! Process ! Input ! Output ! Required technology &amp;lt;/includeonly&amp;gt;&amp;lt;!-- --&amp;gt;&amp;lt;noinclude&amp;gt; ==Preview== {| class=&amp;quot;wikitable&amp;quot; |- {{Recipes/Header}} |- | a | b | c | d |} &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
! Process&lt;br /&gt;
! Input&lt;br /&gt;
! Output&lt;br /&gt;
! Required technology&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Preview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
{{Recipes/Header}}&lt;br /&gt;
|-&lt;br /&gt;
| a&lt;br /&gt;
| b&lt;br /&gt;
| c&lt;br /&gt;
| d&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=219730</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=219730"/>
		<updated>2026-08-24T23:27:31Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: /* Rocket capacity */ note re: lava and molten metals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
The &#039;&#039;&#039;rocket silo&#039;&#039;&#039; is an important production building that serves as the sole win condition and a source of [[space science pack]]s in the base game. In [[Space Age]]{{SA}}, it is instead the only way to launch items and the player off [[Nauvis]] to orbiting space platforms to visit the neighboring planets of [[Vulcanus]]{{SA}}, [[Fulgora]]{{SA}}, [[Gleba]]{{SA}}, and [[Aquilo]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[processing unit]]s, and [[concrete]], which all must be produced in [[assembling machine]]s or [[foundry|foundries]] and cannot be crafted by hand from raw materials. The rocket itself can only be produced in the silo.&lt;br /&gt;
&lt;br /&gt;
Once the silo has been built and placed it can be filled with [[processing unit]]s, [[low density structure]], and [[rocket fuel]], which will create [[rocket part]]s within the silo. 100 rocket parts are needed to construct a rocket (50 parts in Space Age{{SA}}). The silo accepts [[productivity module]]s, and due to the high resource cost of rockets, silos are a prime candidate for their use. Once constructed, the rocket will rise into position and can be launched. It is required to place a [[cargo landing pad]] somewhere on the planet in order to launch a rocket.&lt;br /&gt;
&lt;br /&gt;
Once a rocket has been constructed, the silo will continue to craft a second rocket within the silo. If both are constructed, once the first rocket has been launched, the second will rise into place without the silo going through its normal animation of closing and reopening its doors. This is particularly useful in Space Age when crafting speeds are faster and rockets are in increased demand.&lt;br /&gt;
&lt;br /&gt;
== Base game ==&lt;br /&gt;
&lt;br /&gt;
The rocket silo is unlocked with its [[rocket silo (research)|respective technology]] using all [[science pack]]s except for military. It requires 10 low density structure, rocket fuel, and processing units to make 1 [[rocket part]], for a total of 1,000 of each for a single rocket.&lt;br /&gt;
&lt;br /&gt;
Before a rocket can be launched, the player must place a [[cargo landing pad]] somewhere on the planet. The landing pad can be anywhere on the planet, with no restrictions on distance from the silo, but only one can be placed.&lt;br /&gt;
&lt;br /&gt;
Launching a rocket requires a payload and launching one for the first time will trigger the victory screen, which thanks the player for playing and invites them to keep growing their factory, with the options of exiting the game, viewing the credits, or continuing the game. The rocket can be launched manually by clicking the &amp;quot;Launch&amp;quot; button. Checking the &amp;quot;Send to orbit automatically&amp;quot; checkbox will make the rocket launch automatically once it has a payload.&lt;br /&gt;
&lt;br /&gt;
Only two items can be used as a payload. The first is a [[satellite]]; launching a rocket with one of these will return a shipment of 1,000 [[space science pack]]s to the cargo landing pad roughly 29 seconds after the launch is triggered. The second is a...&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;li&amp;gt;[[Raw fish]]: Grants the &amp;quot;So long and thanks for all the fish!&amp;quot; achievement. Other than this, it also wastes the launch.&amp;lt;/li&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Space Age ==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
=== Basics ===&lt;br /&gt;
In Space Age, the silo is unlocked far earlier in the game, requiring 1,000 of only [[automation science pack|automation]], [[logistic science pack|logistics]] and [[chemical science pack|chemical]] science packs. The silo is a critical building for transporting items and the player offplanet to orbiting [[space platform]]s. Rockets are built identically to the base game, except that a single rocket part takes only 1 of each material instead of 10 and only 50 rocket parts are required per rocket. This means that a single rocket requires only 50 of each resource. The silo greatly benefits from higher [[quality]] productivity modules as well as the [[technologies#Infinite Research Exclusive to Space Age|rocket part productivity]] infinite technology, both of which can reduce the cost of rockets even further. &lt;br /&gt;
&lt;br /&gt;
The rocket can be manually launched in one of three ways:&lt;br /&gt;
* Deliver cargo: launch with a payload of any size or composition at any orbiting platform&lt;br /&gt;
* New platform: if the silo contains exactly one [[space platform starter pack]], clicking this will open the map and invite the player to enter a name for the new platform.&lt;br /&gt;
* Travel to platform: the rocket will launch to any orbiting platform with the player as its sole payload. The player can only bring any equipped [[armor]], their installed modules, and any weapons, but no ammo for those weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:rocket_silo_gui.png|The rocket silo&#039;s GUI in Space Age|310px|right]]&lt;br /&gt;
&lt;br /&gt;
=== Rocket capacity ===&lt;br /&gt;
Unlike in the base game, a space age rocket can accept nearly every item in the game as a payload. This is expressed by the silo as a weight limit. Every item in the game has a rocket capacity which is the maximum number of items that can fit in a single rocket. An item&#039;s rocket capacity can be read by the circuit network by feeding an item into the [[selector combinator]] and choosing the respective mode of operation. As a general rule of thumb, the more complex the item, the fewer can fit within a rocket.&lt;br /&gt;
&lt;br /&gt;
Some items, like the rocket silo itself and the [[atomic bomb]], are too heavy for rockets, and so the raw materials must be shipped to orbit individually and assembled on the destination planet.&lt;br /&gt;
&lt;br /&gt;
[[Fluids]] cannot be put in rockets, but full [[barrel]]s can. Some fluids cannot be barreled, so they cannot be transported by rocket. This is notably the case for all the fluids that can only be obtained on [[Fulgora]], [[Vulcanus]], and [[Aquilo]], except for [[fluoroketone]].&lt;br /&gt;
&lt;br /&gt;
=== Orbital requests ===&lt;br /&gt;
The rocket silo can detect requests from any space platform in orbit around the current planet. These can be satisfied in two ways.&lt;br /&gt;
 &lt;br /&gt;
* If &amp;quot;Automatic requests from space platforms&amp;quot; is &#039;&#039;not&#039;&#039; selected, the silo acts as a large container. Items can be inserted and removed with [[inserters]]. If the silo receives a full rocket of a single item that is requested, the rocket will automatically launch to the platform requesting that item, even if the payload is more than what is being requested. If multiple platforms are requesting the same item, the rocket will prioritize the earliest platform that the player created.&lt;br /&gt;
&lt;br /&gt;
* If automatic requests &#039;&#039;is&#039;&#039; selected, the silo acts similar to a [[requester chest]]. [[Logistic robot]]s will fill the silo automatically from the [[logistic network]] (including from [[buffer chest]]s), and the rocket will launch automatically when full, unless the requesting platform has set a minimum payload to a lower amount than a full load. If there are items in the rocket inventory when this box is selected, those items will be moved to the silo&#039;s trash slots and be removed by logistics robots.&lt;br /&gt;
&lt;br /&gt;
Regardless of option selected, the rocket will only launch automatically when it contains at least one item. &lt;br /&gt;
&lt;br /&gt;
The silo can be connected to the [[circuit network]], with two output functions.&lt;br /&gt;
* Output requests: Outputs the sum of requests from all orbiting platforms, if any. A request is considered satisfied and will be removed from the output the instant the rocket launch is triggered, not when the delivery to the platform actually happens.&lt;br /&gt;
* Output contents: Outputs the contents of the rocket silo. If automatic requests is selected, this option will do nothing.&lt;br /&gt;
&lt;br /&gt;
== Maximum throughput ==&lt;br /&gt;
In the base game, a fully moduled silo has +611% crafting speed from beacons and +40% productivity. &lt;br /&gt;
&lt;br /&gt;
Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases. &lt;br /&gt;
&lt;br /&gt;
There are five phases to a rocket launch. &lt;br /&gt;
&lt;br /&gt;
===== Working =====&lt;br /&gt;
Rocket parts must be assembled in the silo before the rocket can be deployed.&lt;br /&gt;
&lt;br /&gt;
The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds.&lt;br /&gt;
&lt;br /&gt;
1250 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Preparing rocket for launch =====&lt;br /&gt;
The rocket is brought up out of the silo so a payload can be inserted, if any.&lt;br /&gt;
&lt;br /&gt;
This animation lasts 890 ticks, or ~14.833 seconds. &lt;br /&gt;
&lt;br /&gt;
2140 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Waiting to launch rocket =====&lt;br /&gt;
The payload must be inserted. &lt;br /&gt;
&lt;br /&gt;
One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds.&lt;br /&gt;
&lt;br /&gt;
2154 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Launching rocket =====&lt;br /&gt;
The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo.&lt;br /&gt;
&lt;br /&gt;
1162 ticks, or ~19.367 seconds. &lt;br /&gt;
&lt;br /&gt;
3316 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Reset =====&lt;br /&gt;
The silo door must close before the cycle begins again. &lt;br /&gt;
&lt;br /&gt;
368 ticks, or ~6.133 seconds.&lt;br /&gt;
&lt;br /&gt;
If a second rocket was buffered within the silo, this step is skipped.&lt;br /&gt;
&lt;br /&gt;
=== Totals ===&lt;br /&gt;
&#039;&#039;&#039;Grand Total: 3684 ticks&#039;&#039;&#039;, which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload.&lt;br /&gt;
&lt;br /&gt;
With a build time of 1250 + 14, the delay from animations is 2420 ticks.[https://www.reddit.com/r/technicalfactorio/comments/x92gfa/more_empirical_measurements_on_rocket_silos/]&lt;br /&gt;
&lt;br /&gt;
=== Space Age ===&lt;br /&gt;
In Space Age, the rocket silo gained the ability to buffer a second rocket ready to load and launch [https://factorio.com/blog/post/fff-405]. If a second rocket is ready, then the rocket silo skips the door close/open animation. &lt;br /&gt;
This means the only stages that take place are preparing, loading and launching the rocket. The preparing animation lasts 684 ticks (11.4 seconds) and the launch animation lasts 933 ticks (15.55 seconds).&lt;br /&gt;
Assuming the loading is instant, this results in a rocket launch every 1617 ticks (26.95 seconds), with sufficient speed and/or productivity bonuses (enough to get &amp;lt;math&amp;gt;\frac{1000}{539}&amp;lt;/math&amp;gt; (~1.85) rocket parts per second, or ~111 rocket parts per minute).&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
&lt;br /&gt;
Starting with the 2.1 update, Rocket Silo quality has an impact on the animations speed. The paragraphs above are still true, but only for the normal-quality Rocket Silo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quality !! Ticks between launches !! % increase from previous quality !! % increase from normal quality !! Continuous launches per minute !! Min. Rocket parts per second for continuous launches&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 1614 || ø || ø || 2.23 || 1.85&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 1423 || 11.8 || 11.8 || 2.53 || 2.11&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 1301 || 8.57 || 19.4 || 2.77 || 2.31&lt;br /&gt;
|-&lt;br /&gt;
| Epic || 1218 || 6.34 || 24.5 || 2.96 || 2.46&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 1097 || 9.94 || 32.0 || 3.28 || 2.73&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The rocket silo, which is used to win the base game, is directly connected to the following game-win-based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|lazy-bastard}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Prior to version [[version history/2.0.0#2.0.7|2.0]], the rocket could accept any item as cargo; however, most did nothing in particular and simply wasted the launch. Notable exceptions included:&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; [[Vehicle]]s : When a vehicle was inserted into the payload slot, the player could enter the rocket like they would any other vehicle, then launch and ride it.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This allowed a fast-moving view of one&#039;s base (as the game world is internally 2-dimensional, the rocket actually simply moved north along the map), and then returned the player next to the launching silo once the launch animation had finished.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If all space near the rocket silo is occupied, the player is placed at spawn instead.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Wasted the launch, as the rocket&#039;s sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car&#039;s trunk or the &amp;quot;astronaut&amp;quot;s inventory does not count.)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Space science pack]]: Returned one [[raw fish]] for every science pack that was launched, but no more than 100 raw fishes per launch.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Victoryv2.jpg|The victory screen&lt;br /&gt;
File:rocket_silo_rising_rocket.gif|The rocket rising and being primed for launch.&lt;br /&gt;
File:rocket_silo_launch.gif|The rocket launching.&lt;br /&gt;
File:Rocket_silo_gui_base_game.png|The rocket silo&#039;s GUI&lt;br /&gt;
File:Rocket_silo_gui_space_age.png|The rocket silo&#039;s GUI in Space Age&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Updated sprite for the rocket. A payload is now required to win the game. &lt;br /&gt;
* Rocket silos continue producing parts for the next rocket while the current rocket is being launched. Completing another rocket soon enough skips closing and reopening the doors.&lt;br /&gt;
* {{SA}} Rocket silo circuit connection can read orbital requests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;br /&gt;
{{C|Space related}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module_talk:Infobox&amp;diff=219729</id>
		<title>Module talk:Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module_talk:Infobox&amp;diff=219729"/>
		<updated>2026-08-24T21:45:19Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: /* Suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggestions ==&lt;br /&gt;
&lt;br /&gt;
# There should be option to override &#039;&#039;all&#039;&#039; parameters for space age, becouse for example rocket silo in space age have 20 inventory size where in base game 0. It shouldn&#039;t be limited to only few parameters.&lt;br /&gt;
# Section for &amp;quot;Buildable only on: [[File:Nauvis.png|28px|link=Nauvis]]&amp;quot; and &amp;quot;Craftable only on: [[File:Vulcanus.png|28px|link=Vulcanus]]&amp;quot;&lt;br /&gt;
# Triggerable technologies, what to do to unlock them.&lt;br /&gt;
# Spoil result.&lt;br /&gt;
# Optionally food for machines? Nutrients for biochamber, bioflux for captured biter spawners, etc. ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 14:03, 25 October 2024 (UTC)&lt;br /&gt;
: I would prefer to limit the overridable parameters to only what is needed. I&#039;ve changed storage size to be overridable.&lt;br /&gt;
: I added 2, 3 and 4. I ran a script to fill in the technology triggers for the vanilla technologies.&lt;br /&gt;
: Technically, food is considered a fuel. I think we can use that row for it for now. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 13:53, 28 October 2024 (UTC)&lt;br /&gt;
:: Stack size should also be able to be overridden, at least for [[space science pack]] (edit. producers parameter also should be overridable also for space science). Also do we add weight (originally for trains) parameter to simulate how many items can be carried by rocket assuming it can carry 1t? Or there will be separate parameter for that? ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 19:20, 28 October 2024 (UTC)&lt;br /&gt;
::: I added the space age variants for producers and stack size. I&#039;ve renamed the weight parameter so that it&#039;s less ambiguous that it&#039;s about vehicles and added rocket capacity instead. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:56, 28 October 2024 (UTC)&lt;br /&gt;
:::: I spent few minutes and added automatic health quality to [[Module:Infobox/sandbox|sandbox]] if it is fine then add it. Diffrence can be seen here: [https://wiki.factorio.com/Special:ComparePages?page1=Module%3AInfobox&amp;amp;rev1=&amp;amp;page2=Module%3AInfobox%2Fsandbox&amp;amp;rev2=&amp;amp;action=&amp;amp;diffonly=&amp;amp;unhide= module] and [https://wiki.factorio.com/Special:ComparePages?page1=Module%3AInfobox%2Fparsing&amp;amp;rev1=&amp;amp;page2=Module%3AInfobox%2Fparsing%2Fsandbox&amp;amp;rev2=&amp;amp;action=&amp;amp;diffonly=&amp;amp;unhide= parsing]. ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 09:49, 29 October 2024 (UTC)&lt;br /&gt;
::::: Thanks for the effort, however I think it&#039;s more intuitive to use the template directly in the infobox code, like with the other properties. Since the health property is automated with a script, I added it to its output and let the script fill the infoboxes. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:48, 1 November 2024 (UTC)&lt;br /&gt;
: Remove &amp;quot;minutes&amp;quot; text from spoil time (see [[Infobox:Raw fish]]). Add science packs &amp;quot;Remaining&amp;quot; (1,2,3,4,6)? ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 10:57, 2 November 2024 (UTC)&lt;br /&gt;
:: Add extra1 as space-age possibility, for example space science pack have diffrent desc in base game and space age. ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 12:48, 2 November 2024 (UTC)&lt;br /&gt;
::: All added now. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 18:06, 27 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On this topic, can we add &amp;lt;code&amp;gt;space-age-boosting-technologies&amp;lt;/code&amp;gt;? [[User:Md143rbh7f|Md143rbh7f]] ([[User talk:Md143rbh7f|talk]]) 21:45, 24 August 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adding support for radar-coverage-distance ==&lt;br /&gt;
&lt;br /&gt;
:As per the title. This is a parameter (radar-coverage-distance) for [[Cargo landing pad]].&lt;br /&gt;
:Cheers, [[User:Jouki|Jouki]] ([[User talk:Jouki|talk]]) 01:25, 2 November 2024 (UTC)&lt;br /&gt;
::We should also add it so that the [[Radar]] page can have its continuous coverage distance listed, and we should also add exploration-coverage-distance for Radar as well.&lt;br /&gt;
::[[User:Paulcd2000|Paulcd2000]] 05:59, 10 January 2024 (UTC)&lt;br /&gt;
::: Added as radar-coverage-distance. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:43, 28 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Add more categorizations to make infobox for power generators makes more sense ==&lt;br /&gt;
&lt;br /&gt;
=== add fuel-consumption ===&lt;br /&gt;
It is for fusion reactor, fusion generator, nuclear reactor, burner inserter, and boilers, they currently make use of &amp;quot;energy consumption&amp;quot; but fuel reads much better and makes for less confusion. Also it should not be added as _row_type because that limits you a lot in what units can be used.&lt;br /&gt;
&lt;br /&gt;
=== add fluid-output ===&lt;br /&gt;
for boiler, heat exchanger, fusion generator, and fusion reactor. currently they use &amp;quot;heat output&amp;quot; but heat should maybe be reserved as a term for heat pipe heat? It is definitely confusing for fusion reactor to say it outputs &amp;quot;heat&amp;quot;.	&lt;br /&gt;
&lt;br /&gt;
=== add heat-consumption ===&lt;br /&gt;
for heat exchanger, it uses &amp;quot;energy consumption&amp;quot; in a similar way like boilers, with the same confusion about electricity drain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== add distribution-efficiency ===&lt;br /&gt;
for beacons. there is an &amp;quot;efficiency&amp;quot; but it most commonly used to refer to power usage efficiency, and clarification here would make the intent clearer.&lt;br /&gt;
&lt;br /&gt;
=== add uses ===&lt;br /&gt;
for science packs. factoriopedia says &amp;quot;remaining&amp;quot; which is also an option but less readable and makes less sense in context.&lt;br /&gt;
: Added as science capacity. Rest still pending. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 18:09, 27 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaz|Zaz]] ([[User talk:Zaz|talk]]) 22:21, 12 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research names are sometimes parsed incorrectly ==&lt;br /&gt;
&lt;br /&gt;
When a user adds the name of a research with &amp;quot; (research)&amp;quot; after it into one of the fields that uses the &amp;quot;p._vrow_tech&amp;quot; function (required-technologies / allows / boosting-technologies), it adds a second &amp;quot; (research)&amp;quot; to the name and creates spurious links to nonexistent pages. It looks like the &amp;quot;parsing._technology&amp;quot; function is supposed to catch this.&lt;br /&gt;
&lt;br /&gt;
Examples: &amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:WhatLinksHere/Agricultural_science_pack_(research)_(research)]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:WhatLinksHere/Planet_discovery_Aquilo_(research)_(research)]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:WhatLinksHere/Bioflux_(research)_(research)]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:WhatLinksHere/Cryogenic_science_pack_(research)_(research)]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the actual links in the infobox still point to the correct research pages, so this doesn&#039;t cause any functional issues, but it adds a small amount of clutter to the Special:WantedPages list.&lt;br /&gt;
&lt;br /&gt;
Also, the module has &amp;quot;Recycling&amp;quot; typo&#039;d as &amp;quot;Recyling&amp;quot; twice.&lt;br /&gt;
&lt;br /&gt;
[[User:Orthotoma|Orthotoma]] ([[User talk:Orthotoma|talk]]) 07:44, 15 November 2024 (UTC)&lt;br /&gt;
: Thanks for the notice, I fixed the infoboxes that had the extra (research) text. Also thank you for fixing the typo on the sandbox page, I ported it to the Module now. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 18:08, 27 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_furnace&amp;diff=219721</id>
		<title>Electric furnace</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_furnace&amp;diff=219721"/>
		<updated>2026-08-21T21:19:41Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: ocd&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric furnace}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;electric furnace&#039;&#039;&#039; is the third and last tier of furnace. As its name implies, it uses [[electric system|electricity]] rather than [[fuel]] to operate, removing the need for a fuel belt.&lt;br /&gt;
&lt;br /&gt;
The electric furnace smelts items at the same speed as a [[steel furnace]], and also has two slots for [[module|modules]]. However, it is slightly larger than the other two tiers of furnaces; it occupies a 3×3 area instead of a 2×2 area.&lt;br /&gt;
&lt;br /&gt;
When it is first unlocked, the electric furnace is not significantly better than the steel furnace. It does not consume fuel and produces less [[pollution]] (1 versus 4), but this is offset by the fact that it requires twice as much energy (180 kW versus 90 kW). If electricity is primarily generated by [[boiler]]s (1.8 MW for 30 pollution), then each electric furnace effectively produces an additional 3 pollution for a total of 4/m, which negates the benefit. It also requires more space and resources to build.&lt;br /&gt;
&lt;br /&gt;
The electric furnace becomes much better with more unlocked technologies, especially modules and more effective ways of producing power. It is also required for smelting on [[space platform]]s, since burner devices do not operate in space.&lt;br /&gt;
&lt;br /&gt;
== Output ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Resource&lt;br /&gt;
! {{Imagelink|Stone furnace}}&lt;br /&gt;
! {{Imagelink|Steel furnace}}&lt;br /&gt;
! {{Imagelink|Electric furnace}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coal consumption&#039;&#039;&#039;: 0.0225/sec&lt;br /&gt;
| &#039;&#039;&#039;Coal consumption&#039;&#039;&#039;: 0.0225/sec&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Iron&lt;br /&gt;
| {{Icon|Iron plate|0.3125}} 0.3125/sec&lt;br /&gt;
| {{Icon|Iron plate|0.625}} 0.625/sec&lt;br /&gt;
| {{Icon|Iron plate|0.625}} 0.625/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Copper&lt;br /&gt;
| {{Icon|Copper plate|0.3125}} 0.3125/sec&lt;br /&gt;
| {{Icon|Copper plate|0.625}} 0.625/sec&lt;br /&gt;
| {{Icon|Copper plate|0.625}} 0.625/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stone brick&lt;br /&gt;
| {{Icon|Stone brick|0.3125}} 0.3125/sec&lt;br /&gt;
| {{Icon|Stone brick|0.625}} 0.625/sec&lt;br /&gt;
| {{Icon|Stone brick|0.625}} 0.625/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Lithium plate{{SA}}&lt;br /&gt;
| {{Icon|Lithium plate|0.156}} 0.15625/sec&lt;br /&gt;
| {{Icon|Lithium plate|0.3125}} 0.3125/sec &lt;br /&gt;
| {{Icon|Lithium plate|0.3125}} 0.3125/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Steel plate&lt;br /&gt;
| {{Icon|Steel plate|0.0625}} 0.0625/sec&lt;br /&gt;
| {{Icon|Steel plate|0.125}} 0.125/sec&lt;br /&gt;
| {{Icon|Steel plate|0.125}} 0.125/sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.6.1|&lt;br /&gt;
* Now has the same smelting speed as the steel furnace.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Furnaces}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_furnace&amp;diff=219720</id>
		<title>Electric furnace</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_furnace&amp;diff=219720"/>
		<updated>2026-08-21T21:17:16Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric furnace}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;electric furnace&#039;&#039;&#039; is the third and last tier of furnace. As its name implies, it uses [[electric system|electricity]] rather than [[fuel]] to operate, removing the need for a fuel belt.&lt;br /&gt;
&lt;br /&gt;
The electric furnace smelts items at the same speed as a [[steel furnace]], and also has two slots for [[module|modules]]. However, it is slightly larger than the other two tiers of furnaces; it occupies a 3×3 area instead of a 2×2 area.&lt;br /&gt;
&lt;br /&gt;
When it is first unlocked, the electric furnace is not significantly more efficient than the steel furnace. It does not consume coal and produces less [[pollution]] (1 versus 4), but this is offset by the fact that it consumes twice as much energy (180 kW versus 90 kW). If electricity is primarily generated by [[boiler]]s (1.8 MW for 30 pollution), then each electric furnace effectively produces an additional 3 pollution for a total of 4/m, which negates the benefit. It also occupies a bit more space.&lt;br /&gt;
&lt;br /&gt;
The electric furnace becomes much better with more unlocked technologies, especially modules and more effective ways of producing power. It is also required for smelting on [[space platform]]s, since burner devices do not operate in space.&lt;br /&gt;
&lt;br /&gt;
== Output ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Resource&lt;br /&gt;
! {{Imagelink|Stone furnace}}&lt;br /&gt;
! {{Imagelink|Steel furnace}}&lt;br /&gt;
! {{Imagelink|Electric furnace}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coal consumption&#039;&#039;&#039;: 0.0225/sec&lt;br /&gt;
| &#039;&#039;&#039;Coal consumption&#039;&#039;&#039;: 0.0225/sec&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Iron&lt;br /&gt;
| {{Icon|Iron plate|0.3125}} 0.3125/sec&lt;br /&gt;
| {{Icon|Iron plate|0.625}} 0.625/sec&lt;br /&gt;
| {{Icon|Iron plate|0.625}} 0.625/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Copper&lt;br /&gt;
| {{Icon|Copper plate|0.3125}} 0.3125/sec&lt;br /&gt;
| {{Icon|Copper plate|0.625}} 0.625/sec&lt;br /&gt;
| {{Icon|Copper plate|0.625}} 0.625/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stone brick&lt;br /&gt;
| {{Icon|Stone brick|0.3125}} 0.3125/sec&lt;br /&gt;
| {{Icon|Stone brick|0.625}} 0.625/sec&lt;br /&gt;
| {{Icon|Stone brick|0.625}} 0.625/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Lithium plate{{SA}}&lt;br /&gt;
| {{Icon|Lithium plate|0.156}} 0.15625/sec&lt;br /&gt;
| {{Icon|Lithium plate|0.3125}} 0.3125/sec &lt;br /&gt;
| {{Icon|Lithium plate|0.3125}} 0.3125/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Steel plate&lt;br /&gt;
| {{Icon|Steel plate|0.0625}} 0.0625/sec&lt;br /&gt;
| {{Icon|Steel plate|0.125}} 0.125/sec&lt;br /&gt;
| {{Icon|Steel plate|0.125}} 0.125/sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.6.1|&lt;br /&gt;
* Now has the same smelting speed as the steel furnace.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Furnaces}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_furnace&amp;diff=219719</id>
		<title>Electric furnace</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_furnace&amp;diff=219719"/>
		<updated>2026-08-21T21:16:54Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric furnace}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;electric furnace&#039;&#039;&#039; is the third and last tier of furnace. As its name implies, it uses [[electric system|electricity]] rather than [[fuel]] to operate, removing the need for a fuel belt.&lt;br /&gt;
&lt;br /&gt;
The electric furnace smelts items at the same speed as a [[steel furnace]], and also has two slots for [[module|modules]]. However, it is slightly larger than the other two tiers of furnaces; it occupies a 3×3 area instead of a 2×2 area.&lt;br /&gt;
&lt;br /&gt;
When it is first unlocked, the electric furnace is not significantly more efficient than the steel furnace. It does not consume coal and lower [[pollution]] (1 versus 4), but this is offset by the fact that it consumes twice as much energy (180 kW versus 90 kW). If electricity is primarily generated by [[boiler]]s (1.8 MW for 30 pollution), then each electric furnace effectively produces an additional 3 pollution for a total of 4/m, which negates the benefit. It also occupies a bit more space.&lt;br /&gt;
&lt;br /&gt;
The electric furnace becomes much better with more unlocked technologies, especially modules and more effective ways of producing power. It is also required for smelting on [[space platform]]s, since burner devices do not operate in space.&lt;br /&gt;
&lt;br /&gt;
== Output ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Resource&lt;br /&gt;
! {{Imagelink|Stone furnace}}&lt;br /&gt;
! {{Imagelink|Steel furnace}}&lt;br /&gt;
! {{Imagelink|Electric furnace}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coal consumption&#039;&#039;&#039;: 0.0225/sec&lt;br /&gt;
| &#039;&#039;&#039;Coal consumption&#039;&#039;&#039;: 0.0225/sec&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Iron&lt;br /&gt;
| {{Icon|Iron plate|0.3125}} 0.3125/sec&lt;br /&gt;
| {{Icon|Iron plate|0.625}} 0.625/sec&lt;br /&gt;
| {{Icon|Iron plate|0.625}} 0.625/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Copper&lt;br /&gt;
| {{Icon|Copper plate|0.3125}} 0.3125/sec&lt;br /&gt;
| {{Icon|Copper plate|0.625}} 0.625/sec&lt;br /&gt;
| {{Icon|Copper plate|0.625}} 0.625/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stone brick&lt;br /&gt;
| {{Icon|Stone brick|0.3125}} 0.3125/sec&lt;br /&gt;
| {{Icon|Stone brick|0.625}} 0.625/sec&lt;br /&gt;
| {{Icon|Stone brick|0.625}} 0.625/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Lithium plate{{SA}}&lt;br /&gt;
| {{Icon|Lithium plate|0.156}} 0.15625/sec&lt;br /&gt;
| {{Icon|Lithium plate|0.3125}} 0.3125/sec &lt;br /&gt;
| {{Icon|Lithium plate|0.3125}} 0.3125/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Steel plate&lt;br /&gt;
| {{Icon|Steel plate|0.0625}} 0.0625/sec&lt;br /&gt;
| {{Icon|Steel plate|0.125}} 0.125/sec&lt;br /&gt;
| {{Icon|Steel plate|0.125}} 0.125/sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.6.1|&lt;br /&gt;
* Now has the same smelting speed as the steel furnace.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Furnaces}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Advanced_asteroid_processing_(research)&amp;diff=219717</id>
		<title>Advanced asteroid processing (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Advanced_asteroid_processing_(research)&amp;diff=219717"/>
		<updated>2026-08-19T23:48:18Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: might as well link to the section directly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Advanced asteroid processing (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Allows the player to obtain more varied resources out of [[asteroids]] via more advanced [[Crusher#Recipes|crushing recipes]].&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;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Advanced_asteroid_processing_(research)&amp;diff=219716</id>
		<title>Advanced asteroid processing (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Advanced_asteroid_processing_(research)&amp;diff=219716"/>
		<updated>2026-08-19T23:40:46Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Advanced asteroid processing (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Allows the player to obtain more varied resources out of [[asteroids]] via more advanced [[Crusher|crushing]] recipes.&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;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Piercing_rounds_magazine&amp;diff=219715</id>
		<title>Piercing rounds magazine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Piercing_rounds_magazine&amp;diff=219715"/>
		<updated>2026-08-19T21:50:35Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Piercing rounds magazine}}&lt;br /&gt;
&lt;br /&gt;
A more advanced ammunition type for gun weapons.&lt;br /&gt;
&lt;br /&gt;
Piercing rounds are more expensive than [[Firearm magazine]]s but have 60% higher damage. This becomes useful as [[evolution]] increases: a medium biter has 4/10% physical resistance and the basic firearm magazine only deals 5 damage per shot, so 8 full magazines are required to kill one. Piercing rounds, with 8 base damage per shot, are much more efficient by comparison. Their higher damage also enables them to scale better with [[Physical_projectile_damage_(research)|damage upgrades]], and [[gun turret]]s with piercing rounds and research upgrades remain somewhat effective against big biters. Massed gun turrets with piercing rounds are also a common method for killing demolishers on [[Vulcanus]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.46|&lt;br /&gt;
* Recipe now produces 2 Piercing rounds magazines instead of 1.&lt;br /&gt;
* Crafting time increased from 3 to 6 seconds.&lt;br /&gt;
* Recipe cost changed from 1 to 2 Firearm magazines and 5 to 2 Copper plates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Lowered stack size of ammo from 200 to 100.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Recipe now requires [[Firearm magazine]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Firearm magazine]]&lt;br /&gt;
* [[Uranium rounds magazine]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Piercing_rounds_magazine&amp;diff=219714</id>
		<title>Piercing rounds magazine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Piercing_rounds_magazine&amp;diff=219714"/>
		<updated>2026-08-19T21:49:38Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: can possibly move the last part to the gun turret page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Piercing rounds magazine}}&lt;br /&gt;
&lt;br /&gt;
A more advanced ammunition type for gun weapons.&lt;br /&gt;
&lt;br /&gt;
Piercing rounds are more expensive than [[Firearm magazine]]s but have 60% higher damage. This becomes useful as [[evolution]] increases: a medium biter has 4/10% physical resistance and the basic firearm magazine only deals 5 damage per shot, so 8 full magazines are required to kill one. Piercing rounds are much more efficient by comparison. Their higher base damage also enables them to scale better with [[Physical_projectile_damage_(research)|damage upgrades]], and [[gun turret]]s with piercing rounds and research upgrades remain somewhat effective against big biters. Massed gun turrets with piercing rounds are also a common method for killing demolishers on [[Vulcanus]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.46|&lt;br /&gt;
* Recipe now produces 2 Piercing rounds magazines instead of 1.&lt;br /&gt;
* Crafting time increased from 3 to 6 seconds.&lt;br /&gt;
* Recipe cost changed from 1 to 2 Firearm magazines and 5 to 2 Copper plates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Lowered stack size of ammo from 200 to 100.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Recipe now requires [[Firearm magazine]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Firearm magazine]]&lt;br /&gt;
* [[Uranium rounds magazine]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Grenade&amp;diff=219713</id>
		<title>Grenade</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Grenade&amp;diff=219713"/>
		<updated>2026-08-19T21:27:23Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Grenade}}&lt;br /&gt;
The &#039;&#039;&#039;grenade&#039;&#039;&#039; is a basic explosive weapon that is throw-able within a short distance, dealing damage in a small area of effect. It is effective against [[Enemies|small biters]] and [[Enemies|small spitters]], being able to instantly kill both in a single hit. Its damage can be increased with [[stronger explosives (research)|research]]. Grenades can also be used as an ingredient to craft the more powerful [[cluster grenade]].&lt;br /&gt;
&lt;br /&gt;
Additionally, the grenade&#039;s decent blast radius allows it to quickly clear out dense areas of structures or [[tree]]s, and its low cost makes it ideal for quick early-game deforestation.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Default &amp;quot;use item&amp;quot; control changed from {{keybinding|lmb}} to {{keybinding|rmb}}.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Is now used to craft [[cluster grenade]]s.&lt;br /&gt;
* Number of concurrent grenade sounds limited.&lt;br /&gt;
* Renamed from Basic Grenade to Grenade.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Increased area of effect by 30%.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Damage increased from 10 to 25.}} &lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
* [[Cluster grenade]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Planets&amp;diff=219695</id>
		<title>Planets</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Planets&amp;diff=219695"/>
		<updated>2026-08-16T00:41:29Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Disambiguation}}&lt;br /&gt;
[[File:solar-system-map.png|thumb|A map of the solar system where Factorio takes place.]]&lt;br /&gt;
Planets are large surfaces with unique properties. The [[Space Age]] expansion adds 5 new planets.&lt;br /&gt;
&lt;br /&gt;
* {{imagelink|Nauvis}}&lt;br /&gt;
* {{imagelink|Vulcanus|space-age=yes}}&lt;br /&gt;
* {{imagelink|Fulgora|space-age=yes}}&lt;br /&gt;
* {{imagelink|Gleba|space-age=yes}}&lt;br /&gt;
* {{imagelink|Aquilo|space-age=yes}}&lt;br /&gt;
* {{imagelink|Shattered planet|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
== Properties comparison ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Nauvis !! Vulcanus !! Fulgora !! Gleba !! Aquilo&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant type || pollution || none || none || spores || none&lt;br /&gt;
|-&lt;br /&gt;
| Day night cycle || 7 minutes || 1.5 minutes || 3 minutes || 10 minutes || 20 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic field|| 90 || 25 || 99 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Solar power || 100% || 400% || 20% || 50% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 1000 || 4000 || 800 || 2000 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 10 || 40 || 8 || 20 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Robot energy usage || 100% || 100% || 100% || 100% || 500%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Solar-system-map.png&amp;diff=219694</id>
		<title>File:Solar-system-map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Solar-system-map.png&amp;diff=219694"/>
		<updated>2026-08-16T00:40:28Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cannon_shell&amp;diff=219686</id>
		<title>Cannon shell</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cannon_shell&amp;diff=219686"/>
		<updated>2026-08-10T21:40:37Z</updated>

		<summary type="html">&lt;p&gt;Md143rbh7f: fix anchor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Cannon shell}}&lt;br /&gt;
The &#039;&#039;&#039;cannon shells&#039;&#039;&#039; are the basic ammunition for the [[tank]] along with [[explosive cannon shell]]s. Once enough research is conducted, [[uranium cannon shell|uranium]] shells are made available, which are equal or superior in all regards. Since regular shells are still specifically required to manufacture uranium variants, any previously manufactured stockpile can be &amp;quot;upgraded&amp;quot; without waste.&lt;br /&gt;
&lt;br /&gt;
While cannon shells still deal an amount of explosive damage, it is only dealt on the directly hit target and it is also a much lower amount than what explosive shells deal; its primary damage outlet is physical and therefore better suited against [[Enemies#Worms|worms]], [[Enemies#Spawners|nests]] and large [[Enemies#Spitters|spitters]] for their lesser resistances against it. It also features much greater [[Damage#Piercing_power|piercing power]] that is reliable for up to medium-sized enemies.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Lowered stack size of ammo from 200 to 100.&lt;br /&gt;
* Increased physical damage from 200 to 1000.&lt;br /&gt;
* Increased piercing power from 300 to 1000. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Explosive cannon shell]]&lt;br /&gt;
* [[Uranium cannon shell]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Md143rbh7f</name></author>
	</entry>
</feed>