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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Morse</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-07-15T05:48:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crusher&amp;diff=219016</id>
		<title>Crusher</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crusher&amp;diff=219016"/>
		<updated>2026-06-28T13:38:07Z</updated>

		<summary type="html">&lt;p&gt;Morse: 2.1 changes&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;
! Process !! Input !! Output !! Required technology&lt;br /&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;
|-&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|0.2}}&lt;br /&gt;
| {{icontech|Space platform (research)}} [[Space platform (research)]]&lt;br /&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|0.2}}&lt;br /&gt;
| {{icontech|Space platform (research)}} [[Space platform (research)]]&lt;br /&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;
|-&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;
|-&lt;br /&gt;
| {{imagelink|Oxide asteroid reprocessing}}&lt;br /&gt;
| {{icon|Time|1}} + {{Icon|Oxide asteroid chunk|1}} &amp;lt;!-- The crafting time is 1 second, check the in-game wiki --&amp;gt;&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;
|-&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|0.05}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)}} [[Advanced asteroid processing (research)]]&lt;br /&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|0.05}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)}} [[Advanced asteroid processing (research)]]&lt;br /&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|0.05}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)}} [[Advanced asteroid processing (research)]]&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>Morse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Thruster&amp;diff=206305</id>
		<title>Talk:Thruster</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Thruster&amp;diff=206305"/>
		<updated>2024-11-14T19:22:22Z</updated>

		<summary type="html">&lt;p&gt;Morse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How speed depands on time, mass and thrust?  At least for equilibrium speed tell me, how depends on thrust and mass?&lt;br /&gt;
I thought equilibrium speed is proportional thrust/mass, but experiments show it&#039;s not true. Not liear, but growing dependense on this ratio.&lt;br /&gt;
&lt;br /&gt;
- I looked into it. The calculations seem to be complex. There is a quadratic equation there (force of friction = a*V^2 + b*V + c), and both platform mass and platform width go there in every component as coefficients in a non-trivial way. I tried to derive it by measuring the speed of the platform in different conditions, but got bored. Too much work for no real benefit. But I did find some useful information:&lt;br /&gt;
* The closest planet always pulls you by 10km/s.&lt;br /&gt;
* Platform mass is almost irrelevant. Yes, you shouldn&#039;t be afraid to make you platform bigger.&lt;br /&gt;
* Platform width, on the other hand, is VERY important. The slimmer is your ship, the faster it goes.&lt;br /&gt;
It is probably worth putting somewhere on the wiki, because it is not obvious that what you really need to look at when building a platform is its width (which is not even shown to you), but I have no idea where exactly. Maybe somebody more stubborn than me will derive the correct formula. I have all the measurement data, if anybody is interested.&lt;br /&gt;
--[[User:Morse|Morse]] ([[User talk:Morse|talk]]) 19:22, 14 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Please add explanation for data sheet. ==&lt;br /&gt;
&lt;br /&gt;
It seems that, if you understand the basic mechanic, the datasheet probably makes sense but, if you don&#039;t, it&#039;s just a bunch of columns of numbers.  Specifically, how does one know the Filled Fluid Reserve, and how does one plan for it to be their ideal chosen amount?&lt;/div&gt;</summary>
		<author><name>Morse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Scrap&amp;diff=204952</id>
		<title>Talk:Scrap</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Scrap&amp;diff=204952"/>
		<updated>2024-11-04T21:17:51Z</updated>

		<summary type="html">&lt;p&gt;Morse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scrap reycling recipe icon ==&lt;br /&gt;
&lt;br /&gt;
I added the icon for the scrap recycling recipe, but I&#039;m still learning the ropes here trying to get it to look a bit better format-wise.  [[User:Deusxmachina|Deusxmachina]] ([[User talk:Deusxmachina|talk]]) 17:59, 4 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Most icons from the game are already uploaded, you should use them instead. [[File:Scrap_recycling.png]] --[[User:Morse|Morse]] ([[User talk:Morse|talk]]) 21:17, 4 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Morse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Asteroids&amp;diff=204939</id>
		<title>Talk:Asteroids</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Asteroids&amp;diff=204939"/>
		<updated>2024-11-04T15:08:28Z</updated>

		<summary type="html">&lt;p&gt;Morse: Created page with &amp;quot;== Do we need 4 separate pages for the asteroid chunks? ==  Not sure if asteroid chunks warrant four separate pages. I suggest everything asteroid-related can be merged into one page, while everything related to the processing can go into the crusher page.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do we need 4 separate pages for the asteroid chunks? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if asteroid chunks warrant four separate pages. I suggest everything asteroid-related can be merged into one page, while everything related to the processing can go into the [[crusher]] page.&lt;/div&gt;</summary>
		<author><name>Morse</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Asteroids&amp;diff=204938</id>
		<title>Asteroids</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Asteroids&amp;diff=204938"/>
		<updated>2024-11-04T15:01:47Z</updated>

		<summary type="html">&lt;p&gt;Morse: added asteroid stats&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, carbon, oxide and promethium. They are immediately seen when the player is present at a [[space platform]]. If a space station is being boosted through space with a [[thruster]], asteroids are encountered much faster. When an [[asteroid collector]] is present at a space station, small [[Asteroids#Asteroid Chunks|asteroid chunks]] can be collected for its chunks of resources. The resources collected from asteroid chunks can be fed into a [[crusher]], grinding the chunks into useful resources.&lt;br /&gt;
&lt;br /&gt;
When traveling through space, the space platform can enter a dangerous asteroid field, where many asteroids can hit the player&#039;s platform and destroy it. This means that [[turret]]s with well-stocked ammunition and asteroid collectors should be properly placed around a platform to ward off the asteroids.&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 !! Info&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Chunks&lt;br /&gt;
| Can be grabbed by the [[asteroid collector|collectors]].&lt;br /&gt;
&lt;br /&gt;
Do not have health and are instantly destroyed on contact with the space platform. Do no damage.&lt;br /&gt;
|-&lt;br /&gt;
| Small Asteroids&lt;br /&gt;
| Do not spawn naturally. Produce chunks on destruction.&lt;br /&gt;
&lt;br /&gt;
Do small damage on contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
* Health: 100&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&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 Asteroids&lt;br /&gt;
| Spawn in space and in orbit af planets other than [[Nauvis]]. Split into small asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Do medium damage. Can destroy several foundations before expiring.&lt;br /&gt;
&lt;br /&gt;
* Health: 400&lt;br /&gt;
&lt;br /&gt;
Resistances:&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;
| Large Asteroids&lt;br /&gt;
| Spawn in space beyond [[Fulgora]]. Split into medium asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Do large amount of damage. Can go right through the space platform destroying everything on its path.&amp;lt;br&amp;gt;Because of the high flat physical resistance, [[gun turret]]s are ineffective against them.&lt;br /&gt;
&lt;br /&gt;
* Health: 2000&lt;br /&gt;
&lt;br /&gt;
Resistances:&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 Asteroids&lt;br /&gt;
| Spawn in space beyond [[Aquilo]]. Split into large asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Will absolutely destroy the space platform if it is not equipped with a turret&amp;lt;br&amp;gt;that can overcome its enormous flat physical resistance, e.g. a [[railgun turret]].&lt;br /&gt;
&lt;br /&gt;
* Health: 5000&lt;br /&gt;
&lt;br /&gt;
Resistances:&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;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid chunks&#039;&#039;&#039; are the smallest asteroids found in the game. They are the only source of resources in space, so a platform should be equipped with [[asteroid collector]]s and [[crusher]]s to have any kind of sustainability. Just like any asteroids, they come in four variations:&lt;br /&gt;
* &#039;&#039;&#039;Metallic&#039;&#039;&#039; - can be processed into [[iron ore]]. After the advanced asteroid processing is researched, can also produce [[copper ore]].&lt;br /&gt;
* &#039;&#039;&#039;Carbonic&#039;&#039;&#039; - can be processed into [[carbon]], and later additionally into [[sulfur]].&lt;br /&gt;
* &#039;&#039;&#039;Oxide&#039;&#039;&#039; - can be processed into [[ice]], and later additionally into [[calcite]].&lt;br /&gt;
* &#039;&#039;&#039;Promethium&#039;&#039;&#039; - cannot be processed, goes directly as a component to the [[promethium science pack]].&lt;br /&gt;
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{{SpaceNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Morse</name></author>
	</entry>
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