<?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=Octo</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=Octo"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Octo"/>
	<updated>2026-04-24T19:05:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=210552</id>
		<title>Tutorial:Scrap recycling strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=210552"/>
		<updated>2025-01-30T15:28:32Z</updated>

		<summary type="html">&lt;p&gt;Octo: /* Other necessary ingredients */ Stone bricks can also be smelted – recycling concrete is not the only way to produce them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike with most other resources, processing [[scrap]] yields a variety of items, which is the most reliable source of obtaining most resources on [[Fulgora]] (aside from importing goods from other planets via the [[space platform]]). So it is important to understand how to use [[scrap]] on [[Fulgora]] to build a factory capable of crafting [[Electromagnetic science pack]]s and launching them into space.&lt;br /&gt;
&lt;br /&gt;
= Recycling Fundamentals =&lt;br /&gt;
[[Scrap]] can be gathered from [[Fulgoran ruin]]s or by mining patches of scrap scattered throughout [[Fulgora]]. Scrap can be recycled by hand or with the [[Recycler]]. But before this can be done, the player will need to mine a [[Fulgoran vault ruin]] by hand to unlock the recycling recipe and the Recycler. Mining scrap with mining drills and recycling them with the Recycler is the most effective means of building a factory on Fulgora. The Recycler has an output; it can output its products directly onto a belt or into other entities, like the [[Active provider chest]] or even other Recyclers. Strategies for dealing with excess products is discussed later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== What is each recycled product used for? ==&lt;br /&gt;
Recycling scrap produces 12 different items, with [[Holmium ore]] and [[Low density structure]] being the most rare product, and [[Iron gear wheel]] being the most common. Of the 12 different items, three of them serve a singular purpose:&lt;br /&gt;
* [[Ice]] is melted into [[water]]&lt;br /&gt;
* [[Solid fuel]] is combined with [[light oil]] to make [[rocket fuel]].&lt;br /&gt;
* [[Holmium ore]] is combined with water and [[stone]] to make [[holmium solution]].&lt;br /&gt;
&lt;br /&gt;
Water has various uses but it should be relatively easy to move around with [[pipe]]s. Rocket Fuel is mainly used to craft [[Rocket part]]s, but it can be used as fuel for your trains on Fulgora or burnt to provide power. Light oil is needed to produce rocket fuel, which is cracked from [[heavy oil]] and water. Heavy oil is a limitless resource on Fulgora and it is pumped from the [[Oil ocean]] by using an [[offshore pump]].&lt;br /&gt;
&lt;br /&gt;
The remaining 9 items produced by scrap recycling are used as ingredients for other products, as crafting components for rocket parts, or further recycled into their respective ingredients; some items can only be obtained this way. While each item can be recycled, only the necessary recyclable items for building a factory capable of crafting science packs on Fulgora are mentioned below.&lt;br /&gt;
* [[Processing unit]]s are used as rocket parts, as ingredients for the Recycler and [[Electromagnetic plant]], and it can be recycled into [[electronic circuit]]s.&lt;br /&gt;
* [[Advanced circuit]]s can be recycled for [[electronic circuit]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Low density structure]]s are used as rocket parts and can be recycled for [[copper plate]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Concrete]] is mostly used to craft [[Refined concrete]], but it is also used to craft the Recycler. Concrete can be recycled into [[stone brick]]s. The only purpose of stone bricks is to craft the [[Lightning rod]].&lt;br /&gt;
* [[Battery|Batteries]] are used to craft [[Accumulator]]s and [[Supercapacitor]]s. It can be recycled down to copper plates and [[iron plate]]s.&lt;br /&gt;
* [[Copper cable]] can be recycled for [[copper plate]]s.&lt;br /&gt;
* [[Iron gear wheel]]s can be recycled for [[iron plate]]s.&lt;br /&gt;
* [[Steel]] is mostly used to craft [[Refined concrete]], but it is also used to craft the Recycler and Electromagnetic plant.&lt;br /&gt;
* [[Stone]] is used to craft [[holmium solution]] and [[Electrolyte]].&lt;br /&gt;
&lt;br /&gt;
=== Other necessary ingredients ===&lt;br /&gt;
Electronic circuits, plastic bars, copper plates, iron plates, and stone bricks are only obtained by recycling a recycled scrap.&lt;br /&gt;
* [[Electronic circuit]]s are most easily obtained from processing units. Obtaining them from advanced circuits is also a viable way, since advanced circuits are slightly more common and, with regards to [[electromagnetic science pack]]s, don&#039;t serve any purpose other than being recycled. Electronic circuits are mainly used for crafting [[Supercapacitor]]s.&lt;br /&gt;
* [[Plastic bar]]s are most easily obtained from low density structures, but advanced circuits is also a good source for the same reasons listed in the above point. Plastic bars are mainly used to craft [[Superconductor]]s.&lt;br /&gt;
* [[Copper plate]]s are most easily obtained from low density structures, but being one of the most rare scrap product, it may be better to recycle any of the three circuits down to copper plates (with electronic circuits having the best yields), or by recycling batteries or copper cable.&lt;br /&gt;
* [[Iron plate]]s are best obtained from recycling iron gear wheels, which are abundant.&lt;br /&gt;
* [[Stone brick]]s can be obtained by recycling concrete and smelting stone. They are needed for crafting lightning rods to protect the factory and provide power.&lt;br /&gt;
&lt;br /&gt;
With these items, the player has all the intermediate products needed to craft Fulgora&#039;s [[Electromagnetic science pack]] and launch it into space!&lt;br /&gt;
&lt;br /&gt;
= Getting rid of excess ingredients =&lt;br /&gt;
Scrap recycling will never yield the exact distribution of items that players might need. With scrap recycling, this is a problem; unlike on Nauvis, where not having enough iron will simply pause iron production and nothing else, to pause production of one scrap recycling product is to pause scrap recycling altogether. In other words, if not every item produced by scrap recycling is consumed, then the belts will backup, and scrap recycling is stopped from producing any items at all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not always possible to use every item that scrap recycling produces. Some items have a limited set of applications that are not always relevant. Other times, you will need more of one item than another, causing an imbalance in what items are consumed.&lt;br /&gt;
&lt;br /&gt;
When an item has no other uses, it may therefore be necessary to destroy it outright. There is a way to do this: When trying to recycle an item that has no recyclable recipe, a Recycler will output the item itself with a 25% probability, leaving a 75% probability of destroying it. By looping the output of such a Recycler back into itself, it is possible to completely destroy these items.&lt;br /&gt;
&lt;br /&gt;
Be warned that scrap, while bountiful on some islands, is still a finite resource that can run out if wasted carelessly. And if all items produced by recycling have drains that simply destroy the items, it is possible to consume scrap even when the factory does not need it.&lt;br /&gt;
&lt;br /&gt;
== Efficiently trashing excess ==&lt;br /&gt;
&lt;br /&gt;
Some items produced directly or indirectly from scrap recycling have long crafting times. Especially bad is steel, which in an unmoduled recycler takes 2 seconds to recycle one steel, or 2.66 seconds in total considering the 25% chance of not destroying it.&lt;br /&gt;
&lt;br /&gt;
Some of these slow-to-recycle products can be crafted into other items at higher rates than they can be recycled. Steel can be turned into steel chests at 20 steel per second inside an unmoduled normal yellow assembler. This can then in-turn be recycled back down to steel even more quickly due to the 16x recycling speedup. Considering the recycling yield, a yellow assembler without modules can handle 15 steel per second, and a recycler 96, compared to a recycler for steel which handles 0.375 steel per second.&lt;br /&gt;
&lt;br /&gt;
Some such shortcuts are (speed comparison assuming one assembler and recycler at crafting speeds 1.25 and 0.5):&lt;br /&gt;
* [[Steel plate|Steel]] to [[steel chest]] (40x speedup)&lt;br /&gt;
* [[Iron plate|Iron]] to [[iron chest]] (8x speedup)&lt;br /&gt;
* [[Concrete]] to [[hazard concrete]] (6.25x speedup)&lt;br /&gt;
* [[Stone]] to [[landfill]] (10.42x speedup), note that landfill is unrecyclable so needs to be looped back into the recycler not the assembler&lt;br /&gt;
* [[Stone brick|Bricks]] to [[wall]]s (5x speedup)&lt;br /&gt;
&lt;br /&gt;
[[Copper plate|Copper]] to [[copper cable]] is the same speed as direct recycling. Mixing in copper with steel at 2:1 to make [[heat pipe]]s is a 10x speedup, as long as enough steel is trashed together with the copper.&lt;br /&gt;
&lt;br /&gt;
== Low-priority production ==&lt;br /&gt;
As an alternative to outright destroying the excess items, it may be possible to turn them into something that might be useful later, so that the items are not completely wasted. For example, instead of recycling all excess steel, the player could instead craft steel chests for additional storage, or [[Substation]]s to expand the electric grid at a later point. The point is not to make something that the player will need right away, as that is the job of the main production lines. Rather, it is to be seen as a bonus that players might want but do not need.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even these products will eventually fill up all storage and cause backups in the production line, meaning that destroying items might still become necessary in the long term.&lt;br /&gt;
&lt;br /&gt;
Inserting [[quality module]]s into Recyclers is another way to manage excess ingredients while also obtaining higher quality items without simply recycling items to destruction. Producing higher quality items can consume a lot of ingredients and are often nice to have without being outright necessary.&lt;br /&gt;
&lt;br /&gt;
= Other tips and tricks =&lt;br /&gt;
&lt;br /&gt;
== Recycling with quality modules ==&lt;br /&gt;
The recycler does not accept [[productivity module]]s. This is to prevent a net positive of items from being created when crafting and recycling items in a loop. However, this rejection of productivity modules in Recyclers also applies to scrap recycling, even though there is no way to re-craft scrap from the results of recycling. In exchange, the game offers infinite research for increasing the productivity of scrap recycling, specifically. This all means that players are free to use a different kind of module, such as quality modules, without worrying about the loss of productivity.&lt;br /&gt;
&lt;br /&gt;
Players may chose to place quality modules in their scrap Recyclers and sort the items by quality, sending [[File:Quality normal.png|15px|link=]]normal items to the main factory and using higher-quality items for a head start in quality manufacturing.&lt;br /&gt;
&lt;br /&gt;
However, players should keep in mind that, much like productivity, quality modules benefit from long production chains, as it increases the number of chances for item quality to be increased. Even after sorting away all [[File:Quality normal.png|15px|link=]]normal items, only 10% of the remaining items will be [[File:Quality rare.png|15px|link=]]rare or higher, as the probability of skipping a quality tier will always be 10% regardless of modules.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that [[File:Quality uncommon.png|15px|link=]]uncommon or higher [[holmium ore]] is not actually better than [[File:Quality normal.png|15px|link=]]normal holmium ore. The sole use of holmium ore is to be used as an ingredient for [[holmium solution]], which is a fluid and therefore has no quality. Furthermore, producing holmium solution from a particular quality of holmium ore requires having a [[chemical plant]] whose recipe is set to that quality as well as having sufficient [[stone]] of that exact quality. Both of these can be automated via the [[circuit network]], but it does require some set up.&lt;/div&gt;</summary>
		<author><name>Octo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=210551</id>
		<title>Tutorial:Scrap recycling strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=210551"/>
		<updated>2025-01-30T15:24:08Z</updated>

		<summary type="html">&lt;p&gt;Octo: /* Other necessary ingredients */ Fix typos, improve wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike with most other resources, processing [[scrap]] yields a variety of items, which is the most reliable source of obtaining most resources on [[Fulgora]] (aside from importing goods from other planets via the [[space platform]]). So it is important to understand how to use [[scrap]] on [[Fulgora]] to build a factory capable of crafting [[Electromagnetic science pack]]s and launching them into space.&lt;br /&gt;
&lt;br /&gt;
= Recycling Fundamentals =&lt;br /&gt;
[[Scrap]] can be gathered from [[Fulgoran ruin]]s or by mining patches of scrap scattered throughout [[Fulgora]]. Scrap can be recycled by hand or with the [[Recycler]]. But before this can be done, the player will need to mine a [[Fulgoran vault ruin]] by hand to unlock the recycling recipe and the Recycler. Mining scrap with mining drills and recycling them with the Recycler is the most effective means of building a factory on Fulgora. The Recycler has an output; it can output its products directly onto a belt or into other entities, like the [[Active provider chest]] or even other Recyclers. Strategies for dealing with excess products is discussed later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== What is each recycled product used for? ==&lt;br /&gt;
Recycling scrap produces 12 different items, with [[Holmium ore]] and [[Low density structure]] being the most rare product, and [[Iron gear wheel]] being the most common. Of the 12 different items, three of them serve a singular purpose:&lt;br /&gt;
* [[Ice]] is melted into [[water]]&lt;br /&gt;
* [[Solid fuel]] is combined with [[light oil]] to make [[rocket fuel]].&lt;br /&gt;
* [[Holmium ore]] is combined with water and [[stone]] to make [[holmium solution]].&lt;br /&gt;
&lt;br /&gt;
Water has various uses but it should be relatively easy to move around with [[pipe]]s. Rocket Fuel is mainly used to craft [[Rocket part]]s, but it can be used as fuel for your trains on Fulgora or burnt to provide power. Light oil is needed to produce rocket fuel, which is cracked from [[heavy oil]] and water. Heavy oil is a limitless resource on Fulgora and it is pumped from the [[Oil ocean]] by using an [[offshore pump]].&lt;br /&gt;
&lt;br /&gt;
The remaining 9 items produced by scrap recycling are used as ingredients for other products, as crafting components for rocket parts, or further recycled into their respective ingredients; some items can only be obtained this way. While each item can be recycled, only the necessary recyclable items for building a factory capable of crafting science packs on Fulgora are mentioned below.&lt;br /&gt;
* [[Processing unit]]s are used as rocket parts, as ingredients for the Recycler and [[Electromagnetic plant]], and it can be recycled into [[electronic circuit]]s.&lt;br /&gt;
* [[Advanced circuit]]s can be recycled for [[electronic circuit]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Low density structure]]s are used as rocket parts and can be recycled for [[copper plate]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Concrete]] is mostly used to craft [[Refined concrete]], but it is also used to craft the Recycler. Concrete can be recycled into [[stone brick]]s. The only purpose of stone bricks is to craft the [[Lightning rod]].&lt;br /&gt;
* [[Battery|Batteries]] are used to craft [[Accumulator]]s and [[Supercapacitor]]s. It can be recycled down to copper plates and [[iron plate]]s.&lt;br /&gt;
* [[Copper cable]] can be recycled for [[copper plate]]s.&lt;br /&gt;
* [[Iron gear wheel]]s can be recycled for [[iron plate]]s.&lt;br /&gt;
* [[Steel]] is mostly used to craft [[Refined concrete]], but it is also used to craft the Recycler and Electromagnetic plant.&lt;br /&gt;
* [[Stone]] is used to craft [[holmium solution]] and [[Electrolyte]].&lt;br /&gt;
&lt;br /&gt;
=== Other necessary ingredients ===&lt;br /&gt;
Electronic circuits, plastic bars, copper plates, iron plates, and stone bricks are only obtained by recycling a recycled scrap.&lt;br /&gt;
* [[Electronic circuit]]s are most easily obtained from processing units. Obtaining them from advanced circuits is also a viable way, since advanced circuits are slightly more common and, with regards to [[electromagnetic science pack]]s, don&#039;t serve any purpose other than being recycled. Electronic circuits are mainly used for crafting [[Supercapacitor]]s.&lt;br /&gt;
* [[Plastic bar]]s are most easily obtained from low density structures, but advanced circuits is also a good source for the same reasons listed in the above point. Plastic bars are mainly used to craft [[Superconductor]]s.&lt;br /&gt;
* [[Copper plate]]s are most easily obtained from low density structures, but being one of the most rare scrap product, it may be better to recycle any of the three circuits down to copper plates (with electronic circuits having the best yields), or by recycling batteries or copper cable.&lt;br /&gt;
* [[Iron plate]]s are best obtained from recycling iron gear wheels, which are abundant.&lt;br /&gt;
* [[Stone brick]]s are only obtained from concrete and only are needed for crafting lightning rods.&lt;br /&gt;
&lt;br /&gt;
With these items, the player has everything needed to craft all the necessary intermediate products in order to craft Fulgora&#039;s [[Electromagnetic science pack]] and launch it into space!&lt;br /&gt;
&lt;br /&gt;
= Getting rid of excess ingredients =&lt;br /&gt;
Scrap recycling will never yield the exact distribution of items that players might need. With scrap recycling, this is a problem; unlike on Nauvis, where not having enough iron will simply pause iron production and nothing else, to pause production of one scrap recycling product is to pause scrap recycling altogether. In other words, if not every item produced by scrap recycling is consumed, then the belts will backup, and scrap recycling is stopped from producing any items at all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not always possible to use every item that scrap recycling produces. Some items have a limited set of applications that are not always relevant. Other times, you will need more of one item than another, causing an imbalance in what items are consumed.&lt;br /&gt;
&lt;br /&gt;
When an item has no other uses, it may therefore be necessary to destroy it outright. There is a way to do this: When trying to recycle an item that has no recyclable recipe, a Recycler will output the item itself with a 25% probability, leaving a 75% probability of destroying it. By looping the output of such a Recycler back into itself, it is possible to completely destroy these items.&lt;br /&gt;
&lt;br /&gt;
Be warned that scrap, while bountiful on some islands, is still a finite resource that can run out if wasted carelessly. And if all items produced by recycling have drains that simply destroy the items, it is possible to consume scrap even when the factory does not need it.&lt;br /&gt;
&lt;br /&gt;
== Efficiently trashing excess ==&lt;br /&gt;
&lt;br /&gt;
Some items produced directly or indirectly from scrap recycling have long crafting times. Especially bad is steel, which in an unmoduled recycler takes 2 seconds to recycle one steel, or 2.66 seconds in total considering the 25% chance of not destroying it.&lt;br /&gt;
&lt;br /&gt;
Some of these slow-to-recycle products can be crafted into other items at higher rates than they can be recycled. Steel can be turned into steel chests at 20 steel per second inside an unmoduled normal yellow assembler. This can then in-turn be recycled back down to steel even more quickly due to the 16x recycling speedup. Considering the recycling yield, a yellow assembler without modules can handle 15 steel per second, and a recycler 96, compared to a recycler for steel which handles 0.375 steel per second.&lt;br /&gt;
&lt;br /&gt;
Some such shortcuts are (speed comparison assuming one assembler and recycler at crafting speeds 1.25 and 0.5):&lt;br /&gt;
* [[Steel plate|Steel]] to [[steel chest]] (40x speedup)&lt;br /&gt;
* [[Iron plate|Iron]] to [[iron chest]] (8x speedup)&lt;br /&gt;
* [[Concrete]] to [[hazard concrete]] (6.25x speedup)&lt;br /&gt;
* [[Stone]] to [[landfill]] (10.42x speedup), note that landfill is unrecyclable so needs to be looped back into the recycler not the assembler&lt;br /&gt;
* [[Stone brick|Bricks]] to [[wall]]s (5x speedup)&lt;br /&gt;
&lt;br /&gt;
[[Copper plate|Copper]] to [[copper cable]] is the same speed as direct recycling. Mixing in copper with steel at 2:1 to make [[heat pipe]]s is a 10x speedup, as long as enough steel is trashed together with the copper.&lt;br /&gt;
&lt;br /&gt;
== Low-priority production ==&lt;br /&gt;
As an alternative to outright destroying the excess items, it may be possible to turn them into something that might be useful later, so that the items are not completely wasted. For example, instead of recycling all excess steel, the player could instead craft steel chests for additional storage, or [[Substation]]s to expand the electric grid at a later point. The point is not to make something that the player will need right away, as that is the job of the main production lines. Rather, it is to be seen as a bonus that players might want but do not need.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even these products will eventually fill up all storage and cause backups in the production line, meaning that destroying items might still become necessary in the long term.&lt;br /&gt;
&lt;br /&gt;
Inserting [[quality module]]s into Recyclers is another way to manage excess ingredients while also obtaining higher quality items without simply recycling items to destruction. Producing higher quality items can consume a lot of ingredients and are often nice to have without being outright necessary.&lt;br /&gt;
&lt;br /&gt;
= Other tips and tricks =&lt;br /&gt;
&lt;br /&gt;
== Recycling with quality modules ==&lt;br /&gt;
The recycler does not accept [[productivity module]]s. This is to prevent a net positive of items from being created when crafting and recycling items in a loop. However, this rejection of productivity modules in Recyclers also applies to scrap recycling, even though there is no way to re-craft scrap from the results of recycling. In exchange, the game offers infinite research for increasing the productivity of scrap recycling, specifically. This all means that players are free to use a different kind of module, such as quality modules, without worrying about the loss of productivity.&lt;br /&gt;
&lt;br /&gt;
Players may chose to place quality modules in their scrap Recyclers and sort the items by quality, sending [[File:Quality normal.png|15px|link=]]normal items to the main factory and using higher-quality items for a head start in quality manufacturing.&lt;br /&gt;
&lt;br /&gt;
However, players should keep in mind that, much like productivity, quality modules benefit from long production chains, as it increases the number of chances for item quality to be increased. Even after sorting away all [[File:Quality normal.png|15px|link=]]normal items, only 10% of the remaining items will be [[File:Quality rare.png|15px|link=]]rare or higher, as the probability of skipping a quality tier will always be 10% regardless of modules.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that [[File:Quality uncommon.png|15px|link=]]uncommon or higher [[holmium ore]] is not actually better than [[File:Quality normal.png|15px|link=]]normal holmium ore. The sole use of holmium ore is to be used as an ingredient for [[holmium solution]], which is a fluid and therefore has no quality. Furthermore, producing holmium solution from a particular quality of holmium ore requires having a [[chemical plant]] whose recipe is set to that quality as well as having sufficient [[stone]] of that exact quality. Both of these can be automated via the [[circuit network]], but it does require some set up.&lt;/div&gt;</summary>
		<author><name>Octo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Centrifuge&amp;diff=209723</id>
		<title>Centrifuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Centrifuge&amp;diff=209723"/>
		<updated>2025-01-21T14:25:22Z</updated>

		<summary type="html">&lt;p&gt;Octo: Add recipes table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Centrifuge}}&lt;br /&gt;
The &#039;&#039;&#039;Centrifuge&#039;&#039;&#039; [[uranium processing|processes]] [[uranium ore]] and splits it into [[uranium-235]] and [[uranium-238]]. Centrifuges can also be used to [[Nuclear fuel reprocessing|reprocess]] used nuclear fuel or [[Kovarex enrichment process|enrich]] extra uranium-235 to get more out of the available uranium.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Technology&amp;lt;br&amp;gt;required !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium processing}} &lt;br /&gt;
| [[Uranium processing (research)|Uranium processing]]&lt;br /&gt;
| {{icon|Time|12}}{{icon|Uranium ore|10}}&lt;br /&gt;
| {{icon|Uranium-235|0.007}} {{icon|Uranium-238|0.993}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Kovarex enrichment process}} &lt;br /&gt;
| [[Kovarex enrichment process (research)|Kovarex enrichment process]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Uranium-235|40}}{{icon|Uranium-238|5}}&lt;br /&gt;
| {{icon|Uranium-235|41}} {{icon|Uranium-238|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nuclear fuel}} &lt;br /&gt;
| [[Kovarex enrichment process (research)|Kovarex enrichment process]]&lt;br /&gt;
| {{icon|Time|90}}{{icon|Rocket fuel|1}}{{icon|Uranium-235|1}}&lt;br /&gt;
| {{icon|Nuclear fuel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nuclear fuel reprocessing}}&lt;br /&gt;
| [[Nuclear fuel reprocessing (research)|Nuclear fuel reprocessing]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Depleted uranium fuel cell|5}}&lt;br /&gt;
| {{icon|Uranium-238|3}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Centrifuge glow.png|thumb|none|The centrifuge glows green when it is working.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Uranium processing]]&lt;br /&gt;
* [[Kovarex enrichment process]]&lt;br /&gt;
* [[Module]] enhancements&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Octo</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=209722</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=209722"/>
		<updated>2025-01-21T13:53:44Z</updated>

		<summary type="html">&lt;p&gt;Octo: /* Circuit network */ Add link to Circuit network&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Radar}}&lt;br /&gt;
The radar reveals the map for the force it belongs to.&lt;br /&gt;
&lt;br /&gt;
It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. The radar has a high [[Electric system|power]] demand (300kW) so a radar indirectly contributes to [[pollution]] when powered by [[boiler]]s and [[Steam engine|steam engines]]. A radar can be continuously powered by eight [[solar panel]]s and six [[accumulator]]s. Seven solar panels and five accumulators is the most efficient; it gives the radar full power all but a short time in the morning, but never dips below the 20% power threshold for nearby scanning.&lt;br /&gt;
&lt;br /&gt;
Despite being categorized as a military building, the radar will not be attacked by [[enemies]] unless it blocks their path to another target, which means that radars can be safely placed in biter-infested areas without needing to be defended. The radar will show enemy lifeforms and structures, as well as [[Railway#Trains|trains]], [[Car|cars]], and other [[player]]s in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby pulse scanning ==&lt;br /&gt;
&lt;br /&gt;
The radar continuously charts an area of 7×7 [[Map_structure#Chunk|chunks]] (224×224 [[Map_structure#Tile|tiles]]), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations.&lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. 20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.&lt;br /&gt;
&lt;br /&gt;
== Long range survey scanning ==&lt;br /&gt;
&lt;br /&gt;
The radar charts one distant [[Map_structure#Chunk|chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored chunks first, represented by the black areas on the map. Note that it also generates the chunks if they weren&#039;t generated at the time of the scan.&lt;br /&gt;
* One chunk scan takes 10 MJ of energy to complete. Since the radar draws 300 kW of power, it takes 10 MJ ÷ 300 kW = 33.333 seconds to scan one chunk.&lt;br /&gt;
* This is done in an area of 29×29 chunks around the radar, excluding the nearby 7×7 chunks.&lt;br /&gt;
** With a total number of 792 chunks (29×29 − 7×7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.&lt;br /&gt;
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.&lt;br /&gt;
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that a new alien nest will appear in a previously scanned chunk; just because you don&#039;t see it on the map, doesn&#039;t mean it is not there.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Radars grant sight of a square area around them, which is displayed brighter than the rest of the map. This allows the player to zoom into the normal world view from the map and makes interaction with [[blueprint]]s and [[deconstruction planner]]s possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_coverage.png|thumb|500px|none|The coverage area of a radar and the player.]]&lt;br /&gt;
&lt;br /&gt;
== Charting ==&lt;br /&gt;
&lt;br /&gt;
If a [[Map_structure#Chunk|chunk]] is &#039;&#039;&#039;scanned&#039;&#039;&#039; by a radar or player, the image of that chunk that is copied into the map of the players of this surface force (every force has its own map).&lt;br /&gt;
&lt;br /&gt;
This procedure is called &amp;quot;charting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:radar_revealing_sectors.gif|thumb|220px|Animation of chunks in the upper-right area being revealed by radars.]]&lt;br /&gt;
&lt;br /&gt;
=== Charting process ===&lt;br /&gt;
&lt;br /&gt;
If the contents of a chunk changes between two ticks, the content of that chunk is &amp;quot;charted&amp;quot; into the map. The map is just a bitmap, a picture. You can see the entities moving, you can see enemies walking. Every entity is represented by one or more pixels. Not every entity is drawn. Users can recognize what is drawn because of the color.&lt;br /&gt;
&lt;br /&gt;
Charting of several chunks that change each tick might have an impact on game performance, manifesting in the form of lowered &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt; or &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Charting decay time / fog of war ===&lt;br /&gt;
&lt;br /&gt;
Once a scan for a chunk is triggered, it keeps actively charted for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;. This effect can also be seen in the map of the chunk highlighted and dims within 10 seconds to a greyed out version of the chunk.&lt;br /&gt;
&lt;br /&gt;
If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is no longer updated. What you see after that time is the last charted picture for that chunk (also called &amp;quot;fog of war&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Charting of vehicles ===&lt;br /&gt;
&lt;br /&gt;
Even in the fog of war you can see the last charted position of vehicles. Trains last positions are not charted, because they normally move after the charting stops.&lt;br /&gt;
&lt;br /&gt;
Vehicles are shown as a circle, with an arrow pointing in the direction that they&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
=== Remote control ===&lt;br /&gt;
&lt;br /&gt;
[[Tank|Tanks]] and [[Spidertron|Spidertrons]] cannot be entered when out of radar range, but can still be controlled and exited.&lt;br /&gt;
&lt;br /&gt;
=== Invisible (black) parts of the map ===&lt;br /&gt;
&lt;br /&gt;
The [[Map_generator#Invisible_chunks_.28fog_of_war.29|map generator]] creates a &amp;quot;border&amp;quot; of invisible chunks around each chunk, that becomes active at some time. Active chunks are those that become charted or those that are active because the pollution spreads onto them.&lt;br /&gt;
&lt;br /&gt;
== Circuit network ==&lt;br /&gt;
&lt;br /&gt;
Every radar has a [[circuit network]] connection to every other radar on that surface. Any circuit signal sent into a radar is output from every other radar on the surface. When the radar loses power, it loses its circuit connection. The output signal can only be seen in connected objects like electric poles. There is no GUI because it&#039;s always on, and not configurable.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* All radars on a surface are now connected to a single circuit network.&lt;br /&gt;
* Enemies no longer actively target radars.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Radar now allows remote view via map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New Graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 Long-term radar behavior]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Octo</name></author>
	</entry>
</feed>