<?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=Oririn</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=Oririn"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Oririn"/>
	<updated>2026-04-23T21:17:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Recycler&amp;diff=207172</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Recycler&amp;diff=207172"/>
		<updated>2024-11-28T18:07:30Z</updated>

		<summary type="html">&lt;p&gt;Oririn: /* Mechanics */ added a small line to explain that recyclers will output stacks of items if the stack inserter has been researched.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Recycler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;recycler&#039;&#039;&#039; is a building that can convert most items into the ingredients used in their recipes, at the cost of losing 75% of said ingredients. In other words, it performs a lossy reversal of crafting.&lt;br /&gt;
&lt;br /&gt;
It has 4 module slots, but it cannot use [[Productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
When an item enters a recycler, the item&#039;s main recipe is found, and the recycler is automatically set to perform its inverse.&lt;br /&gt;
&lt;br /&gt;
For each type of item used as an ingredient in the recycled item&#039;s main recipe, the number of items returned by the recycler is decided by &amp;lt;math&amp;gt;\left \lfloor 0.25 \cdot \tfrac{i}{o} + r \right\rfloor&amp;lt;/math&amp;gt;, where &amp;lt;math&amp;gt;i&amp;lt;/math&amp;gt; is the number of items used as ingredients, &amp;lt;math&amp;gt;o&amp;lt;/math&amp;gt; is the number of items returned by the recipe, and &amp;lt;math&amp;gt;r&amp;lt;/math&amp;gt; is a random number that is greater than or equal to 0 but less than 1. On average, this returns exactly 25% of the items needed to craft one item of the same type as the recycled item. For example, recycling a [[processing unit]] always gives 5 [[electronic circuit]]s while having a 50% chance of returning one [[advanced circuit]].&lt;br /&gt;
&lt;br /&gt;
All fluid ingredients are lost when recycling, as the recycler has no fluid output.&lt;br /&gt;
&lt;br /&gt;
Without quality modules, the resulting items have the same quality as the item being recycled, even if the latter was crafted using lower-quality ingredients. Quality modules can further increase the output&#039;s quality, just like with regular non-recycling recipes.&lt;br /&gt;
&lt;br /&gt;
The recycler has 12 internal slots for its output, but can only hold one stack of each item. The recycler will try to eject the contents of these slots, much like a mining drill. It is therefore not necessary to use an inserter to collect its output. Much like the [[big mining drill]]{{SA}}, if the recycler has more than one of an individual item type in its inventory, the recycler will output stacks of materials onto a belt if the [[stack inserter]]{{SA}} has been researched.&lt;br /&gt;
&lt;br /&gt;
=== Non-recyclable items ===&lt;br /&gt;
&lt;br /&gt;
The broad rule with the recycler&#039;s ability to reverse a recipe is that it can only reverse recipes made in [[Assembling machine]]s of some type. There are many exceptions to this, however. For the purposes of the recycler&#039;s ability to recycle items, the [[Electromagnetic plant]] counts as an &amp;quot;assembler&amp;quot;. So all of its recipes count unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
Items can have multiple recipes; all that is needed for the recycler to reverse it is to find a single reversible recipe that produces that item.&lt;br /&gt;
&lt;br /&gt;
If no valid recipe producing the item can be reversed, the recycler will return the same item 25% of the time (possibly with a [[Quality]] bonus if the appropriate modules are used), with the other 75% destroying the item.&lt;br /&gt;
&lt;br /&gt;
Assembler recipes which cannot be recycled:&lt;br /&gt;
* All science packs&lt;br /&gt;
* [[Wood processing]]&lt;br /&gt;
* [[Landfill]]&lt;br /&gt;
* [[Tungsten carbide]]&lt;br /&gt;
* [[Superconductor]]&lt;br /&gt;
* [[Biolab]]&lt;br /&gt;
* [[Uranium fuel cell]]&lt;br /&gt;
* [[Holmium plate]] (due to only using a liquid as input)&lt;br /&gt;
* All recipes for [[nutrients]], save the one made from [[spoilage]]&lt;br /&gt;
&lt;br /&gt;
Non-assembler/EMP recipes which can be recycled:&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Big mining drill]]&lt;br /&gt;
* [[Turbo transport belt]], [[Turbo underground belt]], and [[Turbo splitter]]&lt;br /&gt;
* [[Cryogenic plant]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Railgun turret]]&lt;br /&gt;
* [[Fusion reactor]]&lt;br /&gt;
* [[Fusion generator]]&lt;br /&gt;
&lt;br /&gt;
=== Unique recycling recipes ===&lt;br /&gt;
&lt;br /&gt;
Some items have unique recycling recipes:&lt;br /&gt;
&lt;br /&gt;
* Recycling [[scrap]] will perform the [[scrap recycling]] recipe, for which there is no inverse, as scrap can not be crafted. This is used to obtain most resources on [[Fulgora]].&lt;br /&gt;
* Recycling one [[nutrients]] will yield 2.5x that amount of [[spoilage]], as if they were made using the [[nutrients from spoilage]] recipe. This is useful for getting rid of excess nutrients, as they cannot be burned directly.&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The recycling recipe for an item besides scrap takes time equal to 1/16th (0.0625) of the time it takes to craft that item. (Items without recipes, such as ore, are treated as having a crafting time of 0.5 seconds.) But because the recycler has a base crafting speed of 0.5, the time it takes one recycler to recycle one item is effectively 1/8th (0.125) of the item&#039;s crafting time without modules or beacons. For example, the time it takes to craft a [[steel plate]] in a [[stone furnace]] (which has a crafting speed of 1) is 16 seconds, and so recycling a steel plate takes 2 seconds. The following table provides some examples of how long it takes a recycler without modules or beacons to recycle one of that item, and the rate at which it recycles those items.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rates&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 0.75s  || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1.875s || 0.533/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 2.0s || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper plate}}  || 0.4s || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron plate}} || 0.4s || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron ore}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe takes .2 seconds, meaning that it actually takes .4 seconds to run in a recycler, so a recycler takes in 2.5 scrap/s. The output rates are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input ||  Output || Chance || Rate&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; | {{Imagelink|Scrap|space-age=yes}}&lt;br /&gt;
| {{Imagelink|Processing unit}}  || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}}  || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}}  || 1%  || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}}  || 7%  || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}}  || 4%  || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}}  || 6%  || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}}  || 4%  || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}}  || 5%  || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}}  || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}}  || 1%  || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron gear wheel}}  || 20%  || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}}  || 3%  || 0.075/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In total, the recycler spits out 1.5 items/s, meaning 10 recyclers are just enough to saturate a yellow belt. The output values are increased by [[Scrap recycling productivity (research)|scrap recycling productivity research]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* If the recycled item has a fluid ingredient, then the smoke emitted from the recycler matches the fluid in colour.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fff-375-recycler-freezeframe.png|500px]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quality]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Oririn</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Agricultural_tower&amp;diff=207171</id>
		<title>Agricultural tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Agricultural_tower&amp;diff=207171"/>
		<updated>2024-11-28T18:01:30Z</updated>

		<summary type="html">&lt;p&gt;Oririn: Cleaned up, clarified how the colour coding works, added an image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Agricultural tower}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Agricultural tower&#039;&#039;&#039; is a machine unlocked on [[Gleba]]{{SA}}. It automatically harvests and re-plants trees in its range, provided that it is supplied with seeds obtained via fruit processing.&lt;br /&gt;
&lt;br /&gt;
The Agricultural tower can plant either [[Yumako seed|Yumako seeds]]{{SA}} or [[Jellynut seed|Jellynut seeds]]{{SA}}. The agricultural tower&#039;s working area is broken up into 3x3 tile sectors - if one of these sectors is completely filled with a viable soil type, and the agricultural tower has a matching seed in its inventory ([[Artificial yumako soil]]{{SA}} or [[Overgrowth yumako soil]]{{SA}} for yumako seeds, and [[Artificial jellynut soil]]{{SA}} or [[Overgrowth jellynut soil]]{{SA}} for jellynut seeds), then it will automatically plant the seed in that area. Hovering the cursor over an agricultural tower reveals its range, clearly broken up into the 3x3 sectors; each sector will be colour coded, with a green sector representing farmable land, a yellow sector representing areas that could have the farmable landfills placed there, and a red sector representing an area that cannot be farmed. The yellow indicator does not make a distinction between overgrowth and regular soil, so it is possible that a tile may appear to be farmable before the player can actually farm it. Note that a red area may have some farmable areas within it, the colour of the 3x3 sector is decided as a whole.&lt;br /&gt;
&lt;br /&gt;
[[File:Agri_tower_hover.jpg|thumb|270px|none|Example of an agricultural tower, showing the various indicators.]]&lt;br /&gt;
&lt;br /&gt;
Yumako seeds will grow into a [[Yumako tree]]{{SA}}, whereas Jellynut seeds will grow into a [[Jellystem]]{{SA}}. While a tree may be harvested by hand or by bot before it is finished growing, the agricultural tower will wait until it is fully grown to harvest the tree, outputting 50 of either [[Yumako]]{{SA}} or [[Jellynut]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
Unlike most other methods of resource gathering in the game, agricultural towers do not benefit from [[Mining productivity (research)|mining productivity research]], and they have no module slots. Each processed fruit has a 2% chance to return its respective seed, so the expected number of seeds that each tree produces is one - the same number of seeds that was used to produce the tree. Initially, this may restrict efforts to grow plantations, especially if fruits are allowed to spoil before being processed, which can actually result in the effective stock of trees and seeds diminishing. However, fruit processing &#039;&#039;&#039;does&#039;&#039;&#039; benefit from productivity - either via [[productivity module|productivity modules]] in an [[assembling machine]], or via the 50% inbuilt productivity of the [[biochamber]]{{SA}}. Using just a biochamber with no extra productivity modules takes the expected seeds each tree returns from 1 to 1.5.&lt;br /&gt;
&lt;br /&gt;
Note that this is only an &#039;&#039;expectation&#039;&#039; - there is no underlying mechanic that guarantee 50 fruits will return any number of seeds. It is entirely possible that one might process all 50 fruits harvested from a single tree, or even multiple trees, and obtain no seeds in return.&lt;br /&gt;
&lt;br /&gt;
Agricultural towers may be activated or deactivated via the [[circuit network]]. This can be useful to avoid letting excess fruit back up, as they may eventually spoil and be wasted - and even if it does not, the extra time spent waiting to be processed decreases the [[Spoilage mechanics|freshness]]{{SA}} of the item, which in turn may decrease the freshness of recipes that consume this item. It&#039;s worth mentioning that agricultural towers will collect fruit until their inventory is full, even if inserters aren&#039;t removing the fruits, and therefore it&#039;s inadvisable to control fruit production via inserters, lest the fruit turns into [[spoilage]]{{SA}} while still inside the agricultural tower.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Oririn</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Agri_tower_hover.jpg&amp;diff=207170</id>
		<title>File:Agri tower hover.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Agri_tower_hover.jpg&amp;diff=207170"/>
		<updated>2024-11-28T17:47:18Z</updated>

		<summary type="html">&lt;p&gt;Oririn: Example of an agricultural tower, showing farmable tiles, tiles that could be farmable, and tiles that cannot be farmed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of an agricultural tower, showing farmable tiles, tiles that could be farmable, and tiles that cannot be farmed.&lt;/div&gt;</summary>
		<author><name>Oririn</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Agricultural_tower&amp;diff=206977</id>
		<title>Agricultural tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Agricultural_tower&amp;diff=206977"/>
		<updated>2024-11-23T04:19:19Z</updated>

		<summary type="html">&lt;p&gt;Oririn: expanded the article to include a more detailed description of how the agricultural tower works. Note that a proper explanation of the &amp;quot;colour coded&amp;quot; indicator&amp;#039;s relation to regular and overgrowth soil should be included - I haven&amp;#039;t bothered making overgrowth soil yet, so I am unsure what those colours mean in relation to that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Agricultural tower}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Agricultural tower&#039;&#039;&#039; is a machine unlocked on [[Gleba]]{{SA}}. It automatically harvests and re-plants trees in its range, provided that it is supplied with seeds obtained via fruit processing.&lt;br /&gt;
&lt;br /&gt;
The Agricultural tower can plant either [[Yumako seed|Yumako seeds]]{{SA}} or [[Jellynut seed|Jellynut seeds]]{{SA}}. The agricultural tower&#039;s working area is broken up into 3x3 tile sectors - if one of these sectors is completely filled with a viable soil type, and the agricultural tower has a matching seed in its inventory ([[Artificial yumako soil]]{{SA}} or [[Overgrowth yumako soil]]{{SA}} for yumako seeds, and [[Artificial jellynut soil]]{{SA}} or [[Overgrowth jellynut soil]]{{SA}} for jellynut seeds), then it will automatically plant the seed in that area. Hovering the cursor over an agricultural tower reveals its range, clearly broken up into the 3x3 sectors; each tile in a sector will be colour coded, with a green tile representing a tile that contains a viable soil type, a yellow tile indicating that it could contain a viable soil type if it were to be placed there, and a red tile indicating that this tile is outside the biomes in which the various soil types may be placed.&lt;br /&gt;
&lt;br /&gt;
Yumako seeds will grow into a [[Yumako tree]]{{SA}}, whereas Jellynut seeds will grow into a [[Jellystem]]{{SA}}. While a tree may be harvested by hand or by bot before it is finished growing, the agricultural tower will wait until it is fully grown to harvest the tree, outputting 50 of either [[Yumako]]{{SA}} or [[Jellynut]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Unlike most other methods of resource gathering in the game, agricultural towers do not benefit from [[Mining productivity (research)|mining productivity research]], and they have no module slots. Each processed fruit has a 2% chance to return its respective seed, so the expected number of seeds that each tree produces is one - the same number of seeds that was used to produce the tree. Initially, this may restrict efforts to grow plantations, especially if fruits are allowed to spoil before being processed, which can actually result in the effective stock of trees and seeds diminishing. However, fruit processing &#039;&#039;&#039;does&#039;&#039;&#039; benefit from productivity - either via [[productivity module|productivity modules]] in an [[assembling machine]], or via the 50% inbuilt productivity of the [[biochamber]]{{SA}}. Using just a biochamber with no extra productivity modules takes the expected seeds each tree returns from 1 to 1.5.&lt;br /&gt;
&lt;br /&gt;
Note that this is only an &#039;&#039;expectation&#039;&#039; - there are no underlying mechanics that guarantee 50 fruits will return any number of seeds. It is entirely possible that one might process all 50 fruits harvested from a single tree, or even multiple trees, and obtain no seeds in return.&lt;br /&gt;
&lt;br /&gt;
Agricultural towers may be activated or deactivated via the [[circuit network]]. This can be useful to avoid letting excess fruit back up, as they may eventually spoil and be wasted - and even if it does not, the extra time spent waiting to be processed decreases the [[Spoilage mechanics|freshness]]{{SA}} of the item, which in turn may decrease the freshness of recipes that consume this item.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Oririn</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mining&amp;diff=206947</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mining&amp;diff=206947"/>
		<updated>2024-11-22T23:15:52Z</updated>

		<summary type="html">&lt;p&gt;Oririn: /* Output */ modified the formatting of &amp;quot;big mining drill&amp;quot; from earlier edit that was accidentally submitted. Earlier edit was to correct the &amp;quot;Output&amp;quot; table, which incorrectly calculated the big mining drill&amp;#039;s resource drain reduction as though it was productivity, and added some text to explain the difference between the two.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Mining&#039;&#039;&#039; is used to extract resources from the world. Mining drills are the first step to automating manufacture, although most resources have to be smelted in a [[furnace]] for further usage.&lt;br /&gt;
&lt;br /&gt;
== Mining speed formula ==&lt;br /&gt;
The rate at which resources are produced is given by:&lt;br /&gt;
&lt;br /&gt;
 Mining speed / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
To calculate the time needed for one resource-item use this formula:&lt;br /&gt;
&lt;br /&gt;
 Mining time / Mining speed = Seconds for one resource item&lt;br /&gt;
&lt;br /&gt;
Mining speed is a function of the miner while mining time is a function of the metal or mineral you are currently mining (you can place a miner over a mixed field).&lt;br /&gt;
&lt;br /&gt;
=== Mining by hand ===&lt;br /&gt;
When mining by hand, the formula is modified slightly: &lt;br /&gt;
 (1 + Mining Speed Modifier) * .5 / Mining time = Production rate (in resource/sec)&lt;br /&gt;
[[File:player_mining_bar.gif|thumb|468px|none|Progress bar when the player mines by hand.]]&lt;br /&gt;
Expanded description:&lt;br /&gt;
  (1 + Force Modifier) * (1 + Character Modifier) * (Character mining speed) / Mining time = Rate&lt;br /&gt;
&lt;br /&gt;
=== Infinite resources ===&lt;br /&gt;
&lt;br /&gt;
The output of the unmodified resource is the percentage yield of the tile currently used by the miner.&lt;br /&gt;
&lt;br /&gt;
   Output of unmodified field * ( Number of modules in miner * Bonus from module ) + Output of unmodified field * ( Number of beacons * ( Number of modules * Distribution efficiency ) * Bonus from module + Productivity research bonus + 1 ) = Raw output per second &lt;br /&gt;
&lt;br /&gt;
    (Raw output per second * Mining speed) / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
The mining drill or pumpjack will sum the production rate of all tiles below it and show that value in the tooltip.&lt;br /&gt;
&lt;br /&gt;
== Drill types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Total raw !! Mining speed !! Mining power !! Covered area !!Max health !! [[Pollution]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Player}} || - || 0.5 || - || 1 × 1 || 250 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}} || {{Icon|Iron plate|9}} {{icon|stone|5}} || 0.25 || 150 kW ([[Fuel|burner]]) || 2 × 2 || 150 || 12/m&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill}} || {{Icon|Iron plate|23}} {{Icon|Copper plate|4.5}} || 0.5 || 90 kW ([[Electric system|electric]]) || 5 × 5 || 300 || 10/m&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Big mining drill}}{{SA}} || {{Icon|Molten iron|200}} {{Icon|Iron plate|43}} {{Icon|Copper plate|54.5}} {{Icon|Plastic bar|20}} {{Icon|Electric engine unit|10}} {{Icon|Tungsten carbide|20}} || 2.5 || 300kW ([[Electric system|electric]]) || 13x13 || 300 || 40/m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note, that the Burner mining drill covers exactly its size (2×2, the covered area is also 2×2), while the Electric mining drill is one tile bigger (size is 3×3, but covered area is 5×5), and the Big mining drill is two tiles bigger than the electric mining drill (size is 5x5, and area covered is 13x13).&lt;br /&gt;
&lt;br /&gt;
Mining drills can only be placed on resources.&lt;br /&gt;
&lt;br /&gt;
== Output ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Resource&lt;br /&gt;
! Burner M. Drill&lt;br /&gt;
! Electric M. Drill&lt;br /&gt;
! Big M. Drill&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 0.25&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 0.5&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 2.5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Scrap&lt;br /&gt;
| Time: &#039;&#039;&#039;0.5&#039;&#039;&#039;&lt;br /&gt;
| {{icon|scrap|0.5/s}}&lt;br /&gt;
| {{icon|scrap|1/s}}&lt;br /&gt;
| {{icon|scrap|5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Iron&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{Icon|Iron ore|0.25/s}}&lt;br /&gt;
| {{Icon|Iron ore|0.5/s}}&lt;br /&gt;
| {{Icon|Iron ore|2.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Copper&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{Icon|Copper ore|0.25/s}}&lt;br /&gt;
| {{Icon|Copper ore|0.5/s}}&lt;br /&gt;
| {{Icon|Copper ore|2.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Coal&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|coal|0.25/s}}&lt;br /&gt;
| {{icon|coal|0.5/s}}&lt;br /&gt;
| {{icon|coal|2.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stone&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|stone|0.25/s}}&lt;br /&gt;
| {{icon|stone|0.5/s}}&lt;br /&gt;
| {{icon|stone|2.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Calcite&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|calcite|0.25/s}}&lt;br /&gt;
| {{icon|calcite|0.5/s}}&lt;br /&gt;
| {{icon|calcite|2.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Uranium&lt;br /&gt;
| Time: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| {{icon|uranium ore|0.25/s}}&lt;br /&gt;
| {{icon|uranium ore|1.25/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Tungsten&lt;br /&gt;
| Time: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| {{icon|tungsten ore|0.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: While the big mining drill is listed as having only 50% resource drain, this is not the same thing as productivity, and does not increase the effective output speed of the miner. Productivity creates extra ore products for every &amp;quot;real&amp;quot; ore mined from the patch, whereas resource drain reduction (at the 50% level that normal quality big mining drills have) means that only every other &amp;quot;real&amp;quot; ore that is mined actually depletes the patch. That is to say, where the big mining drill mines scrap at 5/s, it reduces the richness of the scrap patch beneath it by 2.5/s.&lt;br /&gt;
&lt;br /&gt;
The above figures are modified by [[Mining productivity (research)|mining productivity]] technology, which adds to any bonus from productivity modules. Productivity itself multiplies directly with the resource drain reduction effect of the big mining drill. For example, a patch worth 1M ore is worth 2M ore at 100% productivity, and if normal big mining drills are used, that patch is instead worth 4M ore. Legendary big mining drills instead have a resource drain of 8%, so that 1M patch would instead be worth 25M ore.&lt;br /&gt;
&lt;br /&gt;
Unlike most other equipment, mining drills will output resources directly without the need of [[inserter]]s. This includes [[transport belts]], [[chests]], other mining drills, [[furnace]]s, [[assembling machine]]s, etc.&lt;br /&gt;
&amp;lt;div text align=center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px&amp;gt;&lt;br /&gt;
File:Burner drill to chest.png|Burner drill to chest&lt;br /&gt;
File:Burner drill to furnace.png|Burner drill to furnace&lt;br /&gt;
File:Early coal mining 1.png|Burner drill to burner drill&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Oririn</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mining&amp;diff=206946</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mining&amp;diff=206946"/>
		<updated>2024-11-22T23:12:29Z</updated>

		<summary type="html">&lt;p&gt;Oririn: /* Output */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Mining&#039;&#039;&#039; is used to extract resources from the world. Mining drills are the first step to automating manufacture, although most resources have to be smelted in a [[furnace]] for further usage.&lt;br /&gt;
&lt;br /&gt;
== Mining speed formula ==&lt;br /&gt;
The rate at which resources are produced is given by:&lt;br /&gt;
&lt;br /&gt;
 Mining speed / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
To calculate the time needed for one resource-item use this formula:&lt;br /&gt;
&lt;br /&gt;
 Mining time / Mining speed = Seconds for one resource item&lt;br /&gt;
&lt;br /&gt;
Mining speed is a function of the miner while mining time is a function of the metal or mineral you are currently mining (you can place a miner over a mixed field).&lt;br /&gt;
&lt;br /&gt;
=== Mining by hand ===&lt;br /&gt;
When mining by hand, the formula is modified slightly: &lt;br /&gt;
 (1 + Mining Speed Modifier) * .5 / Mining time = Production rate (in resource/sec)&lt;br /&gt;
[[File:player_mining_bar.gif|thumb|468px|none|Progress bar when the player mines by hand.]]&lt;br /&gt;
Expanded description:&lt;br /&gt;
  (1 + Force Modifier) * (1 + Character Modifier) * (Character mining speed) / Mining time = Rate&lt;br /&gt;
&lt;br /&gt;
=== Infinite resources ===&lt;br /&gt;
&lt;br /&gt;
The output of the unmodified resource is the percentage yield of the tile currently used by the miner.&lt;br /&gt;
&lt;br /&gt;
   Output of unmodified field * ( Number of modules in miner * Bonus from module ) + Output of unmodified field * ( Number of beacons * ( Number of modules * Distribution efficiency ) * Bonus from module + Productivity research bonus + 1 ) = Raw output per second &lt;br /&gt;
&lt;br /&gt;
    (Raw output per second * Mining speed) / Mining time = Production rate (in resource/sec)&lt;br /&gt;
&lt;br /&gt;
The mining drill or pumpjack will sum the production rate of all tiles below it and show that value in the tooltip.&lt;br /&gt;
&lt;br /&gt;
== Drill types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Total raw !! Mining speed !! Mining power !! Covered area !!Max health !! [[Pollution]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Player}} || - || 0.5 || - || 1 × 1 || 250 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}} || {{Icon|Iron plate|9}} {{icon|stone|5}} || 0.25 || 150 kW ([[Fuel|burner]]) || 2 × 2 || 150 || 12/m&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill}} || {{Icon|Iron plate|23}} {{Icon|Copper plate|4.5}} || 0.5 || 90 kW ([[Electric system|electric]]) || 5 × 5 || 300 || 10/m&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Big mining drill}}{{SA}} || {{Icon|Molten iron|200}} {{Icon|Iron plate|43}} {{Icon|Copper plate|54.5}} {{Icon|Plastic bar|20}} {{Icon|Electric engine unit|10}} {{Icon|Tungsten carbide|20}} || 2.5 || 300kW ([[Electric system|electric]]) || 13x13 || 300 || 40/m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note, that the Burner mining drill covers exactly its size (2×2, the covered area is also 2×2), while the Electric mining drill is one tile bigger (size is 3×3, but covered area is 5×5), and the Big mining drill is two tiles bigger than the electric mining drill (size is 5x5, and area covered is 13x13).&lt;br /&gt;
&lt;br /&gt;
Mining drills can only be placed on resources.&lt;br /&gt;
&lt;br /&gt;
== Output ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Resource&lt;br /&gt;
! Burner M. Drill&lt;br /&gt;
! Electric M. Drill&lt;br /&gt;
! Big M. Drill&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 0.25&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 0.5&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;: 2.5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Scrap&lt;br /&gt;
| Time: &#039;&#039;&#039;0.5&#039;&#039;&#039;&lt;br /&gt;
| {{icon|scrap|0.5/s}}&lt;br /&gt;
| {{icon|scrap|1/s}}&lt;br /&gt;
| {{icon|scrap|5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Iron&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{Icon|Iron ore|0.25/s}}&lt;br /&gt;
| {{Icon|Iron ore|0.5/s}}&lt;br /&gt;
| {{Icon|Iron ore|2.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Copper&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{Icon|Copper ore|0.25/s}}&lt;br /&gt;
| {{Icon|Copper ore|0.5/s}}&lt;br /&gt;
| {{Icon|Copper ore|2.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Coal&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|coal|0.25/s}}&lt;br /&gt;
| {{icon|coal|0.5/s}}&lt;br /&gt;
| {{icon|coal|2.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stone&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|stone|0.25/s}}&lt;br /&gt;
| {{icon|stone|0.5/s}}&lt;br /&gt;
| {{icon|stone|2.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Calcite&lt;br /&gt;
| Time: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
| {{icon|calcite|0.25/s}}&lt;br /&gt;
| {{icon|calcite|0.5/s}}&lt;br /&gt;
| {{icon|calcite|2.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Uranium&lt;br /&gt;
| Time: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| {{icon|uranium ore|0.25/s}}&lt;br /&gt;
| {{icon|uranium ore|1.25/s}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Tungsten&lt;br /&gt;
| Time: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| {{icon|tungsten ore|0.5/s}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: While the Big Mining Drill is listed as having only 50% resource drain, this is not the same thing as productivity, and does not increase the effective output speed of the miner. Productivity creates extra ore products for every &amp;quot;real&amp;quot; ore mined from the patch, whereas resource drain reduction (at the 50% level that normal quality Big Mining Drills have) means that only every other &amp;quot;real&amp;quot; ore that is mined actually depletes the patch. That is to say, where the Big Mining Drill mines scrap at 5/s, it reduces the richness of the scrap patch beneath it by 2.5/s.&lt;br /&gt;
&lt;br /&gt;
The above figures are modified by [[Mining productivity (research)|mining productivity]] technology, which adds to any bonus from productivity modules. Productivity itself multiplies directly with the resource drain reduction effect of the Big Mining Drill. For example, a patch worth 1M ore is worth 2M ore at 100% productivity, and if normal Big Mining Drills are used, that patch is instead worth 4M ore. Legendary Big Mining Drills instead have a resource drain of 8%, so that 1M patch would instead be worth 25M ore.&lt;br /&gt;
&lt;br /&gt;
Unlike most other equipment, mining drills will output resources directly without the need of [[inserter]]s. This includes [[transport belts]], [[chests]], other mining drills, [[furnace]]s, [[assembling machine]]s, etc.&lt;br /&gt;
&amp;lt;div text align=center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px&amp;gt;&lt;br /&gt;
File:Burner drill to chest.png|Burner drill to chest&lt;br /&gt;
File:Burner drill to furnace.png|Burner drill to furnace&lt;br /&gt;
File:Early coal mining 1.png|Burner drill to burner drill&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Oririn</name></author>
	</entry>
</feed>