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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Orthotoma</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=Orthotoma"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Orthotoma"/>
	<updated>2026-04-22T06:49:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=218067</id>
		<title>Captive biter spawner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=218067"/>
		<updated>2026-04-16T04:46:43Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: clarifying mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Captive biter spawner}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
A &#039;&#039;&#039;captive biter spawner&#039;&#039;&#039; is a special production building that is initially unlocked by researching [[captivity (research)]]{{SA}} with [[agricultural science pack]]s{{SA}} and is used to produce [[biter egg|biter eggs]]. A captive biter spawner has no [[module]] slots, is unaffected by [[beacon]]s, and cannot be connected to either circuit or logistic networks. A captive spawner cannot be removed by the player or [[construction robot]]s, but can be destroyed via weapon fire, at which point it will spawn a small biter. Captive spawners are only placeable on [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
== Biter egg production ==&lt;br /&gt;
Captive biter spawners are solely used to produce [[biter egg|biter eggs]], for which they are the only source in the game. Producing biter eggs does not require setting a recipe or providing any ingredients other than a constant influx of fuel in the form of [[bioflux]]. A captive biter spawner can hold a maximum of 100 biter eggs, which they produce at a rate of 5 eggs every 10 seconds, or 0.5 /s. The production cycle continues when the output slot is full, even though no additional eggs are being produced. Biter eggs held in the output slot will not start to spoil until removed, and removed eggs can&#039;t be reinserted into the spawner.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Initially, the only way to create a captive biter spawner is by firing a [[capture bot rocket]]{{SA}} at a [[Enemies#Nests|biter spawner]] on [[Nauvis]], which will slowly transform the spawner into a captive one. Capturing a spawner takes 20 seconds, during which time the bot can be attacked and potentially destroyed by nearby biters. The spawner will continue to produce biters while being captured.&lt;br /&gt;
&lt;br /&gt;
After reaching [[Aquilo]]{{SA}} and researching [[captive biter spawner (research)]], the player can craft captive biter spawners themselves, which can be manually placed. While in the player&#039;s inventory or another container, a captive spawner has a [[Spoilage mechanics|spoil time of 30 minutes]], at which point it will turn into a behemoth biter.&lt;br /&gt;
&lt;br /&gt;
== Food consumption ==&lt;br /&gt;
A captive spawner requires a constant supply of [[bioflux]]{{SA}}. Starving spawners will stop producing biter eggs and lose health at a rate of 1 per second, regardless of quality. If a captive spawner&#039;s health reaches zero, it will transform back into a normal spawner with full health and will have to be captured again.&lt;br /&gt;
&lt;br /&gt;
Previously captured and then starved [[Enemies#Nests|biter spawners]] will not be targeted by automated weapon systems, including [[turret]]s and [[artillery]], with the exception of rocket turrets and [[spidertron]]s loaded with [[capture bot rocket]]s. They still consume [[pollution]] and spawn biters which are affected by the [[Enemies#Evolution|evolution factor]].&lt;br /&gt;
&lt;br /&gt;
[[Bioflux]]{{SA}} is used for food. One item of bioflux has an energy value of 6 MJ, and since the captive biter spawner consumes 100 kW of food, each item of bioflux will last for exactly one minute regardless of its freshness percentage. With one normal quality item of bioflux lasting for two hours before it [[spoilage|spoils]], this means that 120 items of bioflux of the same age may be consumed by a single captive biter spawner before any of them spoil. While consuming bioflux, the spawner will recover health at a rate of 1 per second.&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Captive biter spawners with a higher quality level will &#039;&#039;not&#039;&#039; yield higher quality [[biter egg]]s.&lt;br /&gt;
&lt;br /&gt;
If a captive biter spawner reverts back into a biter spawner for any reason, it will retain the quality it had as a captive biter spawner. This resulting spawner will spawn biters of the same quality, which will have the capability of forming expansion groups that will also retain their quality level upon successful expansion - creating more quality biter or [[Enemies#Spitters|spitter]] spawners, and even quality [[Enemies#Worms|worms]]. Failing to contain such reverted spawners can lead to the planet becoming populated by higher quality enemies.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ex-captive_biter_spawner.png|A previously captured spawner.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Agriculture}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Programmable_speaker&amp;diff=216909</id>
		<title>Programmable speaker</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Programmable_speaker&amp;diff=216909"/>
		<updated>2026-01-13T01:09:54Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: alert text character limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Programmable speaker}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;programmable speaker&#039;&#039; is a [[circuit network]] entity that is capable of producing alerts in the form of sound, and elements on nearby players&#039; GUIs. It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example.&lt;br /&gt;
&lt;br /&gt;
== GUI and configuration ==&lt;br /&gt;
&lt;br /&gt;
[[File:Programmable_speaker_ui.png|330px]]&lt;br /&gt;
  	&lt;br /&gt;
It can be toggled whether the sound plays globally so that it can be heard anywhere on the map, or locally so it will only be audible in the immediate vicinity of the speaker. As a courtesy, only enable global play on multiplayer when it is important that all players be notified. Only 50 sounds can be heard at once due to a game limitation.&lt;br /&gt;
&lt;br /&gt;
The volume of the programmable speaker can be controlled in the GUI. This determines the audio volume, and the carry distance if global playback is unticked. The range at full volume appears to be 64 tiles.&lt;br /&gt;
&lt;br /&gt;
[[File:speaker_map_alert.gif]]&amp;lt;br /&amp;gt;&lt;br /&gt;
As well as playing a sound, it can also be set to send a GUI text alert of up to 150 characters so the player can see what has caused the alarm. Both text and an icon can be specified, as seen in the check mark image above. In order to show an [[Alerts|alert]] in players&#039; GUIs, &amp;quot;Show alert&amp;quot; must be ticked. Additional options will be enabled that allow the player to select an icon and text for the alert.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Allow polyphony&amp;quot; check-box determines whether more than one sound may be played at once. Essentially, when hooking up a constant signal to a programmable speaker, with polyphony enabled, sounds will repeat extremely rapidly. (10 per second or so) Without polyphony, this is limited to about 1 per half second. Disabling polyphony is useful to avoid alerts being spammed and causing hearing damage. However, if producing music, polyphony may be needed.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Circuit value is pitch&amp;quot; check-box allows dynamically changing the pitch of the sound created by changing the circuit value. This is useful for music production. If the player simply wants a sound to be created whenever the conditional is met, they should disable this check-box.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Stack size reduced from 50 to 10.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.66|&lt;br /&gt;
* Programmable Speaker sounds now change volume accordingly as player moves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Alerts&amp;diff=216907</id>
		<title>Alerts</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Alerts&amp;diff=216907"/>
		<updated>2026-01-13T01:06:12Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: /* List of alerts */ Custom alert duration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:steel_furnace_warning_icon.gif|right]]&#039;&#039;&#039;Alerts&#039;&#039;&#039; show small triangle icons on the right of the [[quickbar]] and play a sound unless muted. Warning icons are shown directly on a given entity. Alerts globally inform the player of the status of the factory, including missing construction material or entities being destroyed, warning icons show the status of a given entity, such as low power or ammunition.&lt;br /&gt;
&lt;br /&gt;
Alerts last between 5 and 30 seconds depending on the type, see the table below. Alerts can be clicked to show the position of the entity which caused the alert on the map. Hovering over an alert enlarges the associated alert icons on the map and shows arrows on the screen edges that point to the positions of the entities that caused the alert.&lt;br /&gt;
&lt;br /&gt;
== Configuration of alerts ==&lt;br /&gt;
Alerts can be turned on and off, and muted/unmuted using the /alerts command in the [[console]]. This command does not disable achievements. The syntax is &lt;br /&gt;
 /alerts &amp;lt;enable/disable/mute/unmute&amp;gt; &amp;lt;alert type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Available alert types are: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair_packs, platform_tile_building_blocked, turret_out_of_ammo, turret_fire, custom, no_storage, train_out_of_fuel, train_no_path, no_platform_storage, collector_path_blocked, unclaimed_cargo, no_roboport_storage, and pipeline_overextended.&lt;br /&gt;
&lt;br /&gt;
Custom alerts are alerts that are displayed using the [[programmable speaker]].&lt;br /&gt;
&lt;br /&gt;
== List of alerts ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alert !! Type !! Description !! Duration&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Danger-icon.png|64px]] || entity_under_attack || X objects are being damaged. || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Destroyed-icon.png|64px]] || entity_destroyed || X objects were destroyed. || 30 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:No-building-material-icon.png|64px]] || no_material_for_construction&amp;lt;br&amp;gt;fluid_mixing || X objects are missing the material for construction.&amp;lt;br&amp;gt;X objects can&#039;t be constructed due to fluid mixing. || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:No-storage-space-icon.png|64px]] || no_storage || Not enough logistic network storage space available. || 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Not-enough-construction-robots-icon.png|64px]] || not_enough_construction_robots || X objects are missing construction robots. || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Not-enough-repair-packs-icon.png|64px]] || not_enough_repair_packs || X objects are missing repair packs. || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warning-icon.png|64px]] || turret_fire || X turrets are engaged with the enemy. || 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fuel-icon-red.png|64px]] || train_out_of_fuel || Train out of fuel. || 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| (Any) || custom || (Any message from a [[programmable speaker]].) || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of warning icons ==&lt;br /&gt;
&amp;lt;!-- The new icons I&#039;ve added... I can&#039;t tell - at this time - which is a warning and which is a temporarily alert. If you know which is which, please correct it. It is tricky making some of these happen on purpose in-game. --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ammo-icon-red.png|64px]] || This turret is missing ammunition.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electricity-icon-red.png|64px]] || This object is low on power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electricity-icon-unplugged.png|64px]] || This power-consumer is not connected to a power-generator/this power-generator is not connected to a power-consuming object.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fuel-icon-red.png|64px]] || This object is missing fuel.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Logistic-delivery.png|64px]] || This object is missing the material for construction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Recharge-icon.png|64px]] || This object&#039;s internal energy buffer is low.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Too-far-from-roboport-icon.png|64px]] || This logistic chest is outside the reach of a roboport.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:asteroid-collector-path-blocked-icon.png|64px]] || This asteroid collector&#039;s range is blocked, and the arms cannot reach for asteroids.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:destination-full-icon.png|64px]] || The destination is full of resources, making the offload impossible.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:endangered-by-lightning.png|64px]] || The building is under threat by a lightning storm on [[Fulgora]]{{SA}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:endangered-by-lightning-red.png|64px]] || The building is under severe threat by a lightning storm on Fulgora.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:fluid-icon-red.png|64px]] || This building needs a fluid.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:food-icon-red.png|64px]] || This [[captive biter spawner]] building needs [[bioflux]]{{SA}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nutrients-icon-red.png|64px]] || This [[biochamber]]{{SA}} building needs nutrients.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:frozen-icon.png|64px]] || This building is frozen on [[Aquilo]]{{SA}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:no-path-icon.png|64px]] || No path available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:no-platform-storage-space-icon.png|64px]] || There is no space available on the [[space platform]]{{SA}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:no-roboport-storage-space-icon.png|64px]] || This roboport has no space available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pipeline-disabled-icon.png|64px]] || This pipeline is disabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:resources-depleted-icon.png|64px]] || Resources are depleted in the building&#039;s area.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:unclaimed-cargo-icon.png|64px]] || The cargo is unclaimed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Disabled the [[turret]] shooting alert by default.&lt;br /&gt;
* Added a new alert for construction and logistic [[robots]] that can&#039;t find free space in a [[roboport]].&lt;br /&gt;
* Added a new alert for trains failing to pathfind to their target.&lt;br /&gt;
* Added a new alert for turrets running out of [[ammunition]]. It only sounds once right when the ammo is used up.&lt;br /&gt;
* Alert gui now shows an interactive list of recent alerts. ([https://factorio.com/blog/post/fff-400 Friday Facts #400])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{C|GUI}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=216136</id>
		<title>Aquilo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=216136"/>
		<updated>2025-10-19T10:35:43Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: /* Notes */ Rearranged freeze-immune table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:aquilo_preview.png|210px|right]]&#039;&#039;&#039;Aquilo&#039;&#039;&#039; is a desolate, freezing ocean [[planet]]. Its surface consists solely of a vast ocean of liquid ammonia, with the occasional floating iceberg.&lt;br /&gt;
&lt;br /&gt;
Progression wise, Aquilo is meant to be visited after establishing factories on all the previous planets. [[Planet discovery Aquilo (research)]] requires [[rocket turret]]s, [[Advanced asteroid processing (research)]], and [[heating tower]]s from Gleba, [[Asteroid reprocessing (research)]] from [[Vulcanus]], and [[Electromagnetic science pack (research)]] from [[Fulgora]].&lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Aquilo (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-aquilo}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive items ==&lt;br /&gt;
[[Lithium brine]], [[ammoniacal solution]], and [[fluorine]] can only be obtained on Aquilo.&lt;br /&gt;
&lt;br /&gt;
The following items have recipes with an explicit restriction that they can only be crafted on Aquilo:&lt;br /&gt;
*{{imagelink|Cryogenic plant|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fusion generator|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fusion reactor|space-age=yes}}&lt;br /&gt;
*{{imagelink|Cryogenic science pack|space-age=yes}}&lt;br /&gt;
*{{imagelink|Quantum processor|space-age=yes}} (can also be crafted on [[space platform]]s)&lt;br /&gt;
&lt;br /&gt;
The following fluids are extracted from or produced on Aquilo and cannot be [[barrel|barrelled]] for transport elsewhere, making them exclusive to Aquilo:&lt;br /&gt;
*{{imagelink|Ammoniacal solution|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fluorine|space-age=yes}}&lt;br /&gt;
*{{imagelink|Lithium brine|space-age=yes}}&lt;br /&gt;
*{{imagelink|Ammonia|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
Because the above fluids cannot be taken off of Aquilo, any recipe that directly consumes them is de-facto exclusive to Aquilo:&lt;br /&gt;
*{{imagelink|Fluoroketone (hot)|space-age=yes}}&lt;br /&gt;
*{{imagelink|Lithium|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fusion power cell|space-age=yes}}&lt;br /&gt;
*{{imagelink|Solid fuel from ammonia|space-age=yes}}&lt;br /&gt;
*{{imagelink|Ammonia rocket fuel|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following can be crafted elsewhere, but are unlocked on Aquilo:&lt;br /&gt;
*{{imagelink|Fluoroketone (cold)|space-age=yes}}&lt;br /&gt;
*{{imagelink|Lithium plate|space-age=yes}}&lt;br /&gt;
*{{imagelink|Foundation|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun turret|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun ammo|space-age=yes}}&lt;br /&gt;
*{{imagelink|Captive biter spawner|space-age=yes}}&lt;br /&gt;
*{{imagelink|Portable fusion reactor|space-age=yes}}&lt;br /&gt;
*{{imagelink|Promethium science pack|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aquilo Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 20 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 10&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 01%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 300&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 15&lt;br /&gt;
|-&lt;br /&gt;
| Robot energy usage || 500%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
In terms of directly exploitable natural resources, Aquilo has:&lt;br /&gt;
* [[Ammoniacal solution]]{{SA}} (via [[offshore pump]] on the edge of the ammoniacal seas)&lt;br /&gt;
* [[Lithium brine]]{{SA}} (via [[pumpjack]])&lt;br /&gt;
* [[Fluorine]]{{SA}} (via pumpjack)&lt;br /&gt;
* [[Crude oil]] (via pumpjack)&lt;br /&gt;
&lt;br /&gt;
Limited amounts of [[lithium]], [[ice]], and [[ice platform]] can be gathered from [[lithium ice formation]]s, but are otherwise crafted.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained via [[ammoniacal solution separation]] and [[ice melting]]&lt;br /&gt;
* [[Stone]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Iron ore]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Copper ore]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Coal]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Crude oil]] can be obtained using pumpjacks as normal&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
The starting area on Aquilo is a relatively small patch of snow and ice terrain. Beyond this small platform are the vast ammoniacal seas, which have small dots of icey terrain in them, usually around [[crude_oil|crude oil]], [[fluorine]]{{SA}}, or [[lithium_brine|lithium brine]]{{SA}} resource geysers. Aquilo is notable for having nothing to drill with any kind of miner. All natural resources, spare the [[lithium ice formation]]s, are gathered either by an [[offshore pump]] or [[pumpjack]]. Bases on Aquilo will be reliant on regularly shipping in resources from other planets.&lt;br /&gt;
&lt;br /&gt;
=== Ice terrain ===&lt;br /&gt;
&lt;br /&gt;
On Aquilo, most terrain must be constructed, but [[landfill]] and [[foundation]]{{SA}} are no help. Instead, you must use [[ice platform]]s{{SA}}. These platforms are created by first using [[ammoniacal solution separation]]{{SA}} to make [[ice]]{{SA}} and [[ammonia]]{{SA}}, then re-combining those into a platform that can be placed on the ocean like [[landfill]]. (This production chain produces a surplus of ammonia, which unlike solid byproducts cannot be dumped or recycled away; it must be either manually emptied from storage from time to time or consumed by some other recipe.)&lt;br /&gt;
&lt;br /&gt;
Snowy terrain can be built on directly, but on any kind of ice terrain or ice platform, most buildings will require an insulating floor of [[concrete]] tiles or derivatives before they can be placed. [[Stone brick]]s cannot be used to pave ice.&lt;br /&gt;
&lt;br /&gt;
=== Freezing ===&lt;br /&gt;
Aquilo is brutally cold. The harsh ambient temperatures drain the energy from any airborne [[construction robot|construction robots]] and [[logistic robot|logistic robots]], making them consume 5 times more power than normal. Most buildings will freeze and stop working unless heated by a [[heat pipe]] or heat generator. Heat can be generated by the [[nuclear reactor]] or [[heating tower]]{{SA}}. &lt;br /&gt;
&lt;br /&gt;
Once a building is adjacent to a heat source above 30°C, it will consume heat energy to maintain its state, reducing the energy (and temperature) in the heat source. Different entities consume different amounts of heat to prevent freezing.&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
* [[Underground belt]]s and [[pipe to ground|pipes to ground]] are substantially larger heat drains than their above-ground versions &lt;br /&gt;
* Heat pipes do not lose heat to the environment; they only lose heat to entities that need to be kept warm. &lt;br /&gt;
* All [[burner devices|burner]] entities and heat-producing machines are immune to freezing.&lt;br /&gt;
&lt;br /&gt;
For details on heat throughput, see the [[heat pipe]] page.&lt;br /&gt;
&lt;br /&gt;
A building is adjacent to a heat source when it is one tile away from the heat source either orthogonally or diagonally. All of the pipes would be heated in the below example:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Just using a one-row table here for display purposes, trying to use wide stretchy preformatted box or block quotes as insets was ugly --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Ice_platform.png|24px|link=Ice_platform]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Ice_platform.png|24px|link=Ice_platform]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Pipe.png|24px|link=Pipe]][[File:Pipe.png|24px|link=pipe]][[File:Heat_pipe.png|24px|link=heat_pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=Pipe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Pipe.png|24px|link=pipe]][[File:Heating_tower.png|72px|link=Heating_tower]][[File:Pipe.png|24px|link=pipe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[File:Heat_demo.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Entity heat consumption&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Kilowatts&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt}} {{Icon|Fast transport belt}} {{Icon|Express transport belt}} {{Icon|Turbo transport belt}}|| 10&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Underground belt}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fast underground belt}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Express underground belt}} || 150&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Turbo underground belt}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Splitter}} {{Icon|Fast splitter}} {{Icon|Express splitter}} {{Icon|Turbo splitter}} || 40&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pipe}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pipe to ground}} || 150&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter}} {{Icon|Fast inserter}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Long-handed inserter}} {{Icon|Bulk inserter}} {{Icon|Stack inserter}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Steam engine}} {{Icon|Steam turbine}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Rocket turret}} {{Icon|Railgun turret}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Arithmetic combinator}} {{Icon|Decider combinator}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Selector combinator}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine 1}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Electric furnace}} {{Icon|Chemical plant}} {{Icon|Lab}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cryogenic plant}} {{Icon|Recycler}} {{Icon|Biochamber}} {{Icon|Electromagnetic plant}} {{Icon|Centrifuge}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Oil refinery}} {{Icon|Artillery turret}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Foundry}} {{Icon|Radar}} {{Icon|Roboport}} {{Icon|Rocket silo}} || 300&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Beacon}} ||400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following entities are immune to freezing. Many may be placed directly on ice tiles (with the exceptions you might expect, mostly).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile !!  Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Offshore pump}} || Offshore pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Wooden chest}} {{Icon|Iron chest}} {{Icon|Steel chest}} {{Icon|Active provider chest}} {{Icon|Passive provider chest}} {{Icon|Storage chest}} {{Icon|Buffer chest}} {{Icon|Requester chest}} || Chests&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Small electric pole}} {{Icon|Medium electric pole}} {{Icon|Big electric pole}} {{Icon|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Solar panel}} {{Icon|Accumulator}} {{Icon|Lamp}} {{Icon|Constant combinator}} || Basic electric devices&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Tesla turret}} || Tesla turrets&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Construction robot}} {{Icon|Logistic robot}} {{Icon|Defender capsule}} {{Icon|Distractor capsule}} {{Icon|Destroyer capsule}} || Bots&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Car}} {{Icon|Tank}} {{Icon|Spidertron}} || Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Locomotive}} {{Icon|Cargo wagon}} {{Icon|Fluid wagon}} {{Icon|Artillery wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Straight rail}} {{Icon|Rail ramp}} {{Icon|Train stop}} {{Icon|Rail signal}} {{Icon|Rail chain signal}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Any || {{Icon|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}} || {{Icon|Cargo landing pad}} {{Icon|Cargo bay}} || Space cargo&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Display panel}} || Player notification devices&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Burner inserter}} {{Icon|Boiler}} {{Icon|Stone furnace}} {{Icon|Steel furnace}} || Burner entities&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Nuclear reactor}} {{Icon|Heat exchanger}} {{Icon|Heating tower}} {{Icon|Heat pipe}} || Heat generators and heat pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Fusion reactor}} {{Icon|Fusion generator}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Flamethrower turret}}  || Flamethrower turrets&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Wall}} {{Icon|Gate}} || Walls and gates&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Solar energy ===&lt;br /&gt;
Aquilo is far from its sun, and so [[solar panel]]s on its surface only output at 1% of their rate on Nauvis: 0.6 kW peak production. This makes panels practical for little more than powering the first machines to produce the water needed for real power generation.&lt;br /&gt;
&lt;br /&gt;
The minimum machines needed to produce water is either a single [[chemical plant]] to melt [[ice]] (which can initially be dropped from a space platform), or a single [[assembling machine 2]] to [[barrel|empty barrels of water]] also dropped from the platform. Assembling machine 2s require less power than chemical plants, and the unbarreling recipe is faster than [[ice melting]]. So on the whole, the assembler version will be faster.&lt;br /&gt;
&lt;br /&gt;
Note that it is not necessary to fully power these machines. As long as the available power is greater than their drain, they will be able to function, albeit at reduced speed. [[Efficiency module]]s can speed this process up. With 3 efficiency modules, an assembling machine 2 only needs 35 kW to run at full speed (59 solar panels). To reach just 1/8th of max speed requires only 8.75 kW, which only needs 15 (base [[quality]]) solar panels.&lt;br /&gt;
&lt;br /&gt;
Once even a little water is available, [[heat exchanger]]s heated by either [[heating tower]]s or [[nuclear reactor]]s can feed [[steam turbine]]s for power. This power can be used to process [[ammoniacal solution separation]] to generate ice, which can be melted into water for continuous power generation.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Aquilo]] is connected to 2 other planets, [[Gleba]]{{SA}} and [[Fulgora]]{{SA}}, along with the [[Solar system edge]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]{{SA}}|| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]]{{SA}}|| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Solar system edge]]{{SA}}|| 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Aquilo.png]] &amp;lt;br&amp;gt; Space route from [[Gleba]] to [[Aquilo]]&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from [[Fulgora]] to [[Aquilo]]&lt;br /&gt;
| [[File:Asteroid_chart_Aquilo_Solar_System_Edge.png]] &amp;lt;br&amp;gt; Space route from [[Aquilo]] to [[Solar system edge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Big&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 60%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 2 &lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| .10&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| 0&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0.25&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
aquilo_landscape.png|Example landscape of Aquilo.&lt;br /&gt;
aquilo_landscape_main_menu.png|Aquilo seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In mythology, Aquilo is the Roman god of the north wind, storms, and winter.&lt;br /&gt;
* During development, Aquilo was planned to be home to floating, jellyfish-like enemies, concept art for which were shown in Friday Facts [https://factorio.com/blog/post/fff-367 #367]. However, they were not implemented due to them making progression &amp;quot;much slower&amp;quot;. [https://www.factorio.com/blog/post/fff-429]&lt;br /&gt;
* Aquilo&#039;s design with ice and liquid ammonia oceans is based on real-world [https://en.wikipedia.org/wiki/Ice%20planet ice planets].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fulgora]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Barrel&amp;diff=216077</id>
		<title>Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Barrel&amp;diff=216077"/>
		<updated>2025-10-11T21:50:27Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Barrels&#039;&#039;&#039; can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once [[fluid handling (research)|fluid handling]] is researched.  The barrels themselves are reusable once the fluids are drained.&lt;br /&gt;
&lt;br /&gt;
Barrels stack in groups of 10. A single [[cargo wagon]] can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a [[fluid wagon]]. &lt;br /&gt;
&lt;br /&gt;
Empty barrels have a rocket capacity{{SA}} of 200. Full barrels, regardless of fluid, have a rocket capacity{{SA}} of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled.&lt;br /&gt;
&lt;br /&gt;
Barrels can&#039;t be used to transport [[steam]] or any fluids introduced in the [[Space Age]]{{SA}} expansion (with the exception of [[fluoroketone (hot)]]{{SA}} and [[fluoroketone (cold)]]{{SA}}).&lt;br /&gt;
&lt;br /&gt;
== Empty barrels ==&lt;br /&gt;
&#039;&#039;&#039;Empty barrels&#039;&#039;&#039; can be crafted.  When barrels are emptied, the (required) [[assembling machine]] will also return an empty barrel.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|steel plate|1}} + {{icon|time|1}} → {{icon|Empty barrel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Req. technology:&#039;&#039;&#039; || {{icontech|Fluid handling (research)|}} [[Fluid handling (research)|Fluid handling]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty crude oil barrel||}} Empty crude oil barrel || {{Icon|crude oil barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|Crude oil|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty heavy oil barrel||}} Empty heavy oil barrel || {{Icon|heavy oil barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|Heavy oil|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty light oil barrel||}} Empty light oil barrel || {{Icon|light oil barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|light oil|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty lubricant barrel||}} Empty lubricant barrel || {{Icon|lubricant barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|lubricant|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty petroleum gas barrel||}} Empty petroleum gas barrel || {{Icon|petroleum gas barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|petroleum gas|50}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon|Empty sulfuric acid barrel||}} Empty sulfuric acid barrel || {{Icon|sulfuric acid barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|sulfuric acid|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty water barrel||}} Empty water barrel || {{Icon|water barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|water|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty fluoroketone (hot) barrel|space-age=yes||}} Empty fluoroketone (hot) barrel || {{Icon|fluoroketone (hot) barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{icon|Empty barrel|1|}} + {{icon|fluoroketone (hot)|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty fluoroketone (cold) barrel|space-age=yes||}} Empty fluoroketone (cold) barrel || {{Icon|fluoroketone (cold) barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{icon|Empty barrel|1|}} + {{icon|fluoroketone (cold)|50}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fill barrels ==&lt;br /&gt;
&#039;&#039;&#039;Filled barrels&#039;&#039;&#039; cannot be crafted.  They are filled using the respective [[fluid system|fluids]]&#039;s &#039;&#039;&#039;Fill barrel&#039;&#039;&#039; process which consumes empty barrels.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill crude oil barrel||}} Fill crude oil barrel || {{Icon|Empty barrel|1|}} {{icon|Crude oil|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|crude oil barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill heavy oil barrel||}} Fill heavy oil barrel || {{Icon|empty barrel|1|}} {{icon|heavy oil|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|heavy oil barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill light oil barrel||}} Fill light oil barrel || {{Icon|empty barrel|1|}} {{icon|light oil|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|light oil barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill lubricant barrel||}} Fill lubricant barrel || {{Icon|empty barrel|1|}} {{icon|lubricant|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|lubricant barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill petroleum gas barrel||}} Fill petroleum gas barrel || {{Icon|empty barrel|1|}} {{icon|petroleum gas|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|petroleum gas barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill sulfuric acid barrel||}} Fill sulfuric acid barrel || {{Icon|empty barrel|1|}} {{icon|sulfuric acid|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|sulfuric acid barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill water barrel||}} Fill water barrel || {{Icon|empty barrel|1|}} {{icon|water|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|water barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill fluoroketone (hot) barrel|space-age=yes||}} Fill fluoroketone (hot) barrel || {{Icon|empty barrel|1|}} {{icon|fluoroketone (hot)|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|fluoroketone (hot) barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill fluoroketone (cold) barrel|space-age=yes||}} Fill fluoroketone (cold) barrel || {{Icon|empty barrel|1|}} {{icon|fluoroketone (cold)|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|fluoroketone (cold) barrel|1|}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example of use ==&lt;br /&gt;
Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in [[Space Age]]{{SA}}. Barrels can be transported with a [[belt transport system]] or [[railway]], by [[logistic robot]]s, via [[car]] or [[tank]], or in the [[player]]&#039;s inventory. [[Long-handed inserter]]s can pass barrels over gaps that can&#039;t be bridged with [[pipe to ground|pipe-to-ground]]s, such as over [[lava]] or a gap in a [[space platform]].&lt;br /&gt;
&lt;br /&gt;
A simple example with [[transport belts]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Crude-oil-barrel-handling-example.png]]&lt;br /&gt;
&lt;br /&gt;
Another case for using barrels is when only a small amount of fluid is needed, such as kickstarting the [[Oil processing|coal liquefaction]] recipe with [[heavy oil]], or mining one unit of [[uranium ore]] to unlock the [[Technologies#Trigger_technologies|trigger technology]] for [[uranium processing]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Barrel filling and emptying recipes cannot accept [[productivity module]]s or [[quality module]]s.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.16.8|&lt;br /&gt;
* Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)&lt;br /&gt;
* Decreased barrelling crafting time from 1 second to 0.2 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added automatic barreling support for all fluids.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid handling (research)|Fluid handling]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
&lt;br /&gt;
{{C|Intermediate products}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=216076</id>
		<title>Fluid system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=216076"/>
		<updated>2025-10-11T20:57:08Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: /* Barrels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Item-group fluids.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Fluids&#039;&#039;&#039; are non-solid items, such as [[water]] and [[oil]]. They can normally only exist inside entities for fluid handling (like [[pipe]]s), and buildings that have fluids as input ingredients or products (like an [[oil refinery]]).&lt;br /&gt;
&lt;br /&gt;
== Fluids ==&lt;br /&gt;
The following fluids are available in-game:&lt;br /&gt;
[[File:fluids_gui.png|thumb|350px|right|&amp;quot;Fluids&amp;quot; tab on the [[production statistics]] screen.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Fluid !! Resource distribution !! Extractor !! Alternative recipes !! Producer&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Water}} || {{icon|Nauvis}}{{icon|Gleba|space-age=yes}} || {{icon|Offshore pump}} || {{icon|Ice melting|space-age=yes}}{{icon|Steam condensation|space-age=yes}} || {{icon|Chemical plant}}{{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Steam}} || N/A || N/A || {{icon|Acid neutralisation|space-age=yes}} || {{icon|Boiler}}{{icon|Heat exchanger}}{{icon|Chemical plant}}{{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Crude oil}} || {{icon|Nauvis}}{{icon|Aquilo|space-age=yes}} || {{icon|Pumpjack}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Petroleum gas}} || N/A || N/A || {{icon|Basic oil processing}}{{icon|Advanced oil processing}}{{icon|Light oil cracking}}{{icon|Coal liquefaction}} || {{icon|Oil refinery}}{{icon|Chemical plant}}{{icon|Biochamber|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Light oil}} || N/A || N/A || {{icon|Advanced oil processing}}{{icon|Heavy oil cracking}}{{icon|Coal liquefaction}} || {{Icon|Oil refinery}}{{Icon|Chemical plant}}{{Icon|Biochamber|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Heavy oil}} || {{icon|Fulgora|space-age=yes}} || {{icon|Offshore pump}} || {{icon|Advanced oil processing}}{{icon|Coal liquefaction}}{{icon|Simple coal liquefaction|space-age=yes}} || {{icon|Oil refinery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Lubricant}} || N/A || N/A || {{icon|Lubricant}}{{Icon|Biolubricant|space-age=yes}} || {{Icon|Chemical plant}}{{Icon|Biochamber|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Sulfuric acid}} || {{icon|Vulcanus|space-age=yes}} || {{icon|Pumpjack}} || {{icon|Sulfuric acid}} || {{icon|Chemical plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Thruster fuel|space-age=yes}} || N/A || N/A || {{icon|Thruster fuel|space-age=yes}}{{icon|Advanced thruster fuel|space-age=yes}} || {{Icon|Chemical plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Thruster oxidizer|space-age=yes}} || N/A || N/A || {{icon|Thruster oxidizer|space-age=yes}}{{icon|Advanced thruster oxidizer|space-age=yes}} || {{Icon|Chemical plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Lava|space-age=yes}} || {{icon|Vulcanus|space-age=yes}} || {{icon|Offshore pump}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Molten iron|space-age=yes}} || N/A || N/A || {{icon|Molten iron|space-age=yes}}{{icon|Molten iron from lava|space-age=yes}} || {{icon|Foundry|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Molten copper|space-age=yes}} || N/A || N/A || {{icon|Molten copper|space-age=yes}}{{icon|Molten copper from lava|space-age=yes}} || {{icon|Foundry|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Holmium solution|space-age=yes}} || N/A || N/A || {{icon|Holmium solution|space-age=yes}} || {{Icon|Chemical plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Electrolyte|space-age=yes}} || N/A || N/A || {{icon|Electrolyte|space-age=yes}} || {{Icon|Electromagnetic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Ammoniacal solution|space-age=yes}} || {{icon|Aquilo|space-age=yes}} || {{icon|Offshore pump}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Ammonia|space-age=yes}} || N/A || N/A || {{icon|Ammoniacal solution separation|space-age=yes}} || {{icon|Chemical plant}}{{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Lithium brine|space-age=yes}} || {{icon|Aquilo|space-age=yes}} || {{icon|Pumpjack}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Fluorine|space-age=yes}} || {{icon|Aquilo|space-age=yes}} || {{icon|Pumpjack}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Fluoroketone (hot)|space-age=yes}} || N/A || N/A || {{icon|Fluoroketone (hot)|space-age=yes}} || {{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Fluoroketone (cold)|space-age=yes}} || N/A || N/A || {{icon|Cooling hot fluoroketone||Fluoroketone (cold)|space-age=yes}} || {{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Plasma|space-age=yes}} || N/A || N/A || {{icon|Plasma|space-age=yes}} || {{icon|Fusion reactor|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Fluids cannot be carried by the player, moved using [[inserters]], dropped on the ground, nor stored in chests, unless the fluids are stored in [[barrel]]s. They cannot be spilled or even dumped in a lake, and are counted in continuous fractions, rather than discrete integers.&amp;lt;br&amp;gt;&lt;br /&gt;
When the player picks up a structure that contains fluids, the contained fluid will try to flow into connected structures and any excess fluid that does not fit is destroyed.&lt;br /&gt;
[[File:Pipe_GUI.png|right|thumb|350px|GUI of a pipe inside a fluid system containing water. Clicking the trash can icon next to a fluid will flush that fluid from the system.]]&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
In the game, fluid is held in entities that behave as vessels (fluid boxes) of a defined size (volume). The vessels automatically connect to each other if their inputs/outputs are adjacent (pipes connect to all directions) and allow fluids to flow between them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;volume&#039;&#039;&#039; of fluid contained in a fluid box is a value between 0 and the maximum volume. For instance, the pipe can hold 100 units of fluid, therefore the value in the pipe can be a number between 0 and 100. The &#039;&#039;&#039;level&#039;&#039;&#039; of fluid in a given entity is manifested by a percentage of the entity&#039;s maximum volume that is being occupied by a fluid. It can be observed in pipes and tanks; they have windows through which the fluid is seen at a certain level, or perhaps even as just a small trickle.&lt;br /&gt;
&lt;br /&gt;
=== Fluid mixing ===&lt;br /&gt;
The game will prevent players from accidentally mixing fluids when placing most buildings, e.g. [[pipe]]s containing different fluids cannot be placed directly next to each other. However, not every possible case of fluid mixing is considered, so the player may still mix fluids accidentally or by purposely working around the building restrictions. A fluid segment can only contain a single fluid type, so trying to mix multiple fluids will result in all but one fluid being deleted.&lt;br /&gt;
&lt;br /&gt;
=== Flow ===&lt;br /&gt;
All connected tanks and pipes are treated as a single vessel in that &#039;&#039;the level of fluid must be equal in all parts&#039;&#039;, to even out pressure exacted by a higher fluid level on smaller ones. This is why level is also often referred to as &#039;&#039;pressure&#039;&#039;, even though pressure is actually caused by a difference in level between two entities. All flow of fluid that happens between pipes is to achieve this balance (pumps practically ignore it and buildings disrupt it; more on that further below). The flow rate between pipes is dependent on pressure (the difference in level between the adjacent entities), it becomes slower as pipes even their levels out.&lt;br /&gt;
&lt;br /&gt;
Coming back to how the &#039;level&#039; is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes. For example, if 12,550 units of fluid are left to flow into a storage tank of 25,000-unit capacity with one pipe of 100-unit capacity connected, there will be 12,500 units in the storage tank and 50 units in the pipe, both being filled to the same &#039;&#039;&#039;percentage&#039;&#039;&#039; (50%) of their capacities, even though the amounts themselves are unequal.&lt;br /&gt;
&lt;br /&gt;
Machines that produce fluids put them in their output slots, which are related to a specifically labeled output pipe socket somewhere on the machine (pressing {{Keybinding|Alt}} reveals the labels). The slot will attempt to empty itself into the entity connected to the machine&#039;s socket, unless it is full, or contains a non-matching fluid. Machines that consume fluids also have an accordingly labeled pipe input socket. If an entity containing the correct fluid is connected to it, the machine will start behaving like a pipe that can never be filled, meaning the fluid from connected pipes and tanks drains into the machine at a fixed rate, until the machine&#039;s input slot is full. There may be machines that have pipe sockets for both input and output (like a [[electric mining drill|drill]] placed over [[uranium ore]]). They then drain the fluid for themselves first, and once full, behave as a regular pipe that attempts to even out its level with adjacent entitites. If there are multiple output/input sockets for one fluid on a machine, their activity is distributed to them equally unless some of them are blocked/full. Each socket is limited to 6000 fluid transfer per second. The total throughput is then 6000 times the sum of the available sockets for each fluid type. For example, while a [[cryogenic plant]] with eight tier three speed modules can produce steam via [[acid neutralisation]] at a rate of 26,000/second, it will only be able to export at a theoretical max of 18,000/second (6000 * three output sockets). This limit is multiplied with the fullness ratios of the source and sink to produce the actual flow value. In practice, this means that the practical limit will be lower. &amp;lt;!-- TODO: Get some actual numbers on practical throughput limits. The acid neutralisation page lists 4200/second/socket as a practical limit, but doesn&#039;t have any methodology for arriving at that figure --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Temperature is currently only relevant in heating water as a medium for power generation. Even though all fluids in the game have a temperature value, it is generally the default 15°C.&lt;br /&gt;
&lt;br /&gt;
Energy, whether harnessed from [[fuel]] in [[boiler]]s, or from [[Nuclear power (research)|nuclear power]] through [[heat exchanger]]s, can be used to turn [[water]] to [[steam]], being a [[Energy and work|liquid form of work]]. Steam holds energy at a ratio of 0.2 kJ per °C per unit. In other words: 0.2 kJ of work is necessary to heat a unit of steam by one °C. Since steam/water is set to have a maximum temperature of 1000°C and minimum of 15°C, the most work that can be done on one unit is 197 kJ.&lt;br /&gt;
&lt;br /&gt;
In practice, this is barely utilized in a great variety: Boilers only output steam of 165°C temperature, and heat exchangers only output 500°C hot steam, never hotter, never colder; if insufficient energy is supplied, the heaters do not output steam altogether. The steam also does not grow colder over time. Using the 165°C steam in a [[steam engine]] has the same effect as using it in a [[steam turbine]], although it is impractical, since turbines are made to consume 500°C (superheated) steam, generating proportionally more power. All of this makes for no need of exact calculations.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
[[File:pipes_carrying_fluids.png|thumb|right|350px|Eight pipelines, each carrying a different fluid.]]&lt;br /&gt;
[[File:Overlength_pipe.gif|frame|right|When a pipe section exceeds max length, the overlay will give a warning by turning red.]]&lt;br /&gt;
Fluids can be transported through pipelines, barrels, or railway. It is generally practical to use piping for short-distance distribution to machines (or barrelling, if there is need to use belts), and railway transportation for longer distances.&lt;br /&gt;
&lt;br /&gt;
=== Pipelines ===&lt;br /&gt;
&#039;&#039;&#039;[[Pipe|Pipes]]&#039;&#039;&#039; are the most basic way to channel fluids from A to B. They automatically connect to any adjacent pipe and can do so to all four cardinal directions simultaneously. [[Pipe to ground|Underground pipes]] only work in two opposite directions, linking to another underground pipe on one side, and to another entity on the other. If a pipe section becomes too long without using pumps (spreading outside a 320×320 tiles or 10×10 chunk area), fluid will not flow until the pipeline is broken up by a pump. &#039;&#039;&#039;[[Storage tank|Tanks]]&#039;&#039;&#039; behave the same as pipes, except their volume is much greater.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pump]]s&#039;&#039;&#039; use electrical power to transfer fluids in one direction. They also block any back-flow, which means they can pressurize a section of piping, filling it as much as possible. They can also be disabled using the [[circuit network]] which stops fluid flow through the pump.&lt;br /&gt;
&lt;br /&gt;
A continuous pipeline (meaning one that is not split by pumps) will transfer fluid instantly, with no flow restriction, irrespective of the distance, as long as the pipeline is not too long (as defined above).&lt;br /&gt;
&lt;br /&gt;
=== Barrels ===&lt;br /&gt;
&#039;&#039;&#039;[[Barrel]]s&#039;&#039;&#039; are used by [[Assembling machine]]s to effectively &amp;quot;bottle&amp;quot; fluids into an item that can be handled like any other item; carried in an inventory, placed in chests and handled by [[Inserters]]. This allows the player to transport fluids via the [[belt transport system]] and the [[logistic network]] (as well as the [[railway]], although fluid wagons are also an option on rails). Assembling machines are also used to empty the barrels, depositing their contents to pipes and leaving an empty barrel for another use.&lt;br /&gt;
&lt;br /&gt;
Barrels can&#039;t be used to transport [[steam]] or any fluids introduced in the [[Space Age]]{{SA}} expansion (with the exception of [[fluoroketone (hot)]]{{SA}} and [[fluoroketone (cold)]]{{SA}}).&lt;br /&gt;
&lt;br /&gt;
=== Railway ===&lt;br /&gt;
&#039;&#039;&#039;[[Railway]]&#039;&#039;&#039; is another method of transporting fluids, and can be conducted in two ways: Either the fluids are directly pumped into a [[fluid wagon]], or they are poured into barrels and loaded into [[cargo wagon]]s. Both methods have their advantages:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using fluid wagons&#039;&#039;&#039;&lt;br /&gt;
* Higher capacity (50k vs 20k)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using barrels in cargo wagons&#039;&#039;&#039;&lt;br /&gt;
* A single cargo wagon can transport multiple types of barrelled fluid (and regular items at the same time)&lt;br /&gt;
* Cargo wagons, [[Fluid wagon#Troubleshooting|as opposed to fluid wagons]], don&#039;t need to be perfectly aligned to be (un-)loaded, allowing for more flexible train station designs&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Fluid system}}&lt;br /&gt;
{{C|Energy and fluid distribution{{!}}#Fluid system}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Trigger_technologies&amp;diff=216075</id>
		<title>Trigger technologies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Trigger_technologies&amp;diff=216075"/>
		<updated>2025-10-11T20:27:10Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: Redirected page to Technologies#Trigger technologies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Technologies#Trigger_technologies]]&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Technologies&amp;diff=216074</id>
		<title>Technologies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Technologies&amp;diff=216074"/>
		<updated>2025-10-11T20:24:17Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: Added trigger technology list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Technology tree.png|thumb|right|280px|The technology tree − Click to enlarge.]]&lt;br /&gt;
[[File:tech_bonuses.png|thumb|right|280px|Researched tech bonuses.]]&lt;br /&gt;
&#039;&#039;&#039;Technologies&#039;&#039;&#039; are series of [[research]] projects that provide various enhancements. Some technologies unlock new items or recipes, while others provide bonuses. &lt;br /&gt;
&lt;br /&gt;
Most technologies can be researched in [[lab]]s by consuming [[science pack]]s of various types. For example, the [[Logistics (research)|Logistics]] technology can be unlocked by placing 20 [[automation science pack]]s into labs while the technology is selected for research. Some technologies will automatically unlock after meeting specific conditions, without consumption of any science packs.&lt;br /&gt;
&lt;br /&gt;
== Infinite technologies ==&lt;br /&gt;
&lt;br /&gt;
While most technologies in Factorio are either one-off or have a finite, relatively small number of levels available, a few are &amp;quot;infinite&amp;quot;, meaning the player can research as many levels as they can afford. All of them unlock bonuses to existing technologies, never new structures or abilities. The per-level bonuses are constant for a particular infinite technologies and, like finite research bonuses, are additive within a single technology. They are subject to diminishing returns; thus, the per-level and per-science pack contributions from very high levels of infinite technologies will eventually provide only marginal improvements.&lt;br /&gt;
&lt;br /&gt;
All base game infinite technologies levels require [[space science pack]]s, and are also the only technologies that do. As such, they are late-game technologies intended primarily for players who wish to continue playing and expand their factory past the nominal victory condition of launching a rocket.&lt;br /&gt;
&lt;br /&gt;
Infinite technologies are identified in-game by a small &amp;lt;code&amp;gt;∞&amp;lt;/code&amp;gt; infinity symbol shown in the top right corner of the research technology&#039;s card in the research screen.&lt;br /&gt;
&lt;br /&gt;
Most infinite technologies are continuations of ordinary multi-level technologies; the &amp;quot;infinite&amp;quot; mechanic becomes effective once the player reaches the card initially labeled with &amp;lt;code&amp;gt;N - ∞&amp;lt;/code&amp;gt; in the research tree.  In the base game, only the two [[artillery]]-related technologies (artillery shell [[artillery shell range (research)|range]] and [[artillery shell shooting speed (research)|shooting speed]]) are infinite-only; for these, &amp;lt;code&amp;gt;1 - ∞&amp;lt;/code&amp;gt; is shown before any levels in them are researched. In either case, once the first infinite level is researched, the card label switches to the one discussed above.&lt;br /&gt;
&lt;br /&gt;
=== Pricing formulas ===&lt;br /&gt;
&lt;br /&gt;
The price of all infinite technologies is generated in a [[Wikipedia:Progression|mathematical progression]]; for the majority of technologies, the progression is [[Wikipedia:Geometric_progression|geometric]], mostly in powers of 2. Two technologies - [[mining productivity (research)|mining productivity]] and [[follower robot count (research)|follower robot count]] - use an [[Wikipedia:Arithmetic_progression|arithmetic progression]] instead.&lt;br /&gt;
&lt;br /&gt;
The table below summarizes for all infinite researches their first infinite level, the cost of the first few infinite levels, the cost formula and the per-level bonus. &lt;br /&gt;
&lt;br /&gt;
We denote by &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; the current level of the research, by &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; the final non-infinite level of the research (hence F+1 is the first &amp;quot;infinite&amp;quot; level) and by &amp;lt;code&amp;gt;P[N]&amp;lt;/code&amp;gt; the price of the research at level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Category !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! P[F+2] !! P[F+3] !! P[F+4] !! P[F+5] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || Productivity || +10% Mining productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|4 || 2,500 × (N - F) || style=text-align:center|2,500 || style=text-align:center|5,000 || style=text-align:center|7,500 || style=text-align:center|10,000 || style=text-align:center|12,500 || style=text-align:center|+2500&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || rowspan=&amp;quot;4&amp;quot; | Weapon Damage || +40% Bullet damage &amp;lt;br&amp;gt; +70% Gun turret damage &amp;lt;br&amp;gt; +40% Shotgun shell damage &amp;lt;br&amp;gt; +100% Cannon shell damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket damage &amp;lt;br&amp;gt; +20% Grenade damage &amp;lt;br&amp;gt; +20% Land mine damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Fire damage &amp;lt;br&amp;gt; +20% Flamethrower turret damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Energy weapons damage (research)}} [[Energy weapons damage (research)|Energy weapons damage]] || +70% Laser damage &amp;lt;br&amp;gt; +70% Electric damage &amp;lt;br&amp;gt; +30% Beam damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || rowspan=&amp;quot;3&amp;quot; | Non-Damage&amp;lt;br&amp;gt; Weapon Bonus || +30% Artillery shell range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 × 2^N || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|32,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;white-space: nowrap&amp;quot; | {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell shooting speed]] || +100% Artillery shell shooting speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 + 1,000 × 3^(N - 1) || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|10,000 || style=text-align:center|28,000 || style=text-align:center|82,000 || style=text-align:center|×3 then - 2,000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +25 Maximum following robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|5 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|3,000 || style=text-align:center|4,000 || style=text-align:center|5,000 || style=text-align:center|+1,000&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed]] || Other || +65% Worker robot speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|6 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Space Age ====&lt;br /&gt;
The table below summarizes all the infinite technologies in Space Age. Some are unique to Space Age, while some have their price and/or effect changed from the base game.&lt;br /&gt;
&lt;br /&gt;
Due to the introduction of [[Tesla weapons (research)|tesla weapons]], the [[Energy weapons damage (research)|energy weapons damage]] technology is split into [[Laser weapons damage (research)|laser weapons damage]] and [[Electric weapons damage (research)|electric weapons damage]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Category !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || rowspan=&amp;quot;2&amp;quot; | Productivity || +10% Mining productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || style=text-align:center|3 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|+1,000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Research productivity (research)}} [[Research productivity (research)|Research productivity]] {{SA}} || +10% Lab research productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Electromagnetic science pack}} {{icon|Agricultural science pack}} {{icon|Cryogenic science pack}} {{icon|Promethium science pack}} || style=text-align:center|1 || 1,000 × 1.2^N || style=text-align:center|1,200 || style=text-align:center|×1.2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Steel plate productivity (research)}} [[Steel plate productivity (research)|Steel plate productivity]] {{SA}} || rowspan=&amp;quot;8&amp;quot; | Recipe Productivity &amp;lt;br&amp;gt; (no effect beyond level 30) || +10% Steel plate productivity&amp;lt;br&amp;gt; +10% Casting steel productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;white-space: nowrap&amp;quot; | {{Icontech|Low density structure productivity (research)}} [[Low density structure productivity (research)|Low density structure productivity]] {{SA}} || +10% Low density structure productivity&amp;lt;br&amp;gt; +10% Casting low density structure productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Scrap recycling productivity (research)}} [[Scrap recycling productivity (research)|Scrap recycling productivity]] {{SA}} || +10% Scrap recycling productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|1 || 500 × 1.5^N || style=text-align:center|750 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Processing unit productivity (research)}} [[Processing unit productivity (research)|Processing unit productivity]] {{SA}} || +10% Processing unit productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Plastic bar productivity (research)}} [[Plastic bar productivity (research)|Plastic bar productivity]] {{SA}} || +10% Plastic bar productivity&amp;lt;br&amp;gt; +10% Bioplastic productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket fuel productivity (research)}} [[Rocket fuel productivity (research)|Rocket fuel productivity]] {{SA}} || +10% Rocket fuel productivity&amp;lt;br&amp;gt; +10% Rocket fuel from jelly productivity&amp;lt;br&amp;gt; +10% Ammonia rocket fuel productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Asteroid productivity (research)}} [[Asteroid productivity (research)|Asteroid productivity]] {{SA}} || +10% Carbonic asteroid crushing productivity&amp;lt;br&amp;gt; +10% Oxide asteroid crushing productivity&amp;lt;br&amp;gt; +10% Metallic asteroid crushing productivity&amp;lt;br&amp;gt; +10% Advanced carbonic asteroid productivity&amp;lt;br&amp;gt; +10% Advanced oxide asteroid crushing productivity&amp;lt;br&amp;gt; +10% Advanced metallic asteroid crushing productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket part productivity (research)}} [[Rocket part productivity (research)|Rocket part productivity]] {{SA}} || +10% Rocket part productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Cryogenic science pack}} || style=text-align:center|1 || 2,000 × 1.5^N || style=text-align:center|3,000 || style=text-align:center|×1.5&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || rowspan=&amp;quot;7&amp;quot; | Weapon Damage || +20% Bullet damage &amp;lt;br&amp;gt; +20% Gun turret damage &amp;lt;br&amp;gt; +40% Shotgun shell damage &amp;lt;br&amp;gt; +100% Cannon shell damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Laser weapons damage (research)}} [[Laser weapons damage (research)|Laser weapons damage]] {{SA}} || +70% Laser damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell damage (research)}} [[Artillery shell damage (research)|Artillery shell damage]] {{SA}} || +10% Artillery shell damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket damage &amp;lt;br&amp;gt; +20% Grenade damage &amp;lt;br&amp;gt; +20% Land mine damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Fire damage&amp;lt;br&amp;gt; +20% Flamethrower turret damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Electric weapons damage (research)}} [[Electric weapons damage (research)|Electric weapons damage]] {{SA}} || +70% Tesla damage &amp;lt;br&amp;gt; +70% Electric damage &amp;lt;br&amp;gt; +30% Beam damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|4 || 1,000 × 2^(N - F) || style=text-align:center|2,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun damage (research)}} [[Railgun damage (research)|Railgun damage]] {{SA}} || +40% Railgun damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || rowspan=&amp;quot;4&amp;quot; | Non-Damage &amp;lt;br&amp;gt; Weapon Bonus || +30% Artillery shell range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell shooting speed]] || +100% Artillery shell shooting speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)}} [[Railgun shooting speed (research)|Railgun shooting speed]] {{SA}} || +15% Railgun shooting speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} {{icon|Cryogenic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +25 Maximum following robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|5 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|+1,000&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed ]] || rowspan=&amp;quot;2&amp;quot; | Other || +65% Worker robot speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F) || style=text-align:center|2,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Health (research)}} [[Health (research)|Health]] {{SA}} || +50 Character health || {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 50 × 2^N || style=text-align:center|100 || style=text-align:center|×2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cumulative cost ===&lt;br /&gt;
&lt;br /&gt;
As the price of most infinite technologies (specifically, those based on geometric progressions) increases very steeply, it may be a good idea for players to set realistic target levels for each of the infinite technologies they wish to pursue, and make their factory plans accordingly. To that end, the following properties of cumulative infinite research prices may be useful:&lt;br /&gt;
&lt;br /&gt;
#For infinite technologies whose underlying equation is a powers-of-two geometric series, the cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; infinite levels (skipping the first &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; level, so counting &amp;quot;infinite&amp;quot; levels only) is &amp;lt;code&amp;gt;2 × P[N] - P[F+1]&amp;lt;/code&amp;gt;; i.e., twice the price of the final researched level, less the price of the first &amp;quot;infinite&amp;quot; level. &lt;br /&gt;
#*As &#039;&#039;N&#039;&#039; increases, this is approximated well by &amp;lt;code&amp;gt;2 × P[N] = P[N+1]&amp;lt;/code&amp;gt;, so the cumulative cost of researching to level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is about as much as researching level &amp;lt;code&amp;gt;N+1&amp;lt;/code&amp;gt;. &lt;br /&gt;
#*If one decides a level &amp;lt;code&amp;gt;M&amp;lt;/code&amp;gt; which one considers the &amp;quot;highest feasible&amp;quot; with their current science pack production capacity, expanding said capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; will allow about &amp;lt;code&amp;gt;log[2](X)&amp;lt;/code&amp;gt; additional levels to be researched before the next level takes longer to research with the expanded capacity than level &amp;lt;code&amp;gt;M + 1&amp;lt;/code&amp;gt; would have taken with the pre-expansion production capacity.&lt;br /&gt;
#*For example, if one expands production capacity by a factor of 10, they will be able to research at least &amp;lt;code&amp;gt;floor(log[2](10)) = 3&amp;lt;/code&amp;gt; and at most &amp;lt;code&amp;gt;ceiling(log[2](10)) = 4&amp;lt;/code&amp;gt; additional levels in a given technology before the exponential increase in price negates the speed benefits of their ×10 capacity expansion.&lt;br /&gt;
#The cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; levels of infinite technologies whose underlying equation is an arithmetic series is &amp;lt;code&amp;gt;(N - F) × (P[N] + P[F + 1]) ÷ 2&amp;lt;/code&amp;gt;; i.e, &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; times the mean of the prices of the first and last &amp;quot;infinite&amp;quot; level. For the [[Follower robot count (research)]], an additional &amp;lt;code&amp;gt;900 × (N-F)&amp;lt;/code&amp;gt; need to be added. &lt;br /&gt;
#*Expanding production capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;, as above, will in this case allow an additional &amp;lt;code&amp;gt;N × (X - 1)&amp;lt;/code&amp;gt; levels to be researched before the benefit of the expansion is wiped out (i.e., research progress speed drops to or below what it was pre-expansion).&lt;br /&gt;
#The cumulative price of the first &#039;&#039;&#039;&#039;&#039;N&#039;&#039;&#039;&#039;&#039; levels of &#039;&#039;&#039;artillery shell shooting speed&#039;&#039;&#039;, the sole infinite technology whose underlying equation is a powers-of-three geometric series (equation type (2)) is &amp;lt;code&amp;gt;1.5 × P[N] - 0.5 × P[1]&amp;lt;/code&amp;gt;; i.e., 1.5 times the price of the final researched level, less half the price of the first level.&lt;br /&gt;
&lt;br /&gt;
Note that these prices reflect &#039;&#039;&#039;research units&#039;&#039;&#039;, which will not be equal to science packs if [[productivity module|productivity modules]] are used in labs. (In that case, the science pack requirement will be lower.)&lt;br /&gt;
&lt;br /&gt;
=== Infinite productivity research limits {{SA}} ===&lt;br /&gt;
&lt;br /&gt;
All recipes have a maximum productivity of 300%. This was [https://factorio.com/blog/post/fff-375 primarily done to prevent infinite resource exploits] involving the [[recycler]]{{SA}} and its 25% return of input items. This cap puts a hard limit on the effectiveness of most infinite productivity researches. It can be researched past level 30, but it will have no practical effect.&lt;br /&gt;
&lt;br /&gt;
Note that miners are not crafting machines that execute recipes, nor are labs. As such, [[mining productivity (research)]] and [[research productivity (research)]]{{SA}} have no limit.&lt;br /&gt;
&lt;br /&gt;
The [[Railgun shooting speed (research)|railgun turret&#039;s shooting speed]] is limited by its [https://forums.factorio.com/viewtopic.php?p=673363#p673363 animation], which means it can&#039;t shoot faster than 0.845 times per second (once per 71 [[Time#Tick|ticks]]). This shooting speed is reached at level 10 and researching past that level will have no practical effect on the railgun turret, however it &#039;&#039;&#039;will&#039;&#039;&#039; continue to increase the shooting speed of the hand-held [[railgun]].&lt;br /&gt;
&lt;br /&gt;
== Trigger technologies ==&lt;br /&gt;
The technologies listed below are researched by the player performing certain actions (usually mining or crafting a specific item) instead of by using science packs in labs.&lt;br /&gt;
&lt;br /&gt;
=== Nauvis ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Automation science pack (research)}} [[Automation science pack (research)|Automation science pack]] || Craft a [[lab]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Steam power (research)}} [[Steam power (research)|Steam power]] || Craft 50 [[iron plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Electronics (research)}} [[Electronics (research)|Electronics]] || Craft 10 [[copper plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Steel axe (research)}} [[Steel axe (research)|Steel axe]] || Craft 50 [[steel plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Oil processing (research)}} [[Oil processing (research)|Oil processing]] || Mine [[crude oil]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Uranium processing (research)}} [[Uranium processing (research)|Uranium processing]] || Mine [[uranium ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Biter egg handling (research)}} [[Biter egg handling (research)|Biter egg handling]] {{SA}} || Capture a [[Enemies#Nests|biter/spitter spawner]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Space platform (research)}} [[Space platform (research)|Space platform]] {{SA}} || Launch a [[space platform starter pack]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Space science pack (research)}} [[Space science pack (research)|Space science pack]] {{SA}} || Craft an [[asteroid collector]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fulgora {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Recycling (research)}} [[Recycling (research)|Recycling]] {{SA}} || Mine [[Fulgoran vault ruin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Holmium processing (research)}} [[Holmium processing (research)|Holmium processing]] {{SA}} || Craft [[holmium ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Electromagnetic plant (research)}} [[Electromagnetic plant (research)|Electromagnetic plant]] {{SA}} || Craft 50 [[holmium plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Electromagnetic science pack (research)}} [[Electromagnetic science pack (research)|Electromagnetic science pack]] {{SA}} || Craft [[supercapacitor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gleba {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Jellynut (research)}} [[Jellynut (research)|Jellynut]] {{SA}} || Mine [[jellystem]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Yumako (research)}} [[Yumako (research)|Yumako]] {{SA}} || Mine [[yumako tree]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Heating tower (research)}} [[Heating tower (research)|Heating tower]] {{SA}} || Mine [[copper stromatolite]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Agriculture (research)}} [[Agriculture (research)|Agriculture]] {{SA}} || Mine [[iron stromatolite]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Biochamber (research)}} [[Biochamber (research)|Biochamber]] {{SA}} || Craft 10 [[nutrients]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artificial soil (research)}} [[Artificial soil (research)|Artificial soil]] {{SA}} || Craft 500 [[nutrients]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Bioflux (research)}} [[Bioflux (research)|Bioflux]] {{SA}} || Craft [[biochamber]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Bacteria cultivation (research)}} [[Bacteria cultivation (research)|Bacteria cultivation]] {{SA}} || Craft [[bioflux]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Bioflux processing (research)}} [[Bioflux processing (research)|Bioflux processing]] {{SA}} || Craft 25 [[bioflux]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Agricultural science pack (research)}} [[Agricultural science pack (research)|Agricultural science pack]] {{SA}} || Craft 100 [[bioflux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vulcanus {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Tungsten carbide (research)}} [[Tungsten carbide (research)|Tungsten carbide]] {{SA}} || Mine [[Rock|big volcanic rock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Calcite processing (research)}} [[Calcite processing (research)|Calcite processing]] {{SA}} || Mine [[calcite]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Foundry (research)}} [[Foundry (research)|Foundry]] {{SA}} || Craft [[tungsten carbide]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Big mining drill (research)}} [[Big mining drill (research)|Big mining drill]] {{SA}} || Craft a [[foundry]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Tungsten steel (research)}} [[Tungsten steel (research)|Tungsten steel]] {{SA}} || Craft a [[big mining drill]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Metallurgic science pack (research)}} [[Metallurgic science pack (research)|Metallurgic science pack]] {{SA}} || Craft [[tungsten plate]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aquilo {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Lithium processing (research)}} [[Lithium processing (research)|Lithium processing]] {{SA}} || Mine [[Lithium ice formation|big lithium ice formation]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Cryogenic plant (research)}} [[Cryogenic plant (research)|Cryogenic plant]] {{SA}} || Craft [[lithium plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Cryogenic science pack (research)}} [[Cryogenic science pack (research)|Cryogenic science pack]] {{SA}} || Craft [[cryogenic plant]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|tech-maniac}}&lt;br /&gt;
* Completing infinite technologies of any level is not required for &#039;&#039;&#039;Tech maniac&#039;&#039;&#039;. All non-infinite levels of technologies that have infinite continuations are still required.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced trigger technologies (https://www.factorio.com/blog/post/fff-376)&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_platform_starter_pack&amp;diff=216043</id>
		<title>Space platform starter pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_platform_starter_pack&amp;diff=216043"/>
		<updated>2025-10-05T03:09:39Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Space platform starter pack}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;space platform starter pack&#039;&#039;&#039; is an item that is required to create a [[space platform]]. Each new platform created requires launching another space platform starter pack. Although the starter pack can create a space platform, it only provides the basic foundation of one by itself, and will need much more expansion for the platform to be of any use to the player.&lt;br /&gt;
&lt;br /&gt;
To use the starter pack, select the &amp;quot;Build new space platform&amp;quot; option in a [[rocket silo]] or &amp;quot;Add space platform&amp;quot; on the Surfaces section of the map view. The player will be prompted to select a name for their platform, as well as which planet&#039;s orbit the platform will be launched to. Clicking &amp;quot;Create&amp;quot; will create an [[Rocket_silo#Orbital_requests|orbital logistics request]] for a space platform starter pack on the selected planet. Once the request is fulfilled (either by bots or by manually placing the starter pack in a silo) the rocket will launch and create the platform upon reaching space.&lt;br /&gt;
&lt;br /&gt;
All space platforms start with a [[Space platform hub|space platform hub]] in the center and 46 units of [[space platform foundation]] (10 in the hub&#039;s inventory and 36 tiles placed in a ring around the hub).&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;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;270px&amp;quot;&amp;gt;&lt;br /&gt;
starter_space_platform.png|Starting space platform.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_switch&amp;diff=215971</id>
		<title>Power switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_switch&amp;diff=215971"/>
		<updated>2025-09-23T17:05:27Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: cable -&amp;gt; wire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Power switch}}&lt;br /&gt;
&lt;br /&gt;
The power switch is a machine used to toggle connections between copper wires. The machine can be controlled by [[Circuit network|circuit]] and [[Logistic network|logistics]] networks. The machine does not require energy itself and does not limit the throughput of the electrical network.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
The power switch has two sides on which [[copper wire]]s may be attached. The switch can be either on or off. Sparks are emitted from the machine while on and electricity may flow between the copper wires attached to it, in either direction. Copper wires can be attached to the sides of a power switch by holding them and using the left mouse button on the switch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The switch has no effect if other connections between the two sides exist.&#039;&#039; Wires may have to be isolated manually using methods such as clearing all wires on an electric pole by holding shift while using the left mouse button. Another method of isolating wires is to remove individual wires from electric poles by holding the copper wire tool and using the left mouse button on the poles it&#039;s connected to.&lt;br /&gt;
&lt;br /&gt;
The power switch may be opened in map view, which allows the player to toggle it on or off from a distance.&lt;br /&gt;
&lt;br /&gt;
== Gallery==&lt;br /&gt;
&amp;lt;gallery widths=290px heights=140px&amp;gt;&lt;br /&gt;
File:power_switch_toggle.gif|Two areas of an electric system held with a power switch. &amp;lt;small&amp;gt;&#039;&#039;[[:Media:Power_switch_toggle.gif|(Click to see GIF Animation)]]&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
File:power_switch_concept_art.jpg|Concept art of the power switch.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Stack size reduced from 50 to 10.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Power switches can be opened from the zoomed-to-world view.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.24|&lt;br /&gt;
* Power switch connections are now stored in the blueprint.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Small electric pole]]&lt;br /&gt;
* [[Big electric pole]]&lt;br /&gt;
* [[Substation]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-115 Friday Facts 115: The power switch]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Game_modes_and_options&amp;diff=215970</id>
		<title>Game modes and options</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Game_modes_and_options&amp;diff=215970"/>
		<updated>2025-09-23T16:53:06Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:New_game_gui_freeplay.png|thumb|700px|right|In the new game GUI, the desired scenario can be selected on the left. In the top right corner, [[replay system|replays]] can be enabled.]]&lt;br /&gt;
These game modes are available in the Factorio base game:&lt;br /&gt;
* Main game&lt;br /&gt;
** [[Tutorial]] - A series of five levels for new players.&lt;br /&gt;
*** Levels 4 and 5 can be played in multiplayer.&lt;br /&gt;
** Freeplay - The intended way of playing Factorio. Your task is to launch a rocket into space.&lt;br /&gt;
*** Can be played in [[multiplayer]].&lt;br /&gt;
** Freeplay (Space Age) - The intended way of playing [[Space Age|Factorio:Space Age]]{{SA}}. Your task is to dispatch an interstellar space platform.&lt;br /&gt;
*** If the expansion is installed, this option replaces the normal Freeplay mode.&lt;br /&gt;
*** Can be played in [[multiplayer]], if all players own the expansion.&lt;br /&gt;
* Game [[Scenario system|scenarios]]&lt;br /&gt;
** Transport belt madness - Test your belt layout skills by connecting chests on a small island.&lt;br /&gt;
** Tight spot - Buy land and machines and sell your final product.&lt;br /&gt;
** [[Wave defense]] - Defend the rocket silo against waves of enemy biters and launch a rocket to win.&lt;br /&gt;
*** Can be played in multiplayer.&lt;br /&gt;
** [[Supply challenge]] - Timed challenge to produce and deliver specified items for each level.&lt;br /&gt;
*** Can be played in multiplayer.&lt;br /&gt;
** PvP - Blow up your friends.&lt;br /&gt;
*** Can &#039;&#039;&#039;only&#039;&#039;&#039; be played in multiplayer.&lt;br /&gt;
** Team production - Compete as small teams to complete short production-based objectives.&lt;br /&gt;
*** Can &#039;&#039;&#039;only&#039;&#039;&#039; be played in multiplayer.&lt;br /&gt;
** Sandbox - A creative mode where the player can have all technologies researched and spawn in items.&lt;br /&gt;
*** Can be played in multiplayer.&lt;br /&gt;
** [[Rocket rush]] - Try to launch a rocket as fast a possible with all technologies already unlocked.&lt;br /&gt;
*** Can be played in multiplayer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Settings]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}{{C|Scenario{{!}}#Game modes and options}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Settings&amp;diff=215969</id>
		<title>Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Settings&amp;diff=215969"/>
		<updated>2025-09-23T16:52:01Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Hidden settings ==&lt;br /&gt;
&lt;br /&gt;
Factorio supports a number of hidden configuration options that are not normally shown in the GUI. They can be accessed by holding CTRL + ALT when clicking the &amp;quot;Settings&amp;quot; button in the pause menu, which will cause a new button labeled &amp;quot;The rest&amp;quot; to appear.&lt;br /&gt;
&lt;br /&gt;
Most of these settings are also in the &amp;quot;config.ini&amp;quot; file in the Factorio [[Application_directory#User_data_directory|user data directory]].&lt;br /&gt;
&lt;br /&gt;
These settings may be experimental and may not be validated for safety, so change them at your own risk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Notable hidden settings&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| autosave-slots || 3 || How many autosaves to keep on a rolling basis&lt;br /&gt;
|-&lt;br /&gt;
| non-blocking-saving || false || Only works on Mac and Linux. When set to true, saves do not cause to game to pause. [https://forums.factorio.com/viewtopic.php?t=57464]&lt;br /&gt;
|-&lt;br /&gt;
| technology-gui-pauses-game || true || By setting to false, the game will no longer pause in single player when opening the technology tree.&lt;br /&gt;
|-&lt;br /&gt;
| cache-prototype-data || false || When enabled, significantly speeds up the &amp;quot;Building prototypes...&amp;quot; step when starting the game, if prototypes haven&#039;t changed since last startup.&lt;br /&gt;
|-&lt;br /&gt;
| cache-sprite-atlas || false || When enabled, significantly speeds up the &amp;quot;Loading sprites...&amp;quot; step when starting the game, if sprites haven&#039;t changed since last startup.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fusion_reactor&amp;diff=215152</id>
		<title>Portable fusion reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fusion_reactor&amp;diff=215152"/>
		<updated>2025-07-29T11:35:14Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fusion reactor}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{{About|the new equipment introduced in [[Space Age]]|the base game reactor equipment|Portable fission reactor}}&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are advanced power generating modules for equipment grids, and the most powerful one in [[Space Age]]. They generate 2.5 MW of power, equivalent roughly 83.3 [[portable solar panel]]s or 3.3 [[portable fission reactor]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
Portable fusion reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The model is a reference to the movie &#039;&#039;[[Wikipedia:Back to the Future Part II|Back to the Future Part II]]&#039;&#039;, specifically the &amp;quot;Mr. Fusion&amp;quot; item on the back of the DeLorean. The &amp;quot;Mr. Fusion&amp;quot; is itself a riff on &amp;quot;Mr. Coffee&amp;quot;, as the prop was a modified coffee maker.&lt;br /&gt;
* The portable fusion reactor is the only item in base game Factorio to become Space Age exclusive content.&lt;br /&gt;
* Due to the simplification of the [[spidertron]]&#039;s recipe, the portable fusion reactor is the only item in the Space Age expansion that requires more than 5 ingredient types to craft.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Crafting recipe overhauled.&lt;br /&gt;
* Power production increased from 750 kW to 2.5 MW.&lt;br /&gt;
* Portable fusion reactors are now Space Age{{SA}} exclusive content.&lt;br /&gt;
** [[Portable fission reactor]] was introduced to replace its previous position in the tech tree.&lt;br /&gt;
** All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power production increased from 75 kW to 750 kW.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power production increased from 750 W to 75 kW}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Portable fission reactor]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spidertron&amp;diff=214085</id>
		<title>Spidertron</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spidertron&amp;diff=214085"/>
		<updated>2025-05-24T14:25:34Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Spidertron}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;spidertron&#039;&#039;&#039; is a versatile lategame vehicle capable of traversing rough terrain. It, along with the [[car]] and [[tank]], is one of three non-rail vehicles in Factorio. It&#039;s equipped with four fast-firing rocket launchers capable of manual or automatic targeting. It can be driven manually or remotely controlled using the [[spidertron remote]]. Furthermore, it has an equipment grid which accepts all [[equipment modules]]. Spidertron&#039;s legs can be moved by belts which can be prevented by inserting [[belt immunity equipment]] into its equipment grid.&lt;br /&gt;
&lt;br /&gt;
The vehicle can be renamed, and its color can be changed independently of the color of the player that is riding inside it. This color and name are shown in the tooltip of all connected [[spidertron remote]]s. Additionally, the spidertron&#039;s inventory can have logistics requests and auto-trash filters set up, similar to the [[player]] inventory, so the vehicle is automatically supplied by [[logistic robot]]s.&lt;br /&gt;
&lt;br /&gt;
Picking up the vehicle keeps the modules inside its equipment grid, its name, its color and the logistics requests saved in the item, however any content from the spidertron&#039;s inventory is placed into the player&#039;s inventory and not saved in the item.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The four spidertron rocket launchers operate in &amp;quot;chain mode&amp;quot; which allows rapid firing of rockets at enemies. The spidertron can be set to automatically target enemies, both with or without any passengers inside the spidertron. The spidertron&#039;s combat capabilities are enhanced by its equipment grid, e.g. [[energy shield]]s can be equipped to increase its protection or [[personal laser defense]]s can be used for higher killing power. The spidertron&#039;s equipment modules are used additionally to any modules that the riding player may have equipped in their own [[power armor]].&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
Unlike the car and tank, which are affected by the surfaces they travel on, the spidertron&#039;s speed does not change on different surfaces. Due to the way the spidertron travels, its speed slightly fluctuates and does not consistently stay at its top speed. The spidertron does not take any [[fuel]], therefore its speed can be only increased by equipping [[exoskeleton]]s into its grid. Up to 5 exoskeletons can fit in the vehicle&#039;s grid. The top speeds (in km/h) are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Equipment		!! Top speed&lt;br /&gt;
|-&lt;br /&gt;
|Default		|| ~46&lt;br /&gt;
|-&lt;br /&gt;
|1 exoskeleton 		|| ~57&lt;br /&gt;
|-&lt;br /&gt;
|2 exoskeletons 	|| ~68&lt;br /&gt;
|-&lt;br /&gt;
|3 exoskeletons 	|| ~85&lt;br /&gt;
|-&lt;br /&gt;
|4 exoskeletons 	|| ~90&lt;br /&gt;
|-&lt;br /&gt;
|5 exoskeletons 	|| ~102 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The spidertron was first mentioned in the [https://www.factorio.com/blog/post/fff-120 Friday Facts #120], however it was not introduced into the game and did not appear on the roadmap. After FFF #120 the spidertron was sometimes hidden in other Friday Facts such as [https://www.factorio.com/blog/post/fff-200 FFF #200], [https://www.factorio.com/blog/post/fff-315 FFF #315] and [https://www.factorio.com/blog/post/fff-330 FFF #330]. However, the spidertron was not developed further after its first mention: &amp;quot;Than maybe he felt FFF was too short that week, so he made the gif, and it was not touched ever since&amp;quot;.&amp;lt;sup&amp;gt;[https://forums.factorio.com/viewtopic.php?p=484944#p484944]&amp;lt;/sup&amp;gt; It was then introduced in version 1.0.0 as a surprise feature, more than 4 years after it was first teased.&amp;lt;sup&amp;gt;[https://www.factorio.com/blog/post/fff-360]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The spidertron is the only item in the game to require [[raw fish]] as a crafting ingredient. It is not known for certain why this is the case, although it could be to limit the automatability of spidertron production (since raw fish production is challenging to automate).&lt;br /&gt;
* In [[Space Age]], the ingredients for a spidertron are shared between [[Nauvis]] and [[Gleba]]. Both raw fish and the [[uranium-235]] needed for the [[portable fission reactor]] can only be obtained on Nauvis, while the [[carbon fiber]] needed for [[rocket turret]]s can only be acquired on [[Gleba]]. As such, automating spidertron production requires regular transport between the two planets.&lt;br /&gt;
* A legendary spidertron with its equipment grid filled with 55 legendary [[toolbelt equipment]] modules has a total inventory size of 1575 slots.&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&amp;lt;gallery widths=274px heights=203px&amp;gt;&lt;br /&gt;
File:Spidertron_GUI.png|The spidertron&#039;s GUI with a partially filled equipment grid and multiple equipped rockets.&lt;br /&gt;
File:Spidertron_corpse.png|The spidertron&#039;s corpse.&lt;br /&gt;
File:spidertron_traversing_trees.gif|Spidertron effortlessly walking through trees.&lt;br /&gt;
File:spidertron_remote_map.gif|Controlling spidertron&#039;s movement via minimap.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(Click to see .GIF animation.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|arachnophilia}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Vehicles no longer have input delay due to server latency.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|1.1.0|&lt;br /&gt;
* Added logistic requests to spidertron.&lt;br /&gt;
* Added ability to queue up multiple waypoints for a single Spidertron.&lt;br /&gt;
* Added option to follow another entity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|1.0.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vehicle]]&lt;br /&gt;
** [[Tank]]&lt;br /&gt;
* [[Equipment modules]]&lt;br /&gt;
* [[Resistances]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nutrients&amp;diff=214084</id>
		<title>Nutrients</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nutrients&amp;diff=214084"/>
		<updated>2025-05-24T13:59:15Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: fuel slot filtering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Nutrients}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Nutrients&#039;&#039;&#039; are the fuel for [[biochamber]]s and are also used as ingredients in recipes. There are several ways to generate nutrients from biological materials. While nutrients have a short spoil time, their fuel value is not affected by their freshness.&lt;br /&gt;
&lt;br /&gt;
Any [[quality]] of nutrients can be used as fuel for a biochamber. If a biochamber is set to produce a higher-quality version of a recipe that also takes nutrients as an ingredient, an [[inserter]] may place the high-quality nutrients in the fuel slot if the slot is empty. This can be prevented by filtering the fuel slot ({{Keybinding|mmb}} by default) to only accept a specific quality of nutrients. &lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nutrients from spoilage||}} Nutrients from spoilage || {{Icon|Time|2}} + {{Icon|Spoilage|10}} || {{Icon|Nutrients|1}} || {{Icon|Biochamber|space-age=yes}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}}  || {{icontech|Agriculture (research)}} [[Agriculture (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nutrients from yumako mash||}} Nutrients from yumako mash || {{Icon|Time|4}} + {{Icon|Yumako mash|4}} || {{Icon|Nutrients|6}} || {{Icon|Biochamber|space-age=yes}} || {{icontech|Biochamber (research)}} [[Biochamber (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nutrients from bioflux||}} Nutrients from bioflux || {{Icon|Time|2}} + {{Icon|Bioflux|5}} || {{Icon|Nutrients|40}} || {{Icon|Biochamber|space-age=yes}} || {{icontech|Bioflux (research)}} [[Bioflux (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nutrients from fish||}} Nutrients from fish || {{Icon|Time|2}} + {{Icon|Raw fish|1}} || {{Icon|Nutrients|20}} || {{Icon|Biochamber|space-age=yes}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}} || {{icontech|Fish breeding (research)}} [[Fish breeding (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nutrients from biter egg||}} Nutrients from biter egg || {{Icon|Time|2}} + {{Icon|Biter egg|1}} || {{Icon|Nutrients|20}} || {{Icon|Biochamber|space-age=yes}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}} || {{icontech|Captivity (research)}} [[Captivity (research)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nutrients made from [[spoilage]] are initially half-spoilt. [[recycler|Recycling]] nutrients always behaves as if the nutrients were made from spoilage.&lt;br /&gt;
&lt;br /&gt;
[[Quality module]]s cannot be used in the nutrients from [[Raw fish|fish]] or nutrients from [[biter egg]] recipes. [[Productivity module]]s cannot be used in the nutrients from fish recipe.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.44|&lt;br /&gt;
* Added filter support to burner fuel inventories.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_devices&amp;diff=214083</id>
		<title>Burner devices</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_devices&amp;diff=214083"/>
		<updated>2025-05-24T13:43:57Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: added biochamber, reworded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{Disambiguation}}&lt;br /&gt;
== Quick summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burner devices&#039;&#039;&#039; are devices that consume [[Fuel#Burnable fuel|burnable fuels]] to operate instead of relying on electricity. Devices that consume other types of fuels (e.g. [[uranium fuel cell]]s) are not considered &amp;quot;burner devices&amp;quot;. Fuel slots can be filtered in the same way as a player inventory slot ({{Keybinding|mmb}} by default) to restrict the device to one specific type and quality of fuel per slot.&lt;br /&gt;
&lt;br /&gt;
Burner devices are commonly used early in the game before an [[electric system]] has been constructed, and as a source of electricity before more advanced methods of [[power production]] have been researched. Burner devices can also be used later in the game in remote locations where electrical power would be difficult to set up. Burner devices tend to be significant sources of [[pollution]].&lt;br /&gt;
&lt;br /&gt;
All [[vehicle]]s except the [[spidertron]] are burner devices.&lt;br /&gt;
&lt;br /&gt;
In {{SA}}[[Space Age]], the {{SA}}[[biochamber]] is considered a burner device, and it is the only such device that can be placed on [[space platform]]s.&lt;br /&gt;
&lt;br /&gt;
Devices which happen to be using a fuel item as an ingredient in a crafting recipe are not considered burner devices. For example, a [[chemical plant]] making [[plastic bar]]s consumes [[coal]], but chemical plants do not count as burner device.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Burner device&#039;&#039; may refer to:&lt;br /&gt;
&lt;br /&gt;
* {{imagelink|Burner inserter}}&lt;br /&gt;
* {{imagelink|Burner mining drill}}&lt;br /&gt;
* {{imagelink|Boiler}}&lt;br /&gt;
* {{imagelink|Heating tower|space-age=yes}}&lt;br /&gt;
* {{imagelink|Stone furnace}}&lt;br /&gt;
* {{imagelink|Steel furnace}}&lt;br /&gt;
* {{imagelink|Biochamber|space-age=yes}}&lt;br /&gt;
* {{imagelink|Locomotive}}&lt;br /&gt;
* {{imagelink|Car}}&lt;br /&gt;
* {{imagelink|Tank}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Biochamber&amp;diff=214082</id>
		<title>Biochamber</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Biochamber&amp;diff=214082"/>
		<updated>2025-05-24T13:37:15Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: added burner details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Biochamber}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Biochamber&#039;&#039;&#039; is a biological variant of the [[assembling machine]] and [[chemical plant]], unlocked on [[Gleba]]{{SA}}. Unlike most other production buildings, it does not require electricity, but rather a steady supply of [[nutrients]]{{SA}} to operate. It has a built-in 50% [[productivity]] bonus.&lt;br /&gt;
&lt;br /&gt;
One unit of nutrients will power a biochamber for 4 seconds. The powered duration per nutrient can be increased by using [[efficiency module]]s, or reduced by modules that increase energy consumption.&lt;br /&gt;
&lt;br /&gt;
An inactive biochamber uses no energy, but any nutrients contained in its fuel slot continue to [[Spoilage mechanics|spoil]]{{SA}}. As such, an inactive biochamber will still have nutrients [[inserters|inserted]] into them if they are available.&lt;br /&gt;
&lt;br /&gt;
The biochamber, like any machine, will not function if there are too many items in its trash slots (usually generated from an input or output spoiling). Unfiltered output inserters will remove items from trash slots.&lt;br /&gt;
&lt;br /&gt;
The biochamber is technically classified as a [[burner devices|burner device]], and its fuel slot can be filtered ({{Keybinding|mmb}} by default) to only accept a specific quality of nutrients. This can be used to prevent high-quality nutrients from being consumed as fuel.&lt;br /&gt;
&lt;br /&gt;
Biochambers have the unique property of having &#039;&#039;negative&#039;&#039; [[pollution]]. This means that, if a biochamber is built on [[Nauvis]], it will absorb pollution. Furthermore, [[module]]s that affect pollution (by increasing energy consumption or directly) will make the negative value larger. So heavy use of biochambers with [[productivity module]]s and [[speed module]]s in [[beacon]]s can lead to substantial pollution absorption.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
The biochamber has a large number of recipes, many of which are exclusive to the biochamber or to Gleba or both.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Ingredients !! Products !! Made in !! Crafted on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako processing}}{{SA}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Yumako|1}}&lt;br /&gt;
| {{icon|Yumako seed|2%}}{{icon|Yumako mash|2}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut processing}}{{SA}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Jellynut|1}}&lt;br /&gt;
| {{icon|Jellynut seed|2%}}{{icon|Jelly|4}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux}}{{SA}}&lt;br /&gt;
| {{icon|Time|6}}{{icon|Yumako mash|15}}{{icon|Jelly|12}}&lt;br /&gt;
| {{icon|Bioflux|4}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg}}{{SA}}&lt;br /&gt;
| {{icon|Time|15}}{{icon|Nutrients|30}}{{icon|Pentapod egg|1}}{{icon|Water|60}}&lt;br /&gt;
| {{icon|Pentapod egg|2}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack}}{{SA}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Bioflux|1}}{{icon|Pentapod egg|1}}&lt;br /&gt;
| {{icon|Agricultural science pack|1}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria}}{{SA}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Jelly|6}}&lt;br /&gt;
| {{icon|Iron bacteria|10%}}{{icon|Spoilage|4}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria}}{{SA}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Yumako mash|3}}&lt;br /&gt;
| {{icon|Copper bacteria|10%}}{{icon|Spoilage|1}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria cultivation}}{{SA}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Iron bacteria|1}}{{icon|Bioflux|1}}&lt;br /&gt;
| {{icon|Iron bacteria|4}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria cultivation}}{{SA}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Copper bacteria|1}}{{icon|Bioflux|1}}&lt;br /&gt;
| {{icon|Copper bacteria|4}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fish breeding}}{{SA}}&lt;br /&gt;
| {{icon|Time|6}}{{icon|Raw fish|2}}{{icon|Nutrients|100}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Raw fish|3}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Chemical plant}}&lt;br /&gt;
| {{icon|Nauvis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nutrients are required both as fuel for the biochamber and as a component of other recipes (including [[artificial jellynut soil]] and [[artificial yumako soil]]).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Ingredients !! Products !! Made in !! Crafted on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from yumako mash}}{{SA}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Yumako mash|4}}&lt;br /&gt;
| {{icon|Nutrients|6}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from bioflux}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Bioflux|5}}&lt;br /&gt;
| {{icon|Nutrients|40}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from spoilage}}{{SA}} (50% spoiled)&lt;br /&gt;
| {{icon|Time|2}}{{icon|Spoilage|10}}&lt;br /&gt;
| {{icon|Nutrients|1}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from fish}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Raw fish|1}}&lt;br /&gt;
| {{icon|Nutrients|20}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from biter egg}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Biter egg|1}}&lt;br /&gt;
| {{icon|Nutrients|20}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following recipes create stable products that are unaffected by spoilage:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Ingredients !! Products !! Made in !! Crafted on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biochamber}}{{SA}}&lt;br /&gt;
| {{icon|Time|20}}{{icon|Iron plate|20}}{{icon|Electronic circuit|5}}{{icon|Nutrients|5}}{{icon|Pentapod egg|1}}{{icon|Landfill|1}}&lt;br /&gt;
| {{icon|Biochamber|1}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon fiber}}{{SA}}&lt;br /&gt;
| {{icon|Time|5}}{{icon|Carbon|1}}{{icon|Yumako mash|10}}&lt;br /&gt;
| {{icon|Carbon fiber|1}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel from jelly}}{{SA}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Bioflux|2}}{{icon|Jelly|30}}{{icon|Water|30}}&lt;br /&gt;
| {{icon|Rocket fuel|1}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biolubricant}}{{SA}}&lt;br /&gt;
| {{icon|Time|3}}{{icon|Jelly|60}}&lt;br /&gt;
| {{icon|Lubricant|20}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioplastic}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Bioflux|1}}{{icon|Yumako mash|4}}&lt;br /&gt;
| {{icon|Plastic bar|3}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biosulfur}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Spoilage|5}}{{icon|Bioflux|1}}&lt;br /&gt;
| {{icon|Sulfur|2}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burnt spoilage}}{{SA}}&lt;br /&gt;
| {{icon|Time|12}}{{icon|Spoilage|6}}&lt;br /&gt;
| {{icon|Carbon|1}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heavy oil cracking to light oil}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Water|30}}{{icon|Heavy oil|40}}&lt;br /&gt;
| {{icon|Light oil|30}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Chemical plant}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Light oil cracking to petroleum gas}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Water|30}}{{icon|Light oil|30}}&lt;br /&gt;
| {{icon|Petroleum gas|20}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Chemical plant}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel}}&lt;br /&gt;
| {{icon|Time|15}}{{icon|Solid fuel|10}}{{icon|Light oil|10}}&lt;br /&gt;
| {{icon|Rocket fuel|1}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wood processing}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Wood|2}}&lt;br /&gt;
| {{icon|Tree seed|1}}&lt;br /&gt;
| {{icon|Biochamber|space-age=yes}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| {{icon|Nauvis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.44|&lt;br /&gt;
* Added filter support to burner fuel inventories.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Agriculture}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Asteroids&amp;diff=214023</id>
		<title>Asteroids</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Asteroids&amp;diff=214023"/>
		<updated>2025-05-19T08:45:45Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: clarification, removed duplicate info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:asteroids_anim.gif|right]]&#039;&#039;&#039;Asteroids&#039;&#039;&#039; are floating minerals found in space. There are four types of asteroids in [[Space Age]]: metallic, carbonic, oxide and promethium. Promethium asteroids are only encountered when en route to the [[shattered planet]]. Asteroids appear from all directions around stationary [[space platform]]s. [[Asteroid collector]]s can collect [[Asteroids#Asteroid chunks|asteroid chunks]], which can be fed into a [[crusher]], grinding the chunks into useful resources.&lt;br /&gt;
&lt;br /&gt;
While traveling through space, asteroids will appear in front of the space platform at a much higher rate and damage it on contact. [[Turret]]s placed towards the north edge of the platform can prevent damage by breaking the asteroids into smaller pieces.&lt;br /&gt;
&lt;br /&gt;
The density of asteroids can be seen by going to &#039;&#039;&#039;Remote view&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Surfaces&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Space Map&#039;&#039;&#039;  and clicking on an interplanetary route between two planets, or by searching &amp;quot;route&amp;quot; in Factoriopedia. The graph will show a white vertical line overlay on the asteroid graph corresponding to the ship&#039;s position when underway. &lt;br /&gt;
&lt;br /&gt;
== Asteroid types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Health (metallic/carbonic/oxide) !! Health (promethium) !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid chunk&lt;br /&gt;
| Harmless. This is the only asteroid type that spawns in orbit over [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Does not have health and is instantly destroyed on contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
Can be collected by [[asteroid collector]]s.&lt;br /&gt;
&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Small asteroid&lt;br /&gt;
| Does not spawn naturally. Produces chunks on destruction.&lt;br /&gt;
&lt;br /&gt;
Does small damage on contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 50%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 20%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Medium asteroid&lt;br /&gt;
| Spawns in space and in orbit of planets other than [[Nauvis]]. Splits into small asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Does medium damage. Can destroy several tiles of space platform foundation before expiring. Heavily resistant to laser damage.&lt;br /&gt;
&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 30%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 90%&lt;br /&gt;
*Physical: 10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Big asteroid&lt;br /&gt;
| Spawns in space beyond [[Fulgora]] and [[Gleba]]. Splits into medium asteroids when destroyed.&lt;br /&gt;
Practically immune to physical and laser damage.&lt;br /&gt;
&lt;br /&gt;
Does large amount of damage. Can go right through the space platform destroying everything in its path. &amp;lt;br&amp;gt;Because of its high flat physical resistance, [[gun turret]]s are ineffective against them, and it has even higher laser resistance than its medium counterpart.&lt;br /&gt;
&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 10%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 95%&lt;br /&gt;
*Physical: 2000/10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Huge asteroid&lt;br /&gt;
| Spawns in space beyond [[Aquilo]]. Splits into large asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Will absolutely destroy the space platform if it is not equipped with a turret that can overcome its enormous flat physical resistance, e.g. a [[railgun turret]].&lt;br /&gt;
&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 99%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 99%&lt;br /&gt;
*Physical: 3000/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Asteroid chunks ==&lt;br /&gt;
&#039;&#039;&#039;Asteroid chunks&#039;&#039;&#039; are the smallest asteroid type, serving as the sole source of resources in space. Due to their size and low mass, these small chunks will not damage the player&#039;s space platform when colliding with it. These chunks come in four distinct varieties, three of which can be processed into raw materials using [[crusher]]s. Researching [[Advanced_asteroid_processing_(research)|advanced asteroid processing]] unlocks alternate recipes which can extract additional materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Processing&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids]] !! Processed into !! Advanced processing&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Metallic asteroid chunk}} || {{IconLink|Iron ore}} || {{IconLink|Copper ore}}&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Carbonic asteroid chunk}} || {{IconLink|Carbon}} || {{IconLink|Sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Oxide asteroid chunk}} || {{IconLink|Ice}} || {{IconLink|Calcite}}&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Promethium asteroid chunk}} || colspan=2 | Cannot be processed; used in crafting [[promethium science pack]]s.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:metallic_asteroid_entity.png|Metallic asteroids.&lt;br /&gt;
File:carbonic_asteroid_entity.png|Carbonic asteroids.&lt;br /&gt;
File:oxide_asteroid_entity.png|Oxide asteroids.&lt;br /&gt;
File:promethium_asteroid_entity.png|Promethium asteroids.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Space platform]]&lt;br /&gt;
* [[Asteroid collector]]&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crusher&amp;diff=214022</id>
		<title>Crusher</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crusher&amp;diff=214022"/>
		<updated>2025-05-19T06:55:36Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: clarify/linkify&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;
== History ==&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>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Crusher&amp;diff=214021</id>
		<title>Infobox:Crusher</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Crusher&amp;diff=214021"/>
		<updated>2025-05-19T06:06:17Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|stack-size = 10&lt;br /&gt;
|rocket-capacity = 10&lt;br /&gt;
|prototype-type = assembling-machine&lt;br /&gt;
|internal-name = crusher&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/80%&lt;br /&gt;
|pollution = 1{{Translation|/m}}&lt;br /&gt;
|mining-time = 0.2&lt;br /&gt;
|modules = 2&lt;br /&gt;
|recipe = Time, 10 + Steel plate, 10 + Electric engine unit, 10 + Low density structure, 20&lt;br /&gt;
|total-raw = Time, 300 + Copper plate, 400 + Steel plate, 50 + Plastic bar, 100 + Electric engine unit, 10&lt;br /&gt;
|crafting-speed = {{Quality|1|1.3|1.6|1.9|2.5}}&lt;br /&gt;
|image = Crusher_entity_anim.gif&lt;br /&gt;
|dimensions = 2×3&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|energy = 540{{Translation|kW}} electric&lt;br /&gt;
|drain = 18{{Translation|kW}} electric&lt;br /&gt;
|map-color = 006090&lt;br /&gt;
|buildable-on = Space platform&lt;br /&gt;
|health = {{Quality|350|455|560|665|875}}&lt;br /&gt;
|required-technologies = Space platform&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cryogenic_plant&amp;diff=214012</id>
		<title>Cryogenic plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cryogenic_plant&amp;diff=214012"/>
		<updated>2025-05-17T11:55:06Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: added recipe tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Cryogenic plant}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Cryogenic plant&#039;&#039;&#039; is a version of a [[chemical plant]] from [[Aquilo]]{{SA}} that specializes in cryogenics. Unlike similar machines found on other planets, the cryogenic plant does not have an innate [[productivity]] bonus, but it does have 8 [[module]] slots.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
The recipes below are exclusive to the cryogenic plant:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Input !! Output !! Technology Required !! Crafted&amp;lt;br&amp;gt;on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fluoroketone (hot)}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Solid fuel|1}}{{icon|Lithium|1}}{{icon|Fluorine|50}}{{icon|Ammonia|50}}&lt;br /&gt;
| {{icon|Fluoroketone (hot)|50}}&lt;br /&gt;
| {{icontech|Cryogenic plant (research)}}[[Cryogenic plant (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fluoroketone (cold)}}&lt;br /&gt;
| {{icon|Time|5}}{{icon|Fluoroketone (hot)|10}}&lt;br /&gt;
| {{icon|Fluoroketone (cold)|10}}&lt;br /&gt;
| {{icontech|Cryogenic plant (research)}}[[Cryogenic plant (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion power cell}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Holmium plate|1}}{{icon|Lithium plate|5}}{{icon|Ammonia|100}}&lt;br /&gt;
| {{icon|Fusion power cell|1}}&lt;br /&gt;
| {{icontech|Fusion reactor (research)}}[[Fusion reactor (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten plate|10}}{{icon|Superconductor|10}}{{icon|Quantum processor|20}}{{icon|Fluoroketone (cold)|10}}&lt;br /&gt;
| {{icon|Railgun|1}}&lt;br /&gt;
| {{icontech|Railgun (research)}}[[Railgun (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun turret}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten plate|30}}{{icon|Superconductor|50}}{{icon|Carbon fiber|20}}{{icon|Quantum processor|100}}{{icon|Fluoroketone (cold)|100}}&lt;br /&gt;
| {{icon|Railgun turret|1}}&lt;br /&gt;
| {{icontech|Railgun (research)}}[[Railgun (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic science pack}}&lt;br /&gt;
| {{icon|Time|20}}{{icon|Ice|3}}{{icon|Lithium plate|1}}{{icon|Fluoroketone (cold)|6}}&lt;br /&gt;
| {{icon|Cryogenic science pack|1}}&lt;br /&gt;
| {{icontech|Cryogenic science pack (research)}}[[Cryogenic science pack (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion reactor}}&lt;br /&gt;
| {{icon|Time|60}}{{icon|Tungsten plate|200}}{{icon|Superconductor|200}}{{icon|Quantum processor|250}}&lt;br /&gt;
| {{icon|Fusion reactor|1}}&lt;br /&gt;
| {{icontech|Fusion reactor (research)}}[[Fusion reactor (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}}&lt;br /&gt;
| {{icon|Time|30}}{{icon|Tungsten plate|100}}{{icon|Superconductor|100}}{{icon|Quantum processor|50}}&lt;br /&gt;
| {{icon|Fusion generator|1}}&lt;br /&gt;
| {{icontech|Fusion reactor (research)}}[[Fusion reactor (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Uranium-235|15}}{{icon|Biter egg|10}}{{icon|Capture bot rocket|1}}{{icon|Fluoroketone (cold)|100}}&lt;br /&gt;
| {{icon|Captive biter spawner|1}}&lt;br /&gt;
| {{icontech|Captive biter spawner (research)}}[[Captive biter spawner (research)]]&lt;br /&gt;
| {{icon|Nauvis}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Promethium science pack}}&lt;br /&gt;
| {{icon|Time|5}}{{icon|Biter egg|10}}{{icon|Quantum processor|1}}{{icon|Promethium asteroid chunk|25}}&lt;br /&gt;
| {{icon|Promethium science pack|10}}&lt;br /&gt;
| {{icontech|Promethium science pack (research)}}[[Promethium science pack (research)]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cryogenic plant can also perform the following assembler/chemical plant recipes:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Input !! Output !! Technology Required !! Crafted&amp;lt;br&amp;gt;on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic plant}} &lt;br /&gt;
| {{icon|Time|10}}{{icon|Processing unit|20}}{{icon|Superconductor|20}}{{icon|Lithium plate|20}}{{icon|Refined concrete|40}}&lt;br /&gt;
| {{icon|Cryogenic plant|1}}&lt;br /&gt;
| {{icontech|Cryogenic plant (research)}}[[Cryogenic plant (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ammoniacal solution separation}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Ammoniacal solution|50}}&lt;br /&gt;
| {{icon|Ice|5}}{{icon|Ammonia|50}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)}}[[Planet discovery Aquilo (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from ammonia}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Ammonia|50}}{{icon|Crude oil|20}}&lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)}}[[Planet discovery Aquilo (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ammonia rocket fuel}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Solid fuel|3}}{{icon|Water|50}}{{icon|Ammonia|500}}&lt;br /&gt;
| {{icon|Rocket fuel|1}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)}}[[Planet discovery Aquilo (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lithium}}&lt;br /&gt;
| {{icon|Time|20}}{{icon|Holmium plate|1}}{{icon|Lithium brine|50}}{{icon|Ammonia|50}}&lt;br /&gt;
| {{icon|Lithium|5}}&lt;br /&gt;
| {{icontech|Lithium processing (research)}}[[Lithium processing (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Sulfur}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Water|30}}{{icon|Petroleum gas|30}}&lt;br /&gt;
| {{icon|Sulfur|2}}&lt;br /&gt;
| {{icontech|Sulfur processing (research)}}[[Sulfur processing (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Sulfuric acid}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Iron plate|1}}{{icon|Sulfur|5}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Sulfuric acid|50}}&lt;br /&gt;
| {{icontech|Sulfur processing (research)}}[[Sulfur processing (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Explosives}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Coal|1}}{{icon|Sulfur|1}}{{icon|Water|10}}&lt;br /&gt;
| {{icon|Explosives|2}}&lt;br /&gt;
| {{icontech|Explosives (research)}}[[Explosives (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Plastic bar}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Coal|1}}{{icon|Petroleum gas|20}}&lt;br /&gt;
| {{icon|Plastic bar|2}} &lt;br /&gt;
| {{icontech|Plastics (research)}}[[Plastics (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}} &lt;br /&gt;
| {{icon|Time|4}}{{icon|Iron plate|1}}{{icon|Copper plate|1}}{{icon|Sulfuric acid|20}}&lt;br /&gt;
| {{icon|Battery|1}}&lt;br /&gt;
| {{icontech|Battery (research)}}[[Battery (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Coal|2}}{{icon|Sulfuric acid|20}}&lt;br /&gt;
| {{icon|Carbon|1}}&lt;br /&gt;
| {{icontech|Tungsten carbide (research)}}[[Tungsten carbide (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steam condensation}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Steam|1000}}&lt;br /&gt;
| {{icon|Water|90}}&lt;br /&gt;
| {{icontech|Calcite processing (research)}}[[Calcite processing (research)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Acid neutralisation}}&lt;br /&gt;
| {{icon|Time|5}}{{icon|Calcite|1}}{{icon|Sulfuric acid|1000}}&lt;br /&gt;
| {{icon|Steam|10000}}&lt;br /&gt;
| {{icontech|Calcite processing (research)}}[[Calcite processing (research)]]&lt;br /&gt;
| {{icon|Vulcanus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[oil cracking]] and [[rocket fuel]] from [[light oil]] recipes can be performed in the [[biochamber]], while several other recipes like [[solid fuel]] from light oil can only be performed in a chemical plant.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* A [[biochamber]] with maximum [[Quality|legendary]] [[productivity module 3]]s has a productivity of +150%. A cryogenic plant with 8 legendary productivity module 3s has a productivity of +200%.&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;
* [[Aquilo]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Chemical_plant&amp;diff=214011</id>
		<title>Chemical plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Chemical_plant&amp;diff=214011"/>
		<updated>2025-05-17T10:56:55Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Chemical plant}}&lt;br /&gt;
The &#039;&#039;&#039;chemical plant&#039;&#039;&#039; is a building for processing fluids and solids, usually through chemical processes. Many recipes that either require or provide a fluid other than [[crude oil]] are produced here. The chemical plant has 2 inputs and 2 outputs in fixed positions (their positions can be flipped). Solid items can be both inserted and removed by [[inserters]] from any point (no need to target fluid input/output connections).&lt;br /&gt;
&lt;br /&gt;
When chemical plants are in the process of crafting an item, they will billow out smoke that matches the color of their input ingredients.&lt;br /&gt;
&lt;br /&gt;
== Base Game Recipes ==&lt;br /&gt;
&lt;br /&gt;
The chemical plant has twelve available recipes in the base game, one of which must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Input !! Output !! Technology&amp;lt;br&amp;gt;required&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Sulfuric acid}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Iron plate|1}}{{icon|Sulfur|5}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Sulfuric acid|50}}&lt;br /&gt;
| {{imagelink|Sulfur processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heavy oil cracking}} &lt;br /&gt;
| {{icon|Time|2}} {{icon|Water|30}} {{icon|Heavy oil|40}}&lt;br /&gt;
| {{icon|Light oil|30}}&lt;br /&gt;
| {{imagelink|Advanced oil processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Light oil cracking}} &lt;br /&gt;
| {{icon|Time|2}} {{icon|Water|30}} {{icon|Light oil|30}} &lt;br /&gt;
| {{icon|Petroleum gas|20}}&lt;br /&gt;
| {{imagelink|Advanced oil processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from light oil|Solid fuel}}&lt;br /&gt;
| {{icon|Time|2}} {{icon|Light oil|10}}&lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
| {{imagelink|Advanced oil processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from petroleum gas|Solid fuel}} &lt;br /&gt;
| {{icon|Time|2}} {{icon|Petroleum gas|20}} &lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
| {{imagelink|Oil processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from heavy oil|Solid fuel}} &lt;br /&gt;
| {{icon|Time|2}} {{icon|Heavy oil|20}} &lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
| {{imagelink|Advanced oil processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lubricant}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Heavy oil|10}}&lt;br /&gt;
| {{icon|Lubricant|10}}&lt;br /&gt;
| {{imagelink|Lubricant (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Plastic bar}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Coal|1}}{{icon|Petroleum gas|20}}&lt;br /&gt;
| {{icon|Plastic bar|2}} &lt;br /&gt;
| {{imagelink|Plastics (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Sulfur}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Water|30}}{{icon|Petroleum gas|30}}&lt;br /&gt;
| {{icon|Sulfur|2}}&lt;br /&gt;
| {{imagelink|Sulfur processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}} &lt;br /&gt;
| {{icon|Time|4}}{{icon|Iron plate|1}}{{icon|Copper plate|1}}{{icon|Sulfuric acid|20}}&lt;br /&gt;
| {{icon|Battery|1}}&lt;br /&gt;
| {{imagelink|Battery (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Explosives}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Coal|1}}{{icon|Sulfur|1}}{{icon|Water|10}}&lt;br /&gt;
| {{icon|Explosives|2}}&lt;br /&gt;
| {{imagelink|Explosives (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Flamethrower ammo}}&lt;br /&gt;
| {{icon|Time|6}}{{icon|Steel plate|5}}{{icon|Crude oil|100}}&lt;br /&gt;
| {{icon|Flamethrower ammo|1}}&lt;br /&gt;
| {{imagelink|Flamethrower (research)}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Space Age Recipes ==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The Space Age Expansion adds 15 new recipes, some of which must be crafted on a specific planet. Several recipes are not exclusive to the chemical plant and can be crafted with other buildings, usually the [[cryogenic plant]].&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Input !! Output !! Technology Required !! Crafted&amp;lt;br&amp;gt;on !! Also crafted&amp;lt;br&amp;gt;in&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ice melting}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Ice|1}}&lt;br /&gt;
| {{icon|Water|20}}&lt;br /&gt;
| {{icontech|Space platform thruster (research)}}[[Space platform thruster (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Thruster fuel}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Carbon|2}}{{icon|Water|10}}&lt;br /&gt;
| {{icon|Thruster fuel|75}}&lt;br /&gt;
| {{icontech|Space platform thruster (research)}}[[Space platform thruster (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Thruster oxidizer}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Iron ore|2}}{{icon|Water|10}}&lt;br /&gt;
| {{icon|Thruster oxidizer|75}}&lt;br /&gt;
| {{icontech|Space platform thruster (research)}}[[Space platform thruster (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Advanced thruster fuel}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Carbon|2}}{{icon|Calcite|1}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Thruster fuel|1500}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)}}[[Advanced asteroid processing (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Advanced thruster oxidizer}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Iron ore|2}}{{icon|Calcite|1}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Thruster oxidizer|1500}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)}}[[Advanced asteroid processing (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Coal|2}}{{icon|Sulfuric acid|20}}&lt;br /&gt;
| {{icon|Carbon|1}}&lt;br /&gt;
| {{icontech|Tungsten carbide (research)}}[[Tungsten carbide (research)]]&lt;br /&gt;
|&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Acid neutralisation}}&lt;br /&gt;
| {{icon|Time|5}}{{icon|Calcite|1}}{{icon|Sulfuric acid|1000}}&lt;br /&gt;
| {{icon|Steam|10000}}&lt;br /&gt;
| {{icontech|Calcite processing (research)}}[[Calcite processing (research)]]&lt;br /&gt;
| {{icon|Vulcanus}}&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steam condensation}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Steam|1000}}&lt;br /&gt;
| {{icon|Water|90}}&lt;br /&gt;
| {{icontech|Calcite processing (research)}}[[Calcite processing (research)]]&lt;br /&gt;
|&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Holmium solution}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Stone|1}}{{icon|Holmium ore|2}}{{icon|Water|10}}&lt;br /&gt;
| {{icon|Holmium solution|100}}&lt;br /&gt;
| {{icontech|Holmium processing (research)}}[[Holmium processing (research)]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Coal synthesis}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Sulfur|1}}{{icon|Carbon|5}}{{icon|Water|5}}&lt;br /&gt;
| {{icon|Coal|1}}&lt;br /&gt;
| {{icontech|Rocket turret (research)}}[[Rocket turret (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fish breeding}}&lt;br /&gt;
| {{icon|Time|6}}{{icon|Raw fish|2}}{{icon|Nutrients|100}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Raw fish|3}}&lt;br /&gt;
| {{icontech|Fish breeding (research)}}[[Fish breeding (research)]]&lt;br /&gt;
| {{icon|Nauvis}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ammoniacal solution separation}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Ammoniacal solution|50}}&lt;br /&gt;
| {{icon|Ice|5}}{{icon|Ammonia|50}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)}}[[Planet discovery Aquilo (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from ammonia}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Ammonia|50}}{{icon|Crude oil|20}}&lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)}}[[Planet discovery Aquilo (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ammonia rocket fuel}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Solid fuel|3}}{{icon|Water|50}}{{icon|Ammonia|500}}&lt;br /&gt;
| {{icon|Rocket fuel|1}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)}}[[Planet discovery Aquilo (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lithium}}&lt;br /&gt;
| {{icon|Time|20}}{{icon|Holmium plate|1}}{{icon|Lithium brine|50}}{{icon|Ammonia|50}}&lt;br /&gt;
| {{icon|Lithium|5}}&lt;br /&gt;
| {{icontech|Lithium processing (research)}}[[Lithium processing (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Aquilo&#039;s recipes can be selected while on other planets, but because they require liquids that are exclusive to Aquilo and cannot be shipped off-planet, those recipes are effectively locked to the planet.&lt;br /&gt;
&lt;br /&gt;
== Fluid inputs ==&lt;br /&gt;
Unlike solid ingredients, which can be inserted anywhere, the fluid ingredients can only be added at the two fixed inputs. Furthermore, recipes which requires two fluid ingredients, will only accept each ingredient on a specific input. When the recipe that requires fluid ingredients is selected, the chemical plant will display icons on the inputs to show which ingredient goes to which input. These fluid inputs can be flipped with {{keybinding|H}} or {{keybinding|V}}.&lt;br /&gt;
&lt;br /&gt;
[[File:chemical_plant_smoke.png|thumb|540px|none|Colored smoke billowing from the plants.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Fluid inputs and outputs can now be flipped.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.0|&lt;br /&gt;
* Updated sound effects.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Crafting speed decreased from 1.25 to 1.0.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Module slots increased from 2 to 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Oil refinery and chemical plant are now disconnected from pipes when the recipe is reset.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Unused pipe connections don&#039;t connect to pipes.&lt;br /&gt;
* Fluid input amount is limited to 2× recipe cost.&lt;br /&gt;
* Fluid inputs for the chemical plant are now saved properly.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Now accepts modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Oil refinery]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fusion_reactor&amp;diff=214010</id>
		<title>Fusion reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fusion_reactor&amp;diff=214010"/>
		<updated>2025-05-17T10:26:16Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: neighbour bonus clarification / rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Fusion reactor}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;fusion reactor&#039;&#039;&#039; generates [[plasma]]{{SA}} from [[fusion power cell]]s{{SA}}, [[fluoroketone (cold)]]{{SA}}, and electricity. The plasma can be used in a [[fusion generator]]{{SA}} to generate power. Unlike the [[nuclear reactor]], a fusion fuel cell usage scales with the plasma output, so no energy is lost. At full power draw, a single fusion power cell will be consumed in 400 seconds. A single reactor can output 100 MW worth of plasma.&lt;br /&gt;
&lt;br /&gt;
A reactor requires 10 MW of power to generate plasma. As such, starting a reactor setup requires some external power, but once plasma is in the generators, the reactor setup can power itself.&lt;br /&gt;
&lt;br /&gt;
Fluoroketone is not permanently consumed by a fusion reactor setup; it is used as a coolant. The coolant is (effectively) converted into an equal amount of plasma by the reactor, and the generator produces hot fluoroketone based on how much plasma the generator consumes, so any cold fluoroketone consumed by a reactor will be regenerated by the generator. To keep the loop going, a [[cryogenic plant]] must cool the hot fluoroketone back to cold before recirculating it into the reactor.&lt;br /&gt;
&lt;br /&gt;
Each reactor consumes at most 4 cold fluoroketone per second. Assuming no modules are used, 1 cryogenic plant can cool enough fluoroketone for one reactor.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|fusion-power}}&lt;br /&gt;
&lt;br /&gt;
== Neighbour bonus ==&lt;br /&gt;
Like nuclear reactors, fusion reactors receive a bonus for adjacent operating reactors, which increases the energy potential of the generated plasma by 100% per linked reactor. Fusion reactors differ in that the bonus only requires an adjacent reactor to share one fluid connection rather than three heat connections; connecting two outputs to the same reactor grants no additional benefit. Reactors have 2 fluid connections on each side, so the highest bonus a reactor can practically receive (while still leaving room to insert fusion power cells) is +500%.&lt;br /&gt;
&lt;br /&gt;
Unlike other power generators, the heat of the plasma generated is variable and is determined by the reactor&#039;s neighbour bonus. With no bonus, the plasma generated is at 1 million °C. With a 100% bonus, the plasma generated is at 2 million °C, and so on. Different reactors in an array can generate plasma at different temperatures, with the temperatures averaging out within the plasma fluid system. Fusion generators will generate power based on the heat of the plasma they are consuming, up to their maximum of 50 MW each.&lt;br /&gt;
&lt;br /&gt;
The amount of cold fluoroketone consumed by the reactor to generate power does not change with the neighbour bonus - it will always be 4/s (modified by quality). Two separate reactors will consume the same amount of cold fluoroketone per second at max power draw as two adjacent reactors with a neighbour bonus. Larger arrays of reactors and generators will require more fluoroketone to exist in the system, simply because there are more fluid pipes for the coolant and plasma to go through, but they do not require constantly adding more to the system.&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;
* [[Aquilo]]{{SA}}&lt;br /&gt;
* [[Fusion generator]]{{SA}}&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Plasma]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Atomic_bomb&amp;diff=213863</id>
		<title>Atomic bomb</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Atomic_bomb&amp;diff=213863"/>
		<updated>2025-05-07T22:05:33Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Atomic bomb}}&lt;br /&gt;
&#039;&#039;&#039;Atomic bombs&#039;&#039;&#039; are very expensive alternative ammunition for the [[rocket launcher]], [[rocket turret]] and the [[spidertron]]. They deal incredible damage over a wide area, capable of wiping out groups of [[enemies]] with ease. They can also kill even the most heavily-armored player, so they should be fired from a great distance.&lt;br /&gt;
&lt;br /&gt;
Instead of dealing all of its damage in a single explosion, the atomic bomb creates two waves of 1000 small, high-damage explosions in an expanding ring. One wave of explosions expands to a radius of 7 with each of the 1000 explosions dealing 100 damage in a radius of 3. The second wave of explosions expands to cover a radius of 35 and each of the 1000 explosions deals 400 damage in a radius of 3. This results in high damage at the center of the atomic bomb, which decreases towards the edge of the 35-tile radius.&lt;br /&gt;
&lt;br /&gt;
The impact of the atomic bomb creates a black scorch mark in a 12-tile radius that never disappears and is visible from the map. All tiles in an oval approximately 24 tiles wide and 17 tiles high will be converted into nuclear ground, which affects [[Pollution#Chunks|pollution absorption]] and prevents the removal of any former [[landfill]] and [[foundation]] tiles in the blast radius. Furthermore, the atomic bomb will permanently destroy [[cliff]]s and decorative objects in a 9-14 tile radius around the center.&lt;br /&gt;
&lt;br /&gt;
In [[Space Age]]{{SA}}, detonating an atomic bomb on [[Vulcanus]]{{SA}} or [[Aquilo]]{{SA}} will replace ground tiles with [[lava]] and [[ammoniacal solution|ammonia]] respectively instead of nuclear ground. All mineable resources and [[sulfuric acid]] geysers on the affected tiles will be destroyed in the process; [[fluorine]] vents and [[lithium brine]] deposits are unaffected.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:atomic_bomb_epicenter.png|The large epicenter of an atomic bomb explosion.&lt;br /&gt;
File:Atomic bomb calcite before.png|A [[calcite]] patch before the bomb...&lt;br /&gt;
File:Atomic bomb calcite after.png|...and after.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.44|&lt;br /&gt;
* {{SA}} Atomic bomb now blasts planet-appropriate holes into the terrain of the planet if the terrain is floating on a fluid: Ammoniacal ocean for Aquilo, Lava for Vulcanus. It also destroys space platform tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Ingredient rocket control unit has been replaced with Processing unit.&lt;br /&gt;
* {{SA}} Increased uranium-235 cost (30 &amp;gt; 100)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* New visual effects for the atomic bomb.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rocket]]&lt;br /&gt;
* [[Explosive rocket]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Uranium processing]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Atomic_bomb&amp;diff=213862</id>
		<title>Atomic bomb</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Atomic_bomb&amp;diff=213862"/>
		<updated>2025-05-07T22:03:35Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Atomic bomb}}&lt;br /&gt;
&#039;&#039;&#039;Atomic bombs&#039;&#039;&#039; are very expensive alternative ammunition for the [[rocket launcher]], [[rocket turret]] and the [[spidertron]]. They deal incredible damage over a wide area, capable of wiping out groups of [[enemies]] with ease. They can also kill even the most heavily-armored player, so they should be fired from a great distance.&lt;br /&gt;
&lt;br /&gt;
Instead of dealing all of its damage in a single explosion, the atomic bomb creates two waves of 1000 small, high-damage explosions in an expanding ring. One wave of explosions expands to a radius of 7 with each of the 1000 explosions dealing 100 damage in a radius of 3. The second wave of explosions expands to cover a radius of 35 and each of the 1000 explosions deals 400 damage in a radius of 3. This results in high damage at the center of the atomic bomb, which decreases towards the edge of the 35-tile radius.&lt;br /&gt;
&lt;br /&gt;
The impact of the atomic bomb creates a black scorch mark in a 12-tile radius that never disappears and is visible from the map. All tiles in an oval approximately 24 tiles wide and 17 tiles high will be converted into nuclear ground, which affects [[Pollution#Chunks|pollution absorption]] and prevents the removal of any former [[landfill]] tiles in the blast radius. Furthermore, the atomic bomb will permanently destroy [[cliff]]s and decorative objects in a 9-14 tile radius around the center.&lt;br /&gt;
&lt;br /&gt;
In [[Space Age]]{{SA}}, detonating an atomic bomb on [[Vulcanus]]{{SA}} or [[Aquilo]]{{SA}} will replace ground tiles with [[lava]] and [[ammoniacal solution|ammonia]] respectively instead of nuclear ground. All mineable resources and [[sulfuric acid]] geysers on the affected tiles will be destroyed in the process; [[fluorine]] vents and [[lithium brine]] deposits are unaffected.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:atomic_bomb_epicenter.png|The large epicenter of an atomic bomb explosion.&lt;br /&gt;
File:Atomic bomb calcite before.png|A [[calcite]] patch before the bomb...&lt;br /&gt;
File:Atomic bomb calcite after.png|...and after.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.44|&lt;br /&gt;
* {{SA}} Atomic bomb now blasts planet-appropriate holes into the terrain of the planet if the terrain is floating on a fluid: Ammoniacal ocean for Aquilo, Lava for Vulcanus. It also destroys space platform tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Ingredient rocket control unit has been replaced with Processing unit.&lt;br /&gt;
* {{SA}} Increased uranium-235 cost (30 &amp;gt; 100)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* New visual effects for the atomic bomb.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rocket]]&lt;br /&gt;
* [[Explosive rocket]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Uranium processing]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Atomic_bomb_calcite_after.png&amp;diff=213861</id>
		<title>File:Atomic bomb calcite after.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Atomic_bomb_calcite_after.png&amp;diff=213861"/>
		<updated>2025-05-07T21:41:38Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: {{Screenshot}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Atomic_bomb_calcite_before.png&amp;diff=213860</id>
		<title>File:Atomic bomb calcite before.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Atomic_bomb_calcite_before.png&amp;diff=213860"/>
		<updated>2025-05-07T21:41:08Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: {{Screenshot}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Fusion_reactor&amp;diff=213479</id>
		<title>Infobox:Fusion reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Fusion_reactor&amp;diff=213479"/>
		<updated>2025-04-23T20:36:34Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|required-technologies = Fusion reactor&lt;br /&gt;
|prototype-type = fusion-reactor&lt;br /&gt;
|internal-name = fusion-reactor&lt;br /&gt;
|image = Fusion reactor entity&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/70%&lt;br /&gt;
|mining-time = 0.2&lt;br /&gt;
|map-color = 88a010&lt;br /&gt;
|recipe = Time, 60 + Quantum processor, 250 + Superconductor, 200 + Tungsten plate, 200&lt;br /&gt;
|category = Production&lt;br /&gt;
|dimensions = 6×6&lt;br /&gt;
|stack-size = 1&lt;br /&gt;
|rocket-capacity = 1&lt;br /&gt;
|health = {{Quality|1000|1300|1600|1900|2500}}&lt;br /&gt;
|drain = 10MW electric&lt;br /&gt;
|energy = {{Quality|100|130|160|190|250}} {{Translation|MW}} Fuel&lt;br /&gt;
|fluid-consumption = {{Quality|4/s|5.2/s|6.4/s|7.6/s|10/s}} Fluoroketone (cold)&lt;br /&gt;
|heat-output = {{Quality|100|130|160|190|250}} {{Translation|MW}} Plasma&lt;br /&gt;
|valid-fuel = Fusion power cell&lt;br /&gt;
|producers = Cryogenic plant&lt;br /&gt;
|space-age = yes&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Fusion_generator&amp;diff=213478</id>
		<title>Infobox:Fusion generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Fusion_generator&amp;diff=213478"/>
		<updated>2025-04-23T20:36:20Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|required-technologies = Fusion reactor&lt;br /&gt;
|prototype-type = fusion-generator&lt;br /&gt;
|internal-name = fusion-generator&lt;br /&gt;
|image = Fusion_generator_entity&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/70%&lt;br /&gt;
|mining-time = 0.2&lt;br /&gt;
|map-color = 007aa0&lt;br /&gt;
|health = {{Quality|1000|1300|1600|1900|2500}}&lt;br /&gt;
|category = Production&lt;br /&gt;
|stack-size   =5&lt;br /&gt;
|rocket-capacity = 5&lt;br /&gt;
|dimensions   =3×5&lt;br /&gt;
|power-output  = {{Quality|50|65|80|95|125}} {{Translation|MW}}&lt;br /&gt;
|fluid-consumption = {{Quality|2/s|2.6/s|3.2/s|3.8/s|5/s}} Plasma&lt;br /&gt;
|heat-output = {{Quality|2/s|2.6/s|3.2/s|3.8/s|5/s}} Fluoroketone (Hot)&lt;br /&gt;
|recipe = Time, 30 + Quantum processor, 50 + Superconductor, 100 + Tungsten plate, 100&lt;br /&gt;
|producers = Cryogenic plant&lt;br /&gt;
|space-age = yes&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Chemical_plant&amp;diff=213303</id>
		<title>Chemical plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Chemical_plant&amp;diff=213303"/>
		<updated>2025-04-13T06:02:24Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: /* Space Age Recipes */ added thruster recipes, rearranged table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Chemical plant}}&lt;br /&gt;
The &#039;&#039;&#039;chemical plant&#039;&#039;&#039; is a building for processing fluids and solids, usually through chemical processes. Many recipes that either require or provide a fluid other than [[crude oil]] are produced here. The chemical plant has 2 inputs and 2 outputs in fixed positions (their positions can be flipped). Solid items can be both inserted and removed by [[inserters]] from any point (no need to target fluid input/output connections).&lt;br /&gt;
&lt;br /&gt;
When chemical plants are in the process of crafting an item, they will billow out smoke that matches the color of their input ingredients.&lt;br /&gt;
&lt;br /&gt;
== Base Game Recipes ==&lt;br /&gt;
&lt;br /&gt;
The Chemical plant has twelve available recipes in the base game, one of which must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Input !! Output !! Technology&amp;lt;br&amp;gt;required&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Sulfuric acid}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Iron plate|1}}{{icon|Sulfur|5}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Sulfuric acid|50}}&lt;br /&gt;
| {{imagelink|Sulfur processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heavy oil cracking}} &lt;br /&gt;
| {{icon|Time|2}} {{icon|Water|30}} {{icon|Heavy oil|40}}&lt;br /&gt;
| {{icon|Light oil|30}}&lt;br /&gt;
| {{imagelink|Advanced oil processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Light oil cracking}} &lt;br /&gt;
| {{icon|Time|2}} {{icon|Water|30}} {{icon|Light oil|30}} &lt;br /&gt;
| {{icon|Petroleum gas|20}}&lt;br /&gt;
| {{imagelink|Advanced oil processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from light oil|Solid fuel}}&lt;br /&gt;
| {{icon|Time|2}} {{icon|Light oil|10}}&lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
| {{imagelink|Advanced oil processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from petroleum gas|Solid fuel}} &lt;br /&gt;
| {{icon|Time|2}} {{icon|Petroleum gas|20}} &lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
| {{imagelink|Oil processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from heavy oil|Solid fuel}} &lt;br /&gt;
| {{icon|Time|2}} {{icon|Heavy oil|20}} &lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
| {{imagelink|Advanced oil processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lubricant}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Heavy oil|10}}&lt;br /&gt;
| {{icon|Lubricant|10}}&lt;br /&gt;
| {{imagelink|Lubricant (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Plastic bar}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Coal|1}}{{icon|Petroleum gas|20}}&lt;br /&gt;
| {{icon|Plastic bar|2}} &lt;br /&gt;
| {{imagelink|Plastics (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Sulfur}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Water|30}}{{icon|Petroleum gas|30}}&lt;br /&gt;
| {{icon|Sulfur|2}}&lt;br /&gt;
| {{imagelink|Sulfur processing (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}} &lt;br /&gt;
| {{icon|Time|4}}{{icon|Iron plate|1}}{{icon|Copper plate|1}}{{icon|Sulfuric acid|20}}&lt;br /&gt;
| {{icon|Battery|1}}&lt;br /&gt;
| {{imagelink|Battery (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Explosives}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Coal|1}}{{icon|Sulfur|1}}{{icon|Water|10}}&lt;br /&gt;
| {{icon|Explosives|2}}&lt;br /&gt;
| {{imagelink|Explosives (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Flamethrower ammo}}&lt;br /&gt;
| {{icon|Time|6}}{{icon|Steel plate|5}}{{icon|Crude oil|100}}&lt;br /&gt;
| {{icon|Flamethrower ammo|1}}&lt;br /&gt;
| {{imagelink|Flamethrower (research)}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Space Age Recipes ==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The Space Age Expansion adds 15 new recipes, some of which must be crafted on a specific planet. Several recipes are not exclusive to the chemical plant and can be crafted with other buildings, usually the [[cryogenic plant]].&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Input !! Output !! Technology Required !! Crafted&amp;lt;br&amp;gt;on !! Also crafted&amp;lt;br&amp;gt;in&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ice melting}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Ice|1}}&lt;br /&gt;
| {{icon|Water|20}}&lt;br /&gt;
| {{icontech|Space platform thruster (research)}}[[Space platform thruster (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Thruster fuel}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Carbon|2}}{{icon|Water|10}}&lt;br /&gt;
| {{icon|Thruster fuel|75}}&lt;br /&gt;
| {{icontech|Space platform thruster (research)}}[[Space platform thruster (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Thruster oxidizer}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Iron ore|2}}{{icon|Water|10}}&lt;br /&gt;
| {{icon|Thruster oxidizer|75}}&lt;br /&gt;
| {{icontech|Space platform thruster (research)}}[[Space platform thruster (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Advanced thruster fuel}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Carbon|2}}{{icon|Calcite|1}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Thruster fuel|1500}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)}}[[Advanced asteroid processing (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Advanced thruster oxidizer}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Iron ore|2}}{{icon|Calcite|1}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Thruster oxidizer|1500}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)}}[[Advanced asteroid processing (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Coal|2}}{{icon|Sulfuric acid|20}}&lt;br /&gt;
| {{icon|Carbon|1}}&lt;br /&gt;
| {{icontech|Tungsten carbide (research)}}[[Tungsten carbide (research)]]&lt;br /&gt;
|&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Acid neutralisation}}&lt;br /&gt;
| {{icon|Time|5}}{{icon|Calcite|1}}{{icon|Sulfuric acid|1000}}&lt;br /&gt;
| {{icon|Steam|10000}}&lt;br /&gt;
| {{icontech|Calcite processing (research)}}[[Calcite processing (research)]]&lt;br /&gt;
| {{icon|Vulcanus}}&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steam condensation}} &lt;br /&gt;
| {{icon|Time|1}}{{icon|Steam|1000}}&lt;br /&gt;
| {{icon|Water|90}}&lt;br /&gt;
| {{icontech|Calcite processing (research)}}[[Calcite processing (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Holmium solution}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Stone|1}}{{icon|Holmium ore|2}}{{icon|Water|10}}&lt;br /&gt;
| {{icon|Holmium solution|100}}&lt;br /&gt;
| {{icontech|Holmium processing (research)}}[[Holmium processing (research)]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Coal synthesis}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Sulfur|1}}{{icon|Carbon|5}}{{icon|Water|5}}&lt;br /&gt;
| {{icon|Coal|1}}&lt;br /&gt;
| {{icontech|Rocket turret (research)}}[[Rocket turret (research)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fish breeding}}&lt;br /&gt;
| {{icon|Time|6}}{{icon|Raw fish|2}}{{icon|Nutrients|100}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Raw fish|3}}&lt;br /&gt;
| {{icontech|Fish breeding (research)}}[[Fish breeding (research)]]&lt;br /&gt;
| {{icon|Nauvis}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ammoniacal solution separation}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Ammoniacal solution|50}}&lt;br /&gt;
| {{icon|Ice|5}}{{icon|Ammonia|50}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)}}[[Planet discovery Aquilo (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel from ammonia}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Ammonia|50}}{{icon|Crude oil|20}}&lt;br /&gt;
| {{icon|Solid fuel|1}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)}}[[Planet discovery Aquilo (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ammonia rocket fuel}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Solid fuel|3}}{{icon|Water|50}}{{icon|Ammonia|500}}&lt;br /&gt;
| {{icon|Rocket fuel|1}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)}}[[Planet discovery Aquilo (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lithium}}&lt;br /&gt;
| {{icon|Time|20}}{{icon|Holmium plate|1}}{{icon|Lithium brine|50}}{{icon|Ammonia|50}}&lt;br /&gt;
| {{icon|Lithium|5}}&lt;br /&gt;
| {{icontech|Lithium processing (research)}}[[Lithium processing (research)]]&lt;br /&gt;
| {{icon|Aquilo}}&lt;br /&gt;
| {{icon|Cryogenic plant}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Aquilo&#039;s recipes can be selected while on other planets, but because they require liquids that are exclusive to Aquilo and cannot be shipped off-planet, those recipes are effectively locked to the planet.&lt;br /&gt;
&lt;br /&gt;
== Fluid inputs ==&lt;br /&gt;
Unlike solid ingredients, which can be inserted anywhere, the fluid ingredients can only be added at the two fixed inputs. Furthermore, recipes which requires two fluid ingredients, will only accept each ingredient on a specific input. When the recipe that requires fluid ingredients is selected, the chemical plant will display icons on the inputs to show which ingredient goes to which input. These fluid inputs can be flipped with {{keybinding|H}} or {{keybinding|V}}.&lt;br /&gt;
&lt;br /&gt;
[[File:chemical_plant_smoke.png|thumb|540px|none|Colored smoke billowing from the plants.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Fluid inputs and outputs can now be flipped.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.0|&lt;br /&gt;
* Updated sound effects.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Crafting speed decreased from 1.25 to 1.0.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Module slots increased from 2 to 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Oil refinery and chemical plant are now disconnected from pipes when the recipe is reset.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Unused pipe connections don&#039;t connect to pipes.&lt;br /&gt;
* Fluid input amount is limited to 2× recipe cost.&lt;br /&gt;
* Fluid inputs for the chemical plant are now saved properly.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Now accepts modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Oil refinery]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crusher&amp;diff=213296</id>
		<title>Crusher</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crusher&amp;diff=213296"/>
		<updated>2025-04-12T17:57:22Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: added circuit section&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, asteroids, or the outputs of any crushing 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 physical items&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 input/output items are also used by crushing recipes.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.}}&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Artillery_turret&amp;diff=213273</id>
		<title>Artillery turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Artillery_turret&amp;diff=213273"/>
		<updated>2025-04-11T13:55:30Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: added table, modified wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Artillery turret}}&lt;br /&gt;
The &#039;&#039;&#039;artillery turret&#039;&#039;&#039; is a super-long-range static defense structure added in game version 0.16. It fires [[Artillery shell|artillery shells]], relatively slow-moving projectiles that explore chunks of terrain they travel across. The turret has both automatic and manual (even longer-ranged) firing modes. Projectiles have sufficient damage to destroy any type of worm up to behemoths with a single hit, and have a modest area of effect. They can also one-shot spawners up to just below 75% evolution, since spawner health increases with evolution. Infinitely-stacking research upgrades are available for range, firing speed, and (in [[Space Age]]{{SA}}) damage.&lt;br /&gt;
&lt;br /&gt;
The [[Artillery wagon|artillery wagon]] is essentially the same weapon, only mounted on a train car and therefore mobile.&lt;br /&gt;
&lt;br /&gt;
[[Inserters]] can insert and remove artillery shells from artillery turrets. This allows chaining multiple turrets together with inserters, each inserter taking shells as needed, from one turret and placing it into the next.&lt;br /&gt;
&lt;br /&gt;
The artillery turret can be connected to the [[circuit network]] to read its current ammunition and/or enable it on a condition. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Artillery turrets have a massive range, outranging other fixed fortifications by a factor of 10 or more. There are no special limits on how many may be built or where and, being ammunition-based, these turrets do not require electric power to operate.&lt;br /&gt;
&lt;br /&gt;
In automatic mode, they function much the same as other turrets, automatically scanning for valid targets within range and firing on them. Automatic mode can only target [[Military units and structures|enemy structures]] (spawners and worms), not mobile units (biters and spitters), but everything within the shell&#039;s blast radius will take the same damage. Automatic mode can be disabled by opening the GUI of the artillery turret and toggling the &amp;quot;Auto targeting&amp;quot; box.&lt;br /&gt;
&lt;br /&gt;
In manual mode, an [[artillery targeting remote]] is used to point-and-click anywhere in the world, map, or zoomed-in map. Each click corresponds to one shell delivered to that location, so long as any working artillery turrets and / or wagons are in range. Targeting remotes show the number of fire-ready (loaded and, for wagons, stationary) artillery pieces in range of cursor position when held. Manual fire can be ordered on unexplored areas; shells will explore all chunks they travel across (but no surrounding chunks).&lt;br /&gt;
&lt;br /&gt;
The default range in automatic mode is 224 tiles (7 chunks); in manual mode, 560 tiles (17.5 chunks). Infinite [[Artillery shell range (research)|research]] is available to increase range, at +30% of base range per level, applied to both automatic and manual range.&lt;br /&gt;
&lt;br /&gt;
Artillery turrets are capable of killing most enemies with a single shot, although behemoth worms and spawners with enough extra health from the planet&#039;s [[Enemies#Evolution|evolution factor]] take two shots to kill instead. Damage can be increased with infinite [[Artillery shell damage (research)|artillery damage research]]{{SA}} to combat this.&lt;br /&gt;
&lt;br /&gt;
The table below shows the maximum evolution factor at which [[Enemies#Nests|spawners]] can be killed in one shot for the listed damage research level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=text-align:center&lt;br /&gt;
!Artillery damage &amp;lt;br/&amp;gt;research&lt;br /&gt;
!Biter / spitter &amp;lt;br/&amp;gt;spawners&lt;br /&gt;
!Egg rafts{{SA}}&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;= 0.72 || &amp;lt;= 0.52 || style=&amp;quot;text-align:left;&amp;quot; | All non-behemoth worms can be killed in one shot&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.76 || 0.57 ||&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.80 || 0.60 ||&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0.83 || 0.64 ||&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0.86 || 0.67 ||&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0.89 || 0.70 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 0.92 || 0.73 ||&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 0.95 || 0.76 ||&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0.97 || 0.78 || style=&amp;quot;text-align:left;&amp;quot; | Behemoth worms can be killed in one shot&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 1.0 || 0.80 ||&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1.0 || 1.0 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aside from the considerable expense of research and assembly for both turrets and shells, there are certain considerations that make a base defense based purely on these turrets unwise, despite their phenomenal range.&lt;br /&gt;
&lt;br /&gt;
Artillery shelling will antagonize enemy mobile units in the vicinity of the impact into rushing the turret emplacement, regardless of their normal &amp;quot;aggro radius&amp;quot;. Artillery turrets are relatively slow-firing, although infinite [[Artillery shell shooting speed (research)|research]] is available to improve firing speed, at +100% per level, affecting both stationary turrets and wagons and applying to both automatic and manual mode. They also cannot target mobile units in automatic mode. Importantly, artillery has a &#039;&#039;minimum&#039;&#039; range as well, which is 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Together, these limitations mean that an artillery turret needs to be defended by other means. Any conventional approach such as walls, gun, laser, and / or flamethrower turrets, or the personal intervention of the player will do. However, players should keep in mind that extensive shelling of large biter-infested areas will produce massive attack waves centered on the position of the artillery piece at time of firing, and should plan close-range defenses accordingly.&lt;br /&gt;
&lt;br /&gt;
Logistic considerations are also important, as artillery shells have a stack size of 1, meaning any-size container can only hold a modest supply and an inserter will only ever move a single shell at a time. Players may wish to consider on-site assembly for permanent and semi-permanent emplacements. The turret itself can hold 15 shells, and the wagon version can hold a full 100, providing a buffer of some size when continuous supply is not available. Artillery wagons with auto targeting disabled can be used to transport artillery shells to regular turret outposts, since they can hold twice as many shells as a cargo wagon.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|art-of-siege}}&lt;br /&gt;
{{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=236px heights=162px&amp;gt;&lt;br /&gt;
File:artillery_turret_firing_anim.gif|Animation of the turret seeking a target, then firing.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.&lt;br /&gt;
* Doubled the damage of artillery.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Artillery wagon]]&lt;br /&gt;
* [[Artillery shell]]&lt;br /&gt;
* [[Artillery targeting remote]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=213272</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=213272"/>
		<updated>2025-04-11T12:13:51Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[File:biter_intro.png|175px|right]]&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to [[Damage|harm]] the [[player]]. They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots. &lt;br /&gt;
&lt;br /&gt;
On [[Nauvis]], the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname &amp;quot;Biters&amp;quot; is often used collectively for all of them). &lt;br /&gt;
&lt;br /&gt;
More enemies can be encountered on other planets with the [[Space Age]] expansion. On the planet [[Gleba]]{{SA}}, there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet [[Vulcanus]]{{SA}}, there are the Demolishers.&lt;br /&gt;
&lt;br /&gt;
Each species comes in a range of sizes, where larger specimens have more health and do more damage. &lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|art-of-siege}}&lt;br /&gt;
{{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
{{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
{{Achievement|get-off-my-lawn}}&lt;br /&gt;
{{Achievement|if-it-bleeds}}&lt;br /&gt;
{{Achievement|we-need-bigger-guns}}&lt;br /&gt;
{{Achievement|Size-doesnt-matter}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_biter.png|center]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 43.2km/h &lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_biter.png|center]] || Medium Biter&lt;br /&gt;
| Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 51.8km/h&lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 20&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_biter.png|center]] || Big Biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiled [[biter egg|biter eggs]], however it won&#039;t be at full health when this happens.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 49.7km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 80&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_biter.png|center]] || Behemoth Biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90 Physical&lt;br /&gt;
* Attack speed: 1.2/s&lt;br /&gt;
* Speed: 64.8km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 400&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters&#039; predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.[https://factorio.com/blog/post/fff-279] Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_spitter.png|center]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Range: 13&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
* Speed: 40.0km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1&lt;br /&gt;
* Damage (on contact): 12 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 7.2 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_spitter.png|center]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Range: 14&lt;br /&gt;
* Pollution to join attack: 12&lt;br /&gt;
* Speed: 35.6km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.25&lt;br /&gt;
* Damage (on contact): 24 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 28.8 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_spitter.png|center]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 15&lt;br /&gt;
* Pollution to join attack: 30&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.35&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 130 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_spitter.png|center]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Range: 16&lt;br /&gt;
* Pollution to join attack: 200&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 60 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 360 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.&lt;br /&gt;
&lt;br /&gt;
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Small worm.png|center]] || Small Worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.4&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 21.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medium worm.png|center]] || Medium Worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Range: 30&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.55&lt;br /&gt;
* Damage (on contact): 48 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 57.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
*Laser: 20%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big worm.png|center]] || Big Worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Range: 38&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 72 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 259 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Behemoth worm.png|center]] || Behemoth Worm&lt;br /&gt;
| Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Range: 48&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 2&lt;br /&gt;
* Damage (on contact): 96 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 691 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || A worm&#039;s attack animation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wrigglers {{SA}}===&lt;br /&gt;
Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target.&lt;br /&gt;
&lt;br /&gt;
Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_small.png|center]] || Small Wriggler&lt;br /&gt;
| The weakest and smallest of all wrigglers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 100&lt;br /&gt;
* Damage: 3.75 Physical + 3.75 Poison&lt;br /&gt;
* Range: 1.1&lt;br /&gt;
* Speed: 34.6km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_medium.png|center]] || Medium Wriggler&lt;br /&gt;
| Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 5 Physical + 5 Poison&lt;br /&gt;
* Range: 1.4&lt;br /&gt;
* Speed: 38.9km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_big.png|center]] || Big Wriggler&lt;br /&gt;
| The strongest and fastest of all wrigglers. Hatches from spoiled [[Pentapod egg|Pentapod eggs]] but won&#039;t be at full health when this happens.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 8 Physical + 8 Poison&lt;br /&gt;
* Range: 1.8&lt;br /&gt;
* Speed: 43.2km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strafers {{SA}}===&lt;br /&gt;
Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_small.png|center]] || Small Strafer&lt;br /&gt;
| The weakest and smallest of all strafers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 800&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 22.0&lt;br /&gt;
* Speed: 62.2km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 110&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 67.5 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_medium.png|center]] || Medium Strafer&lt;br /&gt;
| Slightly stronger and faster than the small strafer.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 1400&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 25.0&lt;br /&gt;
* Speed: 77.8km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 125&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 90 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_big.png|center]] || Big Strafer&lt;br /&gt;
| Strongest, fastest and most resilient of strafers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 2400&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 28.0&lt;br /&gt;
* Speed: 98.3km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 140&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 144 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stompers {{SA}}===&lt;br /&gt;
Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack [[player]]s by simply stomping toward them, while spitting a close-ranged acid that slows down players and [[Vehicles]]. Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_small.png|center]] || Small Stomper&lt;br /&gt;
| The weakest and smallest of all stompers, but still powerful.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 3500&lt;br /&gt;
* Range: 5.8&lt;br /&gt;
* Speed: 41.6 km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 1.5/s Acid&lt;br /&gt;
*Area of effect size: 1.58&lt;br /&gt;
**Damage: 0.5 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_medium.png|center]] || Medium Stomper&lt;br /&gt;
| Larger and more dangerous version of a stomper.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 8000&lt;br /&gt;
* Range: 7.8&lt;br /&gt;
* Speed: 54.1km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 6/s Acid&lt;br /&gt;
*Area of effect size: 2.1&lt;br /&gt;
**Damage: 1 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_big.png|center]] || Big Stomper&lt;br /&gt;
| Larger, fastest and most dangerously aggressive version of a stomper.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 15000&lt;br /&gt;
* Range: 10.4&lt;br /&gt;
* Speed: 68.5km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 15.36/s Acid&lt;br /&gt;
*Area of effect size: 2.8&lt;br /&gt;
**Damage: 1.6 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demolishers {{SA}} ===&lt;br /&gt;
Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack. &lt;br /&gt;
&lt;br /&gt;
Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They are completely immune to the [[slowdown capsule|slowdown capsule&#039;s]] effect.&lt;br /&gt;
&lt;br /&gt;
Once killed, they leave behind remains similar to that of black volcanic rock, which contain [[tungsten ore]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_small.png|center]] || Small Demolisher&lt;br /&gt;
| The weakest and smallest of demolishers, but still very destructive.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 30000&lt;br /&gt;
* Regeneration: 2400/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_medium.png|center]] || Medium Demolisher&lt;br /&gt;
| Larger and more dangerous version of a demolisher.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 100000&lt;br /&gt;
* Regeneration: 7800/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_big.png|center]] || Big Demolisher&lt;br /&gt;
| The largest and most dangerous creature in the game.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 300000&lt;br /&gt;
* Regeneration: 24000/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nests ===&lt;br /&gt;
Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health.&lt;br /&gt;
&lt;br /&gt;
Biter and spitter nests can be captured by firing a [[capture bot rocket]] from a [[rocket launcher]] at a nest. After the nest is captured, it must be given [[bioflux]] to maintain and continuously create [[biter egg]]s. If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biter_nest.png|center]] || Biter spawner&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (3500 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/0%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:spitter_nest.png|center]] || Spitter spawner&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (3500 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/0%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft.png|center]] || Egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 500 (5000 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft_small.png|center]] || Small egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 100 (1000 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expansions ===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that&#039;s 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average.&lt;br /&gt;
&lt;br /&gt;
Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [https://gist.github.com/Bilka2/aa88490c23124a6f214c02c73a368aa7]&lt;br /&gt;
&lt;br /&gt;
Expansions on [[Gleba|Gleba]]{{SA}} function mostly similar, except that pentapods only create spawners in marshes, and will &#039;&#039;&#039;never&#039;&#039;&#039; create nests on other tiles.&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
[[File:kills_gui.png|thumb|220px|right|&amp;quot;Kills&amp;quot; tab on the [[production statistics]] screen.]]Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like [[wall]]s).&lt;br /&gt;
&lt;br /&gt;
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.&lt;br /&gt;
&lt;br /&gt;
However, if a biter comes in proximity of a [[Military units and structures|military unit or structure]], it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Weights.png|thumb|right|400px|Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase.&lt;br /&gt;
&lt;br /&gt;
This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Nests|nests]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Evolution increase&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
|-&lt;br /&gt;
| [[Time#Seconds|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.000004 || 267/minute&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.002 || 2222&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pollution unit || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0000009 || 1&lt;br /&gt;
|}&lt;br /&gt;
Note that all spawners (not worms) generate the same amount of evolution when destroyed.&lt;br /&gt;
&lt;br /&gt;
These values can be set during [[Map_generator#Enemy|world generation]]: the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;, though checking or modifying them is considered using cheats.&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]], not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute.&lt;br /&gt;
&lt;br /&gt;
After totaling up all the evolution from these sources, this quantity is squashed to fit in the range &amp;lt;code&amp;gt;[0, 1)&amp;lt;/code&amp;gt; by applying &amp;lt;code&amp;gt;evolution_factor = total_evolution / (1 + total_evolution)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Equivalently, marginal increases in evolution are reduced by multiplying the increase by &amp;lt;code&amp;gt;(1 - evolution_factor)²&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005.&lt;br /&gt;
&lt;br /&gt;
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are &#039;&#039;very&#039;&#039; slow and the number never actually reaches 1.0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Evolution factor&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
!Appearance&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 123k || &lt;br /&gt;
|-&lt;br /&gt;
| 20% || 278k || Medium Biter	&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 370k || Small Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 476k || &lt;br /&gt;
|-&lt;br /&gt;
| 40% || 741k || Medium Spitter	&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 1.111M || Big Biter, Big Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 1.667M || &lt;br /&gt;
|-&lt;br /&gt;
| 70% || 2.592M || &lt;br /&gt;
|-&lt;br /&gt;
| 80% || 4.444M || &lt;br /&gt;
|-&lt;br /&gt;
| 90% || 10M || Behemoth Biter, Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 21M || &lt;br /&gt;
|-&lt;br /&gt;
| 99% || 110M || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
&lt;br /&gt;
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;evoChecker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced: Evolution factor components and computation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:calc(100%-400px); overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution_factor_by_time.png|400px|thumb|right|1. Single-component evolution factor increase with time]]&lt;br /&gt;
[[File:Evolution_factor_by_spawners.png|400px|thumb|right|2. Single-component evolution factor increase with destroyed spawners]]&lt;br /&gt;
[[File:Evolution_factor_by_pollution.png|400px|thumb|right|3. Single-component evolution factor increase with pollution]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Data from version 1.1.50.&lt;br /&gt;
&lt;br /&gt;
* All charts end at approximately an evolution factor of 0.90.&lt;br /&gt;
&lt;br /&gt;
* The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however.&lt;br /&gt;
&lt;br /&gt;
* Given that the game reports the actual evolution factor (console: &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor&#039;s future development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the &#039;&#039;only&#039;&#039; component contributing to the evolution factor in that entire game. They are therefore &#039;&#039;&#039;not realistic&#039;&#039;&#039;, as in a typical game all three components will contribute, some at varying times and intensities.&lt;br /&gt;
&lt;br /&gt;
Because of how contributions to the evolution factor (EF) are calculated (multiplied by &amp;lt;code&amp;gt;(1 - current EF)&amp;lt;/code&amp;gt;), it is &#039;&#039;&#039;not&#039;&#039;&#039; possible to simply add the values indicated by these charts for a game&#039;s time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.&lt;br /&gt;
&lt;br /&gt;
For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will &#039;&#039;&#039;not&#039;&#039;&#039; be (0.25 + 0.15 + 0.45 =) ~0.85.&lt;br /&gt;
&lt;br /&gt;
However, the evolution factor will always be &#039;&#039;&#039;less&#039;&#039;&#039; than the sum of all individual components as indicated by these charts, and &#039;&#039;&#039;at least&#039;&#039;&#039; as high as the highest individual component. Thus, using the values from above, the EF will be &#039;&#039;at least&#039;&#039; 0.35 and &#039;&#039;less than&#039;&#039; 0.85. A smarter approach is required to compute the current evolution factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Individual components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The individual components of evolution can be approximated from &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Given the evolution factor, the unsquashed evolution is &amp;lt;code&amp;gt;unsquashed = evolution_factor / (1 - evolution_factor)&amp;lt;/code&amp;gt;.  Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the [[Production_statistics|production statistics]] screen, and time passed can be found using the &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command, so it&#039;s not fully necessary.&lt;br /&gt;
&lt;br /&gt;
The actual factors can be found in &amp;lt;code&amp;gt;game.forces.enemy.evolution_factor_by_time&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;...evolution_factor_by_killing_spawners&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;...evolution_factor_by_pollution&amp;lt;/code&amp;gt;, if you don&#039;t mind disabling achievements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other&#039;s nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay unless a [[biter egg]]{{SA}} or [[pentapod egg]]{{SA}} spoils after being brought to another planet or the enemies are placed near each other in the [[map editor]].&lt;br /&gt;
&lt;br /&gt;
*Demolishers{{SA}} were originally designed for [[Fulgora]]{{SA}}, but was later moved to [[Vulcanus]]{{SA}} because it was too similar to the [https://en.wikipedia.org/wiki/Dune_(franchise) Dune franchise].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=270px heights=140px&amp;gt;&lt;br /&gt;
File:player_near_enemy_nests.png|The player near some enemy nests and worms.&lt;br /&gt;
File:player_worms_acid.png|The player among acid puddles created by attacking worms.&lt;br /&gt;
File:player_attacked_by_biters.png|Both the player and some buildings getting attacked by biters.&lt;br /&gt;
File:enemy_nests_mapgen.png|Enemy nests seen in a map generation preview (deathworld setting).&lt;br /&gt;
File:turret_wall_biters.png|Line of gun turrets defending against biters.&lt;br /&gt;
File:titlescreen_enemies.png|Enemies seen at the title screen.&lt;br /&gt;
File:gleba_pentapods_preview.png|Pentapod enemies seen on Gleba.&lt;br /&gt;
&amp;lt;!-- File:Factorio_Space_Age_Player_Fighting_Stomper.png|A player fighting a stomper --&amp;gt;&lt;br /&gt;
File:demolisher_chases_player.png|A demolisher chases the player on Vulcanus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.18|&lt;br /&gt;
* Demolisher{{SA}} health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.17|&lt;br /&gt;
* Gleba evolution is now more gradual. {{SA}}&lt;br /&gt;
* Small stomper moves more slowly and deals less damage. {{SA}}&lt;br /&gt;
* Stomper pentapod vision range is reduced from 40 to 30. {{SA}}&lt;br /&gt;
* Medium and big wriggler pentapod health is increased. {{SA}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Wrigglers, strafers, stompers and demolishers have been added with the [[Space Age]]{{SA}} expansion.&lt;br /&gt;
* Spawners will have their health increase with evolution (3500 with max evolution).&lt;br /&gt;
* Significantly increased medium, big and behemoth worm stats as well as their laser resistances. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Behemoth worm added.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.&lt;br /&gt;
* Changed the way evolution factor approaches the maximum (1).&lt;br /&gt;
** The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2&lt;br /&gt;
** This means that the progress gets more slower towards the high values.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[Archive:alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Decreased the range of medium worm from 25 to 20.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=213271</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=213271"/>
		<updated>2025-04-11T12:05:34Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: corrected names / resistance values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[File:biter_intro.png|175px|right]]&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to [[Damage|harm]] the [[player]]. They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots. &lt;br /&gt;
&lt;br /&gt;
On [[Nauvis]], the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname &amp;quot;Biters&amp;quot; is often used collectively for all of them). &lt;br /&gt;
&lt;br /&gt;
More enemies can be encountered on other planets with the [[Space Age]] expansion. On the planet [[Gleba]]{{SA}}, there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet [[Vulcanus]]{{SA}}, there are the Demolishers.&lt;br /&gt;
&lt;br /&gt;
Each species comes in a range of sizes, where larger specimens have more health and do more damage. &lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|art-of-siege}}&lt;br /&gt;
{{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
{{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
{{Achievement|get-off-my-lawn}}&lt;br /&gt;
{{Achievement|if-it-bleeds}}&lt;br /&gt;
{{Achievement|we-need-bigger-guns}}&lt;br /&gt;
{{Achievement|Size-doesnt-matter}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_biter.png|center]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 43.2km/h &lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_biter.png|center]] || Medium Biter&lt;br /&gt;
| Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 51.8km/h&lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 20&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_biter.png|center]] || Big Biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiled [[biter egg|biter eggs]], however it won&#039;t be at full health when this happens.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 49.7km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 80&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_biter.png|center]] || Behemoth Biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90 Physical&lt;br /&gt;
* Attack speed: 1.2/s&lt;br /&gt;
* Speed: 64.8km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 400&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters&#039; predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.[https://factorio.com/blog/post/fff-279] Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_spitter.png|center]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Range: 13&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
* Speed: 40.0km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1&lt;br /&gt;
* Damage (on contact): 12 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 7.2 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_spitter.png|center]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Range: 14&lt;br /&gt;
* Pollution to join attack: 12&lt;br /&gt;
* Speed: 35.6km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.25&lt;br /&gt;
* Damage (on contact): 24 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 28.8 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_spitter.png|center]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 15&lt;br /&gt;
* Pollution to join attack: 30&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.35&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 130 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_spitter.png|center]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Range: 16&lt;br /&gt;
* Pollution to join attack: 200&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 60 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 360 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.&lt;br /&gt;
&lt;br /&gt;
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Small worm.png|center]] || Small Worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.4&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 21.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medium worm.png|center]] || Medium Worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Range: 30&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.55&lt;br /&gt;
* Damage (on contact): 48 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 57.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
*Laser: 20%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big worm.png|center]] || Big Worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Range: 38&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 72 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 259 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Behemoth worm.png|center]] || Behemoth Worm&lt;br /&gt;
| Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Range: 48&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.66/s&lt;br /&gt;
* Area of effect size: 2&lt;br /&gt;
* Damage (on contact): 96 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 691 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || A worm&#039;s attack animation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wrigglers {{SA}}===&lt;br /&gt;
Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target.&lt;br /&gt;
&lt;br /&gt;
Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_small.png|center]] || Small Wriggler&lt;br /&gt;
| The weakest and smallest of all wrigglers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 100&lt;br /&gt;
* Damage: 3.75 Physical + 3.75 Poison&lt;br /&gt;
* Range: 1.1&lt;br /&gt;
* Speed: 34.6km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_medium.png|center]] || Medium Wriggler&lt;br /&gt;
| Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 5 Physical + 5 Poison&lt;br /&gt;
* Range: 1.4&lt;br /&gt;
* Speed: 38.9km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_big.png|center]] || Big Wriggler&lt;br /&gt;
| The strongest and fastest of all wrigglers. Hatches from spoiled [[Pentapod egg|Pentapod eggs]] but won&#039;t be at full health when this happens.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 8 Physical + 8 Poison&lt;br /&gt;
* Range: 1.8&lt;br /&gt;
* Speed: 43.2km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strafers {{SA}}===&lt;br /&gt;
Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_small.png|center]] || Small Strafer&lt;br /&gt;
| The weakest and smallest of all strafers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 800&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 22.0&lt;br /&gt;
* Speed: 62.2km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 110&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 67.5 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_medium.png|center]] || Medium Strafer&lt;br /&gt;
| Slightly stronger and faster than the small strafer.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 1400&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 25.0&lt;br /&gt;
* Speed: 77.8km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 125&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 90 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_big.png|center]] || Big Strafer&lt;br /&gt;
| Strongest, fastest and most resilient of strafers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 2400&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 28.0&lt;br /&gt;
* Speed: 98.3km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 140&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 144 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stompers {{SA}}===&lt;br /&gt;
Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack [[player]]s by simply stomping toward them, while spitting a close-ranged acid that slows down players and [[Vehicles]]. Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_small.png|center]] || Small Stomper&lt;br /&gt;
| The weakest and smallest of all stompers, but still powerful.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 3500&lt;br /&gt;
* Range: 5.8&lt;br /&gt;
* Speed: 41.6 km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 1.5/s Acid&lt;br /&gt;
*Area of effect size: 1.58&lt;br /&gt;
**Damage: 0.5 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_medium.png|center]] || Medium Stomper&lt;br /&gt;
| Larger and more dangerous version of a stomper.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 8000&lt;br /&gt;
* Range: 7.8&lt;br /&gt;
* Speed: 54.1km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 6/s Acid&lt;br /&gt;
*Area of effect size: 2.1&lt;br /&gt;
**Damage: 1 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_big.png|center]] || Big Stomper&lt;br /&gt;
| Larger, fastest and most dangerously aggressive version of a stomper.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 15000&lt;br /&gt;
* Range: 10.4&lt;br /&gt;
* Speed: 68.5km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 15.36/s Acid&lt;br /&gt;
*Area of effect size: 2.8&lt;br /&gt;
**Damage: 1.6 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demolishers {{SA}} ===&lt;br /&gt;
Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack. &lt;br /&gt;
&lt;br /&gt;
Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They are completely immune to the [[slowdown capsule|slowdown capsule&#039;s]] effect.&lt;br /&gt;
&lt;br /&gt;
Once killed, they leave behind remains similar to that of black volcanic rock, which contain [[tungsten ore]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_small.png|center]] || Small Demolisher&lt;br /&gt;
| The weakest and smallest of demolishers, but still very destructive.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 30000&lt;br /&gt;
* Regeneration: 2400/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_medium.png|center]] || Medium Demolisher&lt;br /&gt;
| Larger and more dangerous version of a demolisher.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 100000&lt;br /&gt;
* Regeneration: 7800/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_big.png|center]] || Big Demolisher&lt;br /&gt;
| The largest and most dangerous creature in the game.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 300000&lt;br /&gt;
* Regeneration: 24000/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nests ===&lt;br /&gt;
Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health.&lt;br /&gt;
&lt;br /&gt;
Biter and spitter nests can be captured by firing a [[capture bot rocket]] from a [[rocket launcher]] at a nest. After the nest is captured, it must be given [[bioflux]] to maintain and continuously create [[biter egg]]s. If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biter_nest.png|center]] || Biter spawner&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (3500 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/0%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:spitter_nest.png|center]] || Spitter spawner&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (3500 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/0%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft.png|center]] || Egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 500 (5000 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft_small.png|center]] || Small egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 100 (1000 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expansions ===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that&#039;s 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average.&lt;br /&gt;
&lt;br /&gt;
Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. Forming a new nest or worm will destroy anything that is in the way, which can include members of the expansion group. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [https://gist.github.com/Bilka2/aa88490c23124a6f214c02c73a368aa7]&lt;br /&gt;
&lt;br /&gt;
Expansions on [[Gleba|Gleba]]{{SA}} function mostly similar, except that pentapods only create spawners in marshes, and will &#039;&#039;&#039;never&#039;&#039;&#039; create nests on other tiles.&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
[[File:kills_gui.png|thumb|220px|right|&amp;quot;Kills&amp;quot; tab on the [[production statistics]] screen.]]Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like [[wall]]s).&lt;br /&gt;
&lt;br /&gt;
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.&lt;br /&gt;
&lt;br /&gt;
However, if a biter comes in proximity of a [[Military units and structures|military unit or structure]], it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Weights.png|thumb|right|400px|Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase.&lt;br /&gt;
&lt;br /&gt;
This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Nests|nests]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Evolution increase&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
|-&lt;br /&gt;
| [[Time#Seconds|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.000004 || 267/minute&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.002 || 2222&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pollution unit || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0000009 || 1&lt;br /&gt;
|}&lt;br /&gt;
Note that all spawners (not worms) generate the same amount of evolution when destroyed.&lt;br /&gt;
&lt;br /&gt;
These values can be set during [[Map_generator#Enemy|world generation]]: the values in the dialog box are multiplied by 10^-7 for time and pollution, and 10^-5 for spawner destruction. In game, they can be found in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;, though checking or modifying them is considered using cheats.&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]], not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute.&lt;br /&gt;
&lt;br /&gt;
After totaling up all the evolution from these sources, this quantity is squashed to fit in the range &amp;lt;code&amp;gt;[0, 1)&amp;lt;/code&amp;gt; by applying &amp;lt;code&amp;gt;evolution_factor = total_evolution / (1 + total_evolution)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Equivalently, marginal increases in evolution are reduced by multiplying the increase by &amp;lt;code&amp;gt;(1 - evolution_factor)²&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005.&lt;br /&gt;
&lt;br /&gt;
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are &#039;&#039;very&#039;&#039; slow and the number never actually reaches 1.0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Evolution factor&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
!Appearance&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 123k || &lt;br /&gt;
|-&lt;br /&gt;
| 20% || 278k || Medium Biter	&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 370k || Small Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 476k || &lt;br /&gt;
|-&lt;br /&gt;
| 40% || 741k || Medium Spitter	&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 1.111M || Big Biter, Big Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 1.667M || &lt;br /&gt;
|-&lt;br /&gt;
| 70% || 2.592M || &lt;br /&gt;
|-&lt;br /&gt;
| 80% || 4.444M || &lt;br /&gt;
|-&lt;br /&gt;
| 90% || 10M || Behemoth Biter, Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 21M || &lt;br /&gt;
|-&lt;br /&gt;
| 99% || 110M || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
&lt;br /&gt;
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;evoChecker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced: Evolution factor components and computation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:calc(100%-400px); overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution_factor_by_time.png|400px|thumb|right|1. Single-component evolution factor increase with time]]&lt;br /&gt;
[[File:Evolution_factor_by_spawners.png|400px|thumb|right|2. Single-component evolution factor increase with destroyed spawners]]&lt;br /&gt;
[[File:Evolution_factor_by_pollution.png|400px|thumb|right|3. Single-component evolution factor increase with pollution]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Data from version 1.1.50.&lt;br /&gt;
&lt;br /&gt;
* All charts end at approximately an evolution factor of 0.90.&lt;br /&gt;
&lt;br /&gt;
* The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however.&lt;br /&gt;
&lt;br /&gt;
* Given that the game reports the actual evolution factor (console: &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor&#039;s future development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the &#039;&#039;only&#039;&#039; component contributing to the evolution factor in that entire game. They are therefore &#039;&#039;&#039;not realistic&#039;&#039;&#039;, as in a typical game all three components will contribute, some at varying times and intensities.&lt;br /&gt;
&lt;br /&gt;
Because of how contributions to the evolution factor (EF) are calculated (multiplied by &amp;lt;code&amp;gt;(1 - current EF)&amp;lt;/code&amp;gt;), it is &#039;&#039;&#039;not&#039;&#039;&#039; possible to simply add the values indicated by these charts for a game&#039;s time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.&lt;br /&gt;
&lt;br /&gt;
For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will &#039;&#039;&#039;not&#039;&#039;&#039; be (0.25 + 0.15 + 0.45 =) ~0.85.&lt;br /&gt;
&lt;br /&gt;
However, the evolution factor will always be &#039;&#039;&#039;less&#039;&#039;&#039; than the sum of all individual components as indicated by these charts, and &#039;&#039;&#039;at least&#039;&#039;&#039; as high as the highest individual component. Thus, using the values from above, the EF will be &#039;&#039;at least&#039;&#039; 0.35 and &#039;&#039;less than&#039;&#039; 0.85. A smarter approach is required to compute the current evolution factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Individual components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The individual components of evolution can be approximated from &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Given the evolution factor, the unsquashed evolution is &amp;lt;code&amp;gt;unsquashed = evolution_factor / (1 - evolution_factor)&amp;lt;/code&amp;gt;.  Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the [[Production_statistics|production statistics]] screen, and time passed can be found using the &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command, so it&#039;s not fully necessary.&lt;br /&gt;
&lt;br /&gt;
The actual factors can be found in &amp;lt;code&amp;gt;game.forces.enemy.evolution_factor_by_time&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;...evolution_factor_by_killing_spawners&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;...evolution_factor_by_pollution&amp;lt;/code&amp;gt;, if you don&#039;t mind disabling achievements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other&#039;s nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay, unless these creatures are placed near each other in the [[map editor]].&lt;br /&gt;
&lt;br /&gt;
*Demolishers{{SA}} were originally designed for [[Fulgora]]{{SA}}, but was later moved to [[Vulcanus]]{{SA}} because it was too similar to the [https://en.wikipedia.org/wiki/Dune_(2021_film) Dune Franchise].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=270px heights=140px&amp;gt;&lt;br /&gt;
File:player_near_enemy_nests.png|The player near some enemy nests and worms.&lt;br /&gt;
File:player_worms_acid.png|The player among acid puddles created by attacking worms.&lt;br /&gt;
File:player_attacked_by_biters.png|Both the player and some buildings getting attacked by biters.&lt;br /&gt;
File:enemy_nests_mapgen.png|Enemy nests seen in a map generation preview (deathworld setting).&lt;br /&gt;
File:turret_wall_biters.png|Line of gun turrets defending against biters.&lt;br /&gt;
File:titlescreen_enemies.png|Enemies seen at the title screen.&lt;br /&gt;
File:gleba_pentapods_preview.png|Pentapod enemies seen on Gleba.&lt;br /&gt;
&amp;lt;!-- File:Factorio_Space_Age_Player_Fighting_Stomper.png|A player fighting a stomper --&amp;gt;&lt;br /&gt;
File:demolisher_chases_player.png|A demolisher chases the player on Vulcanus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.18|&lt;br /&gt;
* Demolisher{{SA}} health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.17|&lt;br /&gt;
* Gleba evolution is now more gradual. {{SA}}&lt;br /&gt;
* Small stomper moves more slowly and deals less damage. {{SA}}&lt;br /&gt;
* Stomper pentapod vision range is reduced from 40 to 30. {{SA}}&lt;br /&gt;
* Medium and big wriggler pentapod health is increased. {{SA}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Wrigglers, strafers, stompers and demolishers have been added with the [[Space Age]]{{SA}} expansion.&lt;br /&gt;
* Spawners will have their health increase with evolution (3500 with max evolution).&lt;br /&gt;
* Significantly increased medium, big and behemoth worm stats as well as their laser resistances. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Behemoth worm added.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.&lt;br /&gt;
* Changed the way evolution factor approaches the maximum (1).&lt;br /&gt;
** The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2&lt;br /&gt;
** This means that the progress gets more slower towards the high values.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[Archive:alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Decreased the range of medium worm from 25 to 20.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Artillery_(research)&amp;diff=213269</id>
		<title>Artillery (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Artillery_(research)&amp;diff=213269"/>
		<updated>2025-04-11T09:34:53Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: worms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Artillery (research)}}&lt;br /&gt;
&lt;br /&gt;
Unlocks the [[artillery turret]] and [[artillery wagon]], allowing automated destruction of enemy [[Enemies#Nests|spawners]] and [[Enemies#Worms|worms]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=213218</id>
		<title>Captive biter spawner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=213218"/>
		<updated>2025-04-06T06:23:22Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: clarified wording, added screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Captive biter spawner}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
A &#039;&#039;&#039;captive biter spawner&#039;&#039;&#039; is a special production building that is initially unlocked by researching [[Captivity (research)]]{{SA}} with [[agricultural science pack]]s{{SA}} and is used to produce [[biter egg|biter eggs]]. A captive biter spawner has no [[module]] slots, is unaffected by [[beacon]]s, and cannot be connected to either circuit or logistic networks. A captive spawner cannot be removed by the player or [[construction robot]]s, but can be destroyed via weapon fire, at which point it will spawn a small biter.&lt;br /&gt;
&lt;br /&gt;
== Biter egg production ==&lt;br /&gt;
Captive biter spawners are solely used to produce [[biter egg|biter eggs]], for which they are the only source in the game. Producing biter eggs does not require setting a recipe or providing any ingredients other than a constant influx of fuel in the form of [[bioflux]]. A captive biter spawner can hold a maximum of 100 biter eggs, which they produce at a rate of 5 eggs every 10 seconds, or 0.5 /s. The production cycle continues when the output slot is full, even though no additional eggs are being produced. Biter eggs held in the output slot will not start to spoil until removed.&lt;br /&gt;
&lt;br /&gt;
== Obtainment ==&lt;br /&gt;
Initially, the only way to create a captive biter spawner is by firing a [[capture bot rocket]]{{SA}} at a [[Enemies#Nests|biter spawner]] on [[Nauvis]], which will slowly transform the spawner into a captive one. After reaching [[Aquilo]]{{SA}} and researching [[Captive biter spawner (research)]], the player can craft captive biter spawners themselves, which can be manually placed. While in the player&#039;s inventory or another container, a captive spawner has a spoilage time of 30 minutes, at which point it will turn into a behemoth biter.&lt;br /&gt;
&lt;br /&gt;
== Food consumption ==&lt;br /&gt;
A captive spawner requires a constant supply of [[bioflux]]{{SA}}. Starving spawners will stop producing biter eggs and lose health at a rate of 1/second. If a captive spawner&#039;s health reaches zero, it will transform back into a normal spawner and will have to be captured again.&lt;br /&gt;
&lt;br /&gt;
Previously captured and then starved [[Enemies#Nests|biter spawners]] will not be targeted by automated weapons (including [[turret]]s, [[artillery]], and [[spidertron]]&#039;s automatic rocket launchers), but they still consume [[pollution]] and spawn biters which are affected by the [[Enemies#Evolution|evolution factor]].&lt;br /&gt;
&lt;br /&gt;
[[Bioflux]]{{SA}} is used for food. One item of bioflux has an energy value of 6 MJ, and since the captive biter spawner consumes 100 kW of food, each item of bioflux will last for exactly one minute. With one normal quality item of bioflux lasting for two hours before it [[spoilage|spoils]], this means that 120 items of bioflux of the same age may be consumed by a single captive biter spawner before any of them spoil.&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Captive biter spawners with a higher quality level will &#039;&#039;not&#039;&#039; yield higher quality [[biter egg]]s.&lt;br /&gt;
&lt;br /&gt;
If a captive biter spawner reverts back into a biter spawner for any reason, it will retain the quality it had as a captive biter spawner. This resulting spawner will spawn biters of the same quality, which will have the capability of forming expansion groups that will also retain their quality level upon successful expansion - creating more quality biter or [[Enemies#Spitters|spitter]] spawners, and even quality [[Enemies#Worms|worms]]. Failing to contain such reverted spawners can lead to the planet becoming populated by higher quality enemies.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ex-captive_biter_spawner.png|A previously captured spawner.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Agriculture}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Ex-captive_biter_spawner.png&amp;diff=213217</id>
		<title>File:Ex-captive biter spawner.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Ex-captive_biter_spawner.png&amp;diff=213217"/>
		<updated>2025-04-06T05:46:57Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tank&amp;diff=213081</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tank&amp;diff=213081"/>
		<updated>2025-03-28T17:03:39Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: radar clarification, wording changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About|the armored combat vehicle|the liquid storage container|Storage tank}}&lt;br /&gt;
{{:Infobox:Tank}}&lt;br /&gt;
[[File:colored_tanks.png|thumb|right|250px|Tanks, like cars, match the color of the player driving them.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;tank&#039;&#039;&#039; is a heavy armored fighting [[vehicle]]. It is a mid-game vehicle with three weapons; an integrated [[submachine gun]], a short range [[flamethrower]] and a powerful cannon that uses [[cannon shell]]s. It, along with the [[car]] and [[spidertron]], are the three non-rail vehicles in Factorio. In [[multiplayer]], it is possible for a [[player]] to enter a tank alongside another player. The passenger can take control of the weapons of the tank using a switch in the GUI of the tank, but cannot steer the tank.&lt;br /&gt;
&lt;br /&gt;
Since [[engine unit]]s can only be built in [[assembling machine]]s, tanks (like cars) cannot be built from scratch by hand from their raw materials. If the tank is destroyed, its inventory is destroyed with it, though the player gets ejected and not killed. Tanks will change color based on the color of the player who drove it last.&lt;br /&gt;
&lt;br /&gt;
Tanks can be driven remotely. Coupled with the tank&#039;s equipment grid, the player can remotely manipulate distant outposts without being there as well as to remotely expand the base by attacking enemy [[enemies#nests|nest]]s. However, unlike the spidertron, the tank lacks any map-revealing capabilities, and so is effectively confined to areas where the player has sufficient [[radar]] coverage. The tank and its weapons continue to operate normally if driven outside of visual range, but if the player &amp;quot;exits&amp;quot; the vehicle while in the fog of war then the tank will be stranded until visual contact can be re-established.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
The tank is a strong fighting vehicle due to its large health pool and the very high damage of its main weapon, the cannon. [[Construction robot]]s can also repair the tank with [[repair pack]]s, and the tank can even bring its own robots to do so using the [[personal roboport]] equipment.&lt;br /&gt;
&lt;br /&gt;
The tank&#039;s weaponry can be augmented by equipment modules like the [[personal laser defense]]. If the player is inside of the tank, the player can deploy thrown items such as [[grenade]]s, [[poison capsule]]s, and [[combat robot capsules|follower robots]] from within the tank. The tank particularly shines in battle against [[Enemies#Worms|worms]], as their high damage projectiles are much less of a problem for an entity with a high health pool. Defensive equipment or capsules/drones can be used to deal with mobile enemies.&lt;br /&gt;
&lt;br /&gt;
The tank has a lower base speed than the car and is less maneuverable than a player outside of a vehicle. As a result, it may not perform as well in combat against melee enemies or enemies with shorter range than the player, as it has more difficulty dodging enemies and avoiding [[cliff]]s. This may result in the tank being destroyed quickly, leaving the player in a tight spot.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
The tank is very robust, and unlike the car can move through and destroy [[tree]]s without taking damage. Even when not moving, simply driving into an entity is enough to damage it. This can also be employed as a weapon against [[enemies]], although certain enemies and structures (nests in particular) will deal high damage to the tank in the process, requiring repair after skirmishes.&lt;br /&gt;
&lt;br /&gt;
The tank&#039;s default speed is slower than the car, and movement speed bonuses from terrain (e.g. [[concrete]]) are substantially reduced. Unlike the car, the tank can be rotated in place without moving forwards or backwards.&lt;br /&gt;
&lt;br /&gt;
The speed and, in particular, responsiveness of the tank can be improved somewhat by burning better [[fuel]]. The tank, like all other vehicles, gains top speed and acceleration bonuses when running on solid fuel, rocket fuel and nuclear fuel, as opposed to wood or coal. The bonuses are +5% / +15% / +15% top speed and +20% / +80% / +150% acceleration for solid fuel, rocket fuel and nuclear fuel, respectively; wood and coal both yield the base level of top speed and acceleration.&lt;br /&gt;
&lt;br /&gt;
[[Exoskeleton]]s can also be installed into the tank&#039;s equipment grid to increase its top speed as though the tank was the player. Equipping 3 exoskeletons allows the tank to outrun a car on any natural terrain, and with 5 exoskeletons the tank surpasses the car&#039;s maximum possible speed. Increasing the tank&#039;s speed with exoskeletons does not affect the tank&#039;s acceleration or deceleration, so it will take some time for the tank to accelerate to its top speed, as well as to stop from that speed. Given how destructive the tank can be to buildings, using many exoskeletons in a tank can make it dangerous to one&#039;s own base.&lt;br /&gt;
&lt;br /&gt;
== Speeds ==&lt;br /&gt;
&lt;br /&gt;
===Tank top speed (km/h)===&lt;br /&gt;
&lt;br /&gt;
Top speed with various fuels on different tiles&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!			!! [[Wood]] !! [[Coal]] !! [[Solid fuel]] !! [[Rocket fuel]] !! [[Nuclear fuel]]&lt;br /&gt;
|-&lt;br /&gt;
|Sand			|| 50.1 || 50.1 || 54.8 || 67.1 || 79.1&lt;br /&gt;
|-&lt;br /&gt;
|Grass 			|| 50.9 || 50.9 || 55.8 || 68.3 || 80.5&lt;br /&gt;
|-&lt;br /&gt;
|Red desert		|| 50.9 || 50.9 || 55.8 || 68.3 || 80.5&lt;br /&gt;
|-&lt;br /&gt;
|Dirt			|| 51.4 || 51.4 || 56.8 || 69.6 || 82.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Stone brick|Stone path]]|| 53.4 || 53.4 || 58.5 || 71.6 || 84.4&lt;br /&gt;
|-&lt;br /&gt;
|Shallow water		|| 53.9 || 53.9 || 59.1 || 72.3 || 85.3&lt;br /&gt;
|-&lt;br /&gt;
|[[Concrete]]*		|| 55.0 || 55.0 || 60.3 || 73.8 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Refined concrete]]*	|| 55.0 || 55.0 || 60.3 || 73.8 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;* The same stats apply to the [[Hazard concrete|hazard]] [[Refined hazard concrete|version]] of these surfaces.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speed in reverse ===&lt;br /&gt;
&lt;br /&gt;
The top speed of the tank in reverse is ~70.6% of the forward top speed.&lt;br /&gt;
&lt;br /&gt;
==Capsules and Bots integration==&lt;br /&gt;
&lt;br /&gt;
The player directly driving the tank cannot fire any weapons equipped on the player. However, the player still has access to their inventory. The player can use inventory items, such as [[capsules]] and [[combat robot capsules|combat robots]]. The player&#039;s [[equipment modules]] are also available, so the player&#039;s [[construction robot]]s run by a [[personal roboport]] can still be deployed from within the tank, which will use [[repair pack]]s from the player to repair the tank. If the tank and the player both have [[personal laser defense]]s, both can be active at the same time.&lt;br /&gt;
&lt;br /&gt;
Upon researching [[logistic system (research)|logistic system]], the tank can utilize the [[logistic network]] to make requests like a player.&lt;br /&gt;
&lt;br /&gt;
== Exclusive Weapons ==&lt;br /&gt;
&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
A powerful short-ranged weapon that consumes [[flamethrower ammo]]. Unlike the hand-held [[flamethrower]] or the [[flamethrower turret]], the tank version does not set entities on fire.&lt;br /&gt;
&lt;br /&gt;
===Cannon===&lt;br /&gt;
The tank&#039;s cannon is one of the few weapons that damages anything in a line between the tank and the target. All cannon shells have the ability to pierce targets, which means that if the shell deals enough damage to kill what it hits, the shell can continue onward and deal damage to another target.&lt;br /&gt;
&lt;br /&gt;
Standard [[cannon shell]]s deal significant damage to a single target and have large piercing potential, while [[explosive cannon shell]]s damage all targets in an area which makes them useful for dealing with large enemy groups. There are [[uranium]] versions of both shell types which deal even more damage.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added an equipment grid.&lt;br /&gt;
* Added logistics requests, made available by the [[Logistic system (research)]].&lt;br /&gt;
* Added latency hiding for cars (and tanks).&lt;br /&gt;
* Can be driven remotely.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.18.0|&lt;br /&gt;
* Updated sound effects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Decreased tank machine gun damage to match the player held submachine gun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* In multiplayer players can now ride as passengers in cars/tanks.&lt;br /&gt;
* Tanks no longer take minuscule amounts of damage from hitting trees.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added tank flamethrower.&lt;br /&gt;
* Buffed tank:&lt;br /&gt;
** Increased health from 1,000 to 2,000.&lt;br /&gt;
** Added a +100% damage bonus and a +5 tiles range increase to the tank machine gun.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in tanks.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.18|&lt;br /&gt;
* Increased tank machine gun range to 20 tiles.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New icon for tank.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over in a tank in peaceful mode will now anger them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.21|&lt;br /&gt;
* When attacking a player in a tank, the tank will be attacked instead of the player directly.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Tanks can now turn in place.&lt;br /&gt;
* Tank inventory can now be filtered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds&lt;br /&gt;
* Added muzzle flash for tanks&lt;br /&gt;
* Tank ammo inventory is refilled from the trunk and player inventory when exhausted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Added a small scorch mark when heavy weaponry like the tank cannon fires.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==Development data==&lt;br /&gt;
Weekly blogs concerning the Tank:&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-412&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-56&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-51&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-48&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-44&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vehicle]]&lt;br /&gt;
** [[Car]]&lt;br /&gt;
** [[Spidertron]]&lt;br /&gt;
* [[Equipment modules]]&lt;br /&gt;
* [[Resistances]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Recycler&amp;diff=212867</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Recycler&amp;diff=212867"/>
		<updated>2025-03-22T06:05:09Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: tweaked stats table, linked recycling strategies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Recycler}}&lt;br /&gt;
{{About/Space age}}&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;
Although it can only be crafted on Fulgora, it can be transported to be placed on other planets or [[space platform]]s.&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 governing 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. Recipes shared by assemblers and other machines are not so clear-cut: sometimes they count as recipes for those other machines, but sometimes they count as pure assembler recipes.&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. The in-game description says &amp;quot;Other items are ... turned to spoilage if they were biological.&amp;quot; Despite this, only nutrients are turned to spoilage. Most other apparently biological items, such as [[jelly]], eggs, or [[biolab]]s, get returned 25% of the time, as listed (or not listed, since eggs cannot be created in assemblers) in the table below.&lt;br /&gt;
&lt;br /&gt;
Recipes which can be made in an assembler (possibly also in non-assembler buildings) which cannot be reversed:&lt;br /&gt;
&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 !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || 0.625s || 1.6/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || 0.75s || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || 3s || 0.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || 2.625s || 0.38/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || 2.625s ||  0.38/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || 1.875s || 0.53/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Biolab}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium plate}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Landfill}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Superconductor}} || 0.625s || 1.6/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Tungsten carbide}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Uranium fuel cell}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wood processing}} || 0.25 || 4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Yumako mash}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Jelly}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron bacteria}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper bacteria}} || 0.125s || 8/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Recipes exclusively executed by non-assembler machines, but can still be reversed:&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 !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}} || 0.5s || 2/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Big mining drill}} || 3.75s || 0.27/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion reactor}} || 7.5s || 0.13/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} || 3.75s || 0.27/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun turret}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo transport belt}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Turbo underground belt}} || 0.25s || 4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Turbo splitter}} || 0.25s || 4/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Recipes shared by assembler/EMP and non-assembler machines which &#039;&#039;can&#039;&#039; be reversed:&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 !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biochamber}} || 2.5s || 0.4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic plant}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Foundry}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from spoilage}} || 0.25s || 4/s&lt;br /&gt;
|}&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 cannot be crafted. This is used to obtain most resources on [[Fulgora]].&lt;br /&gt;
* Recycling [[nutrients]] will yield 2.5× that amount of [[spoilage]], as if they were made using the [[nutrients from spoilage]] recipe.&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The recycling recipe for an item, other than scrap, is 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.) However, because the recycler has a base crafting speed of 0.5, the time it takes one recycler to recycle one item without modules or beacons is effectively 1/8th (0.125) of the item&#039;s crafting time. 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. Some items with long crafting times (most notably [[steel plate]]s and [[concrete]]) can be processed much more quickly by crafting them into other items and then recycling the result instead.&lt;br /&gt;
&lt;br /&gt;
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;
&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 !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 2.0s || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1.875s || 0.533/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 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|Copper plate}} || 0.4s || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel chest}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron ore}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Hazard concrete}} || 0.03125s || 32/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe takes 0.2 seconds, meaning that it actually takes 0.4 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}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/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;
=== Technical details ===&lt;br /&gt;
&lt;br /&gt;
Internally, the recycler uses the [https://lua-api.factorio.com/latest/prototypes/FurnacePrototype.html furnace prototype], which performs recipes that are automatically selected based on input ingredients. Every item in the game has its own &amp;quot;recycling&amp;quot; recipe, those recipes can only be performed by a recycler.&lt;br /&gt;
&lt;br /&gt;
Since there are hundreds of items in the game, as well as to ensure compatibility with third-party mods, most recycling recipes are not explicitly defined. Instead, recycling recipes are procedurally generated based on existing recipes. Depending on whether or not the item is deemed &amp;quot;recyclable&amp;quot;, these procedurally generated recipes will either output a quarter of an item&#039;s ingredients or have a 25% chance of outputting the item itself.&lt;br /&gt;
&lt;br /&gt;
The recyclabillity of most items is based on the category of their recipes, with some exceptions being explicitly filtered by the name of the recipe&#039;s prototype. Furthermore, items with multiple viable recycling recipes are made non-recyclable to avoid ambiguity, and recipes with multiple different products will fail to generate a recycling recipe, thereby making them irreversible as a default. Third-party mods can also explicitly make a recipe irreversible by setting the recipe&#039;s &amp;lt;code&amp;gt;auto_recycle&amp;lt;/code&amp;gt; field to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe is a special case, as it is the only hard-coded recipe. It is also the only recycling recipe that is not hidden from the player, and which can be performed without a recycler. (Notably, this recipe is defined by the Space Age mod rather than the Quality mod, as scrap is exclusive to the former.)&lt;br /&gt;
&lt;br /&gt;
The generation of recycling recipes, as well as the filtering of non-recyclable recipes, is defined by the file &amp;lt;code&amp;gt;recycling.lua&amp;lt;/code&amp;gt; in the Quality mod&#039;s prototype folder. More specifically, the function &amp;lt;code&amp;gt;default_can_recycle&amp;lt;/code&amp;gt; decides whether a given recipe can be recycled or not, and the function &amp;lt;code&amp;gt;add_recipe_values&amp;lt;/code&amp;gt; does most of the configuration of recycling recipes, which includes setting the products of these recipes and how long they take to perform.&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;
* [[Tutorial:Scrap recycling strategies]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Furnaces}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tank&amp;diff=208713</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tank&amp;diff=208713"/>
		<updated>2025-01-04T11:26:26Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: /* Exclusive Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About|the armored combat vehicle|the liquid storage container|Storage tank}}&lt;br /&gt;
{{:Infobox:Tank}}&lt;br /&gt;
[[File:colored_tanks.png|thumb|right|250px|Tanks, like cars, match the color of the player driving them.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;tank&#039;&#039;&#039; is a heavy armored fighting [[vehicle]]. It is a mid-game vehicle with three weapons; an integrated [[submachine gun]], a short range [[flamethrower]] and a powerful cannon that uses [[cannon shell]]s. It, along with the [[car]] and [[spidertron]], are the three non-rail vehicles in Factorio. In [[multiplayer]], it is possible for a [[player]] to enter a tank alongside another player. The passenger can take control of the weapons of the tank using a switch in the GUI of the tank, but cannot steer the tank.&lt;br /&gt;
&lt;br /&gt;
Since [[engine unit]]s can only be built in [[assembling machine]]s, tanks (like cars) cannot be built from scratch by hand from their raw materials. If the tank is destroyed, its inventory is destroyed with it, though the player gets ejected and not killed. Tanks will change color based on the color of the player who drove it last.&lt;br /&gt;
&lt;br /&gt;
Tanks can be driven remotely. Coupled with the tank&#039;s equipment grid, the player can remotely manipulate distant outposts without being there as well as to remotely expand the base by attacking enemy [[enemies#nests|nest]]s.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
The tank is a strong fighting vehicle due to its large health pool and the very high damage of its main weapon, the cannon. [[Construction robot]]s can also repair the tank with [[repair pack]]s, and the tank can even bring its own robots to do so using the [[personal roboport]] equipment.&lt;br /&gt;
&lt;br /&gt;
The tank&#039;s weaponry can be augmented by equipment modules like the [[personal laser defense]]. If the player is inside of the tank, the player can deploy thrown items such as [[grenade]]s, [[poison capsule|poisons]], and [[combat robot capsules|follower robots]] from within the tank. The tank particularly shines in battle against [[Enemies#Worms|Worms]], as their high damage projectiles are much less of a problem for an entity with a high health pool. Defensive equipment or capsules/drones can be used to deal with mobile enemies.&lt;br /&gt;
&lt;br /&gt;
The tank lags behind in speed, however, compared to the player and the car. As a result, it may not perform as well in combat against melee enemies or enemies with shorter range than the player, as it has more difficulty dodging enemies. This may result in the tank being destroyed quickly, leaving the player in a tight spot.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
The tank is very robust, and unlike the car can move through and destroy [[tree]]s without taking damage. Even when not moving, simply driving into an entity is enough to damage it. This can also be employed as a weapon against [[enemies]], although certain enemies and structures (nests in particular) will deal high damage to the tank in the process, requiring repair after skirmishes.&lt;br /&gt;
&lt;br /&gt;
The tank is slower than the car and can be rotated in place while standing still, unlike the car.&lt;br /&gt;
&lt;br /&gt;
The speed and, in particular, responsiveness of the tank can be improved somewhat by burning better [[fuel]]: The tank, like all other vehicles, gains top speed and acceleration bonuses when running on solid fuel, rocket fuel and nuclear fuel, as opposed to wood or coal. The bonuses are +5% / +15% / +15% top speed and +20% / +80% / +150% acceleration for solid fuel, rocket fuel and nuclear fuel, respectively; wood and coal both yield the base level of top speed and acceleration.&lt;br /&gt;
&lt;br /&gt;
[[Exoskeleton]]s may also be used on the tank&#039;s equipment grid to affect its top speed as though the tank was the player. However, this does not affect the tank&#039;s acceleration or deceleration. So it will take some time for the tank to accelerate to its top speed, as well as to stop from that speed. Given how destructive the tank can be to buildings, using many exoskeletons in a tank can make it dangerous to one&#039;s own base.&lt;br /&gt;
&lt;br /&gt;
== Speeds ==&lt;br /&gt;
&lt;br /&gt;
===Tank top speed (km/h)===&lt;br /&gt;
&lt;br /&gt;
Top speed with various fuels on different tiles&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!			!! [[Wood]] !! [[Coal]] !! [[Solid fuel]] !! [[Rocket fuel]] !! [[Nuclear fuel]]&lt;br /&gt;
|-&lt;br /&gt;
|Sand			|| 50.1 || 50.1 || 54.8 || 67.1 || 79.1&lt;br /&gt;
|-&lt;br /&gt;
|Grass 			|| 50.9 || 50.9 || 55.8 || 68.3 || 80.5&lt;br /&gt;
|-&lt;br /&gt;
|Red desert		|| 50.9 || 50.9 || 55.8 || 68.3 || 80.5&lt;br /&gt;
|-&lt;br /&gt;
|Dirt			|| 51.4 || 51.4 || 56.8 || 69.6 || 82.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Stone brick|Stone path]]|| 53.4 || 53.4 || 58.5 || 71.6 || 84.4&lt;br /&gt;
|-&lt;br /&gt;
|Shallow water		|| 53.9 || 53.9 || 59.1 || 72.3 || 85.3&lt;br /&gt;
|-&lt;br /&gt;
|[[Concrete]]*		|| 55.0 || 55.0 || 60.3 || 73.8 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Refined concrete]]*	|| 55.0 || 55.0 || 60.3 || 73.8 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;* The same stats apply to the [[Hazard concrete|hazard]] [[Refined hazard concrete|version]] of these surfaces.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speed in reverse ===&lt;br /&gt;
&lt;br /&gt;
The top speed of the tank in reverse is ~70.6% of the forward top speed.&lt;br /&gt;
&lt;br /&gt;
==Capsules and Bots integration==&lt;br /&gt;
&lt;br /&gt;
[[Capsules]] can be used while inside the tank, including [[combat robot capsules|combat robots]]. [[Construction robot]]s, including those from a [[personal roboport]] within range of the tank, will repair damage if [[repair pack]]s are available. Also, [[logistic robot]]s can still refill the player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exclusive Weapons ==&lt;br /&gt;
&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
A powerful short-ranged weapon that consumes [[flamethrower ammo]]. Unlike the hand-held [[flamethrower]] or the [[flamethrower turret]], the tank version does not set entities on fire.&lt;br /&gt;
&lt;br /&gt;
===Cannon===&lt;br /&gt;
The tank&#039;s cannon is one of the few weapons that damages anything in a line between the tank and the target. All cannon shells have the ability to pierce targets, which means that if the shell deals enough damage to kill what it hits, the shell can continue onward and deal damage to another target.&lt;br /&gt;
&lt;br /&gt;
Standard [[cannon shell]]s deal significant damage to a single target and have large piercing potential, while [[explosive cannon shell]]s damage all targets in an area which makes them useful for dealing with large enemy groups. There are [[uranium]] versions of both shell types which deal even more damage.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added a equipment grid.&lt;br /&gt;
* Added logistics requests, made available by the [[Logistic system (research)]].&lt;br /&gt;
* Vehicles no longer have input delay due to server latency.&lt;br /&gt;
* Can be driven remotely.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.18.0|&lt;br /&gt;
* Updated sound effects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Decreased tank machine gun damage to match the player held submachine gun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* In multiplayer players can now ride as passengers in cars/tanks.&lt;br /&gt;
* Tanks no longer take minuscule amounts of damage from hitting trees.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added tank flamethrower.&lt;br /&gt;
* Buffed tank:&lt;br /&gt;
** Increased health from 1,000 to 2,000.&lt;br /&gt;
** Added a +100% damage bonus and a +5 tiles range increase to the tank machine gun.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in tanks.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.18|&lt;br /&gt;
* Increased tank machine gun range to 20 tiles.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New icon for tank.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over in a tank in peaceful mode will now anger them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.21|&lt;br /&gt;
* When attacking a player in a tank, the tank will be attacked instead of the player directly.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Tanks can now turn in place.&lt;br /&gt;
* Tank inventory can now be filtered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds&lt;br /&gt;
* Added muzzle flash for tanks&lt;br /&gt;
* Tank ammo inventory is refilled from the trunk and player inventory when exhausted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Added a small scorch mark when heavy weaponry like the tank cannon fires.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==Development data==&lt;br /&gt;
Weekly blogs concerning the Tank:&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-412&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-56&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-51&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-48&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-44&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Car]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Resistances]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Calcite&amp;diff=208712</id>
		<title>Infobox:Calcite</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Calcite&amp;diff=208712"/>
		<updated>2025-01-04T11:22:15Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|map-color = c8b2b0&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|rocket-capacity = 500&lt;br /&gt;
|mining-time = 1&lt;br /&gt;
|prototype-type = resource&lt;br /&gt;
|internal-name = calcite&lt;br /&gt;
|image=calcite_ore_entity&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|producers = Player + Burner mining drill + Electric mining drill + Big mining drill + Advanced oxide asteroid crushing&lt;br /&gt;
|consumers = Acid neutralisation + Advanced thruster fuel + Advanced thruster oxidizer + Artillery shell + Cliff explosives + Molten copper + Molten copper from lava + Molten iron + Molten iron from lava + Simple coal liquefaction&lt;br /&gt;
|recycling-results = Calcite, 0.25&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Barrel&amp;diff=208711</id>
		<title>Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Barrel&amp;diff=208711"/>
		<updated>2025-01-04T11:02:10Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: /* Fill barrels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Barrels&#039;&#039;&#039; can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once [[fluid handling (research)|fluid handling]] is researched.  The barrels themselves are reusable once the fluids are drained.&lt;br /&gt;
&lt;br /&gt;
Barrels stack in groups of 10. A single [[cargo wagon]] can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon – 30,000 fewer units than the capacity of a [[fluid wagon]]. &lt;br /&gt;
&lt;br /&gt;
Empty barrels have a rocket capacity{{SA}} of 200. Full barrels, regardless of fluid, have a rocket capacity{{SA}} of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled.&lt;br /&gt;
&lt;br /&gt;
== Empty barrels ==&lt;br /&gt;
&#039;&#039;&#039;Empty barrels&#039;&#039;&#039; can be crafted.  When barrels are emptied, the (required) [[assembling machine]] will also return an empty barrel.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|steel plate|1}} + {{icon|time|1}} → {{icon|Empty barrel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Req. technology:&#039;&#039;&#039; || {{icontech|Fluid handling (research)|}} [[Fluid handling (research)|Fluid handling]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty crude oil barrel||}} Empty crude oil barrel || {{Icon|crude oil barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|Crude oil|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty heavy oil barrel||}} Empty heavy oil barrel || {{Icon|heavy oil barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|Heavy oil|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty light oil barrel||}} Empty light oil barrel || {{Icon|light oil barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|light oil|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty lubricant barrel||}} Empty lubricant barrel || {{Icon|lubricant barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|lubricant|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty petroleum gas barrel||}} Empty petroleum gas barrel || {{Icon|petroleum gas barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|petroleum gas|50}}&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon|Empty sulfuric acid barrel||}} Empty sulfuric acid barrel || {{Icon|sulfuric acid barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|sulfuric acid|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty water barrel||}} Empty water barrel || {{Icon|water barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|Empty barrel|1|}} + {{icon|water|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty fluoroketone (hot) barrel|space-age=yes||}} Empty fluoroketone (hot) barrel || {{Icon|fluoroketone (hot) barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{icon|Empty barrel|1|}} + {{icon|fluoroketone (hot)|50}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Empty fluoroketone (cold) barrel|space-age=yes||}} Empty fluoroketone (cold) barrel || {{Icon|fluoroketone (cold) barrel|1|}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{icon|Empty barrel|1|}} + {{icon|fluoroketone (cold)|50}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fill barrels ==&lt;br /&gt;
&#039;&#039;&#039;Filled barrels&#039;&#039;&#039; cannot be crafted.  They are filled using the respective [[fluid system|fluids]]&#039;s &#039;&#039;&#039;Fill barrel&#039;&#039;&#039; process which consumes empty barrels.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill crude oil barrel||}} Fill crude oil barrel || {{Icon|Empty barrel|1|}} {{icon|Crude oil|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|crude oil barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill heavy oil barrel||}} Fill heavy oil barrel || {{Icon|empty barrel|1|}} {{icon|heavy oil|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|heavy oil barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill light oil barrel||}} Fill light oil barrel || {{Icon|empty barrel|1|}} {{icon|light oil|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|light oil barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill lubricant barrel||}} Fill lubricant barrel || {{Icon|empty barrel|1|}} {{icon|lubricant|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|lubricant barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill petroleum gas barrel||}} Fill petroleum gas barrel || {{Icon|empty barrel|1|}} {{icon|petroleum gas|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|petroleum gas barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill sulfuric acid barrel||}} Fill sulfuric acid barrel || {{Icon|empty barrel|1|}} {{icon|sulfuric acid|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|sulfuric acid barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill water barrel||}} Fill water barrel || {{Icon|empty barrel|1|}} {{icon|water|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|water barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill fluoroketone (hot) barrel|space-age=yes||}} Fill fluoroketone (hot) barrel || {{Icon|empty barrel|1|}} {{icon|fluoroketone (hot)|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|fluoroketone (hot) barrel|1|}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fill fluoroketone (cold) barrel|space-age=yes||}} Fill fluoroketone (cold) barrel || {{Icon|empty barrel|1|}} {{icon|fluoroketone (cold)|50}} {{icon|time|0.2}} || {{icon|Assembling machine 2}} or {{icon|Assembling machine 3}} || {{Icon|fluoroketone (cold) barrel|1|}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example of use ==&lt;br /&gt;
Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in [[Space Age]]{{SA}}.  Barrels can be transported with a [[belt transport system]] or [[railway]], by [[logistic robot]]s, via [[car]] or [[tank]], or in the [[player]]&#039;s inventory. A simple example with [[transport belts]]:&lt;br /&gt;
&lt;br /&gt;
[[File:Crude-oil-barrel-handling-example.png]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Despite being labelled as an intermediate product, barrels cannot accept [[productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.16.8|&lt;br /&gt;
* Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)&lt;br /&gt;
* Decreased barrelling crafting time from 1 second to 0.2 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added automatic barreling support for all fluids.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid handling (research)|Fluid handling]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
&lt;br /&gt;
{{C|Intermediate products}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Fill_fluoroketone_(hot)_barrel.png&amp;diff=208710</id>
		<title>File:Fill fluoroketone (hot) barrel.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Fill_fluoroketone_(hot)_barrel.png&amp;diff=208710"/>
		<updated>2025-01-04T11:01:12Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game image}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Icons]]&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Fill_fluoroketone_(hot)_barrel.png&amp;diff=208709</id>
		<title>File:Fill fluoroketone (hot) barrel.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Fill_fluoroketone_(hot)_barrel.png&amp;diff=208709"/>
		<updated>2025-01-04T11:00:37Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Fill_fluoroketone_(cold)_barrel.png&amp;diff=208708</id>
		<title>File:Fill fluoroketone (cold) barrel.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Fill_fluoroketone_(cold)_barrel.png&amp;diff=208708"/>
		<updated>2025-01-04T10:59:21Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game image}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Icons]]&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Fill_fluoroketone_(cold)_barrel.png&amp;diff=208707</id>
		<title>File:Fill fluoroketone (cold) barrel.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Fill_fluoroketone_(cold)_barrel.png&amp;diff=208707"/>
		<updated>2025-01-04T10:58:43Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: {{Game image}}

Category:Icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Game image}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Icons]]&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluoroketone_(hot)_barrel&amp;diff=208706</id>
		<title>Fluoroketone (hot) barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluoroketone_(hot)_barrel&amp;diff=208706"/>
		<updated>2025-01-04T10:39:37Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: Redirected page to Barrel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Barrel]]&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Electric_weapons_damage_(research)&amp;diff=208705</id>
		<title>Infobox:Electric weapons damage (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Electric_weapons_damage_(research)&amp;diff=208705"/>
		<updated>2025-01-04T09:50:36Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category = Technology&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = electric-weapons-damage-1&lt;br /&gt;
|required-technologies = Destroyer&lt;br /&gt;
|allows = Electric weapons damage, 2-&amp;amp;infin;&lt;br /&gt;
|cost = Time, 30 + Automation science pack, 1 + Logistic science pack, 1 + Military science pack, 1 + Chemical science pack, 1 + Utility science pack, 1&lt;br /&gt;
|cost-multiplier = 250&lt;br /&gt;
|space-age = yes&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Achievement&amp;diff=208704</id>
		<title>Template:Achievement</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Achievement&amp;diff=208704"/>
		<updated>2025-01-04T08:27:55Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;achievement&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:80px&amp;quot; |[[File:{{{1}}}-achievement.png|link=achievements{{If language suffix}}|80px]] &lt;br /&gt;
| valign=top style=&amp;quot;padding:0; margin:0&amp;quot; | &#039;&#039;&#039;[[achievements{{If language suffix}}|{{Translation|{{#switch:{{lc:{{{1}}}}}&lt;br /&gt;
| computer-age-1 = Computer age 1&lt;br /&gt;
| computer-age-2 = Computer age 2&lt;br /&gt;
| computer-age-3 = Computer age 3&lt;br /&gt;
| circuit-veteran-1 = Circuit veteran 1&lt;br /&gt;
| circuit-veteran-2 = Circuit veteran 2&lt;br /&gt;
| circuit-veteran-3 = Circuit veteran 3&lt;br /&gt;
| steam-all-the-way = Steam all the way&lt;br /&gt;
| automated-cleanup = Automated cleanup&lt;br /&gt;
| automated-construction = Automated construction&lt;br /&gt;
| you-are-doing-it-right = You are doing it right&lt;br /&gt;
| lazy-bastard = Lazy bastard&lt;br /&gt;
| eco-unfriendly = Eco unfriendly&lt;br /&gt;
| tech-maniac = Tech maniac&lt;br /&gt;
| mass-production-1 = Mass production 1&lt;br /&gt;
| mass-production-2 = Mass production 2&lt;br /&gt;
| mass-production-3 = Mass production 3&lt;br /&gt;
| getting-on-track = Getting on track&lt;br /&gt;
| getting-on-track-like-a-pro = Getting on track like a pro&lt;br /&gt;
| it-stinks-and-they-dont-like-it = It stinks and they don&#039;t like it&lt;br /&gt;
| raining-bullets = Raining bullets&lt;br /&gt;
| iron-throne-1 = Iron throne 1&lt;br /&gt;
| iron-throne-2 = Iron throne 2&lt;br /&gt;
| iron-throne-3 = Iron throne 3&lt;br /&gt;
| logistic-network-embargo = Logistic network embargo&lt;br /&gt;
| smoke-me-a-kipper-i-will-be-back-for-breakfast = Smoke me a kipper, I&#039;ll be back for breakfast&lt;br /&gt;
| no-time-for-chitchat = No time for chitchat&lt;br /&gt;
| there-is-no-spoon = There is no spoon&lt;br /&gt;
| steamrolled = Steamrolled&lt;br /&gt;
| run-forrest-run = Run Forrest, run&lt;br /&gt;
| pyromaniac = Pyromaniac&lt;br /&gt;
| so-long-and-thanks-for-all-the-fish = So long and thanks for all the fish&lt;br /&gt;
| you-have-got-a-package = You&#039;ve got a package&lt;br /&gt;
| delivery-service = Delivery service&lt;br /&gt;
| trans-factorio-express = Trans-Factorio express&lt;br /&gt;
| golem = Golem&lt;br /&gt;
| watch-your-step = Watch your step&lt;br /&gt;
| solaris = Solaris&lt;br /&gt;
| minions = Minions&lt;br /&gt;
| arachnophilia = Arachnophilia&lt;br /&gt;
| art-of-siege = Art of siege&lt;br /&gt;
| automate-this = Automate this!&lt;br /&gt;
| crafting-with-efficiency = Crafting with efficiency&lt;br /&gt;
| crafting-with-productivity = Crafting with productivity&lt;br /&gt;
| crafting-with-quality = Crafting with quality&lt;br /&gt;
| crafting-with-speed = Crafting with speed&lt;br /&gt;
| express-delivery = Express delivery&lt;br /&gt;
| fusion-power = Fusion power&lt;br /&gt;
| get-off-my-lawn = Get off my lawn&lt;br /&gt;
| shattered-planet-1 = Going to shattered planet 1&lt;br /&gt;
| shattered-planet-2 = Going to shattered planet 2&lt;br /&gt;
| shattered-planet-3 = Going to shattered planet 3&lt;br /&gt;
| destroyer-of-worlds = I am the destroyer of worlds&lt;br /&gt;
| if-it-bleeds = If it bleeds, we can kill it&lt;br /&gt;
| it-stinks-and-they-do-like-it = It stinks and they do like it&lt;br /&gt;
| keeping-your-hands-clean = Keeping your hands clean&lt;br /&gt;
| look-at-my-shiny-rare-armor = Look at my shiny rare armor&lt;br /&gt;
| make-it-better = Make it better&lt;br /&gt;
| mining-with-determination = Mining with determination&lt;br /&gt;
| my-modules-are-legendary = My modules are legendary&lt;br /&gt;
| no-room-for-more = No room for more&lt;br /&gt;
| nuclear-power = Nuclear power&lt;br /&gt;
| pest-control = Pest control&lt;br /&gt;
| reach-for-the-stars = Reach for the stars&lt;br /&gt;
| research-with-agriculture = Research with agriculture&lt;br /&gt;
| research-with-automation = Research with automation&lt;br /&gt;
| research-with-chemicals = Research with chemicals&lt;br /&gt;
| research-with-cryogenics = Research with cryogenics&lt;br /&gt;
| research-with-electromagnetics = Research with electromagnetics&lt;br /&gt;
| research-with-logistics = Research with logistics&lt;br /&gt;
| research-with-metallurgics = Research with metallurgics&lt;br /&gt;
| research-with-military = Research with military&lt;br /&gt;
| research-with-production = Research with production&lt;br /&gt;
| research-with-promethium = Research with promethium&lt;br /&gt;
| research-with-space = Research with space&lt;br /&gt;
| research-with-utility = Research with utility&lt;br /&gt;
| rush-to-space = Rush to space&lt;br /&gt;
| second-star-to-the-right-and-straight-on-till-morning = Second star to the right and straight on &#039;till morning.&lt;br /&gt;
| size-doesnt-matter = Size doesn&#039;t matter&lt;br /&gt;
| solar-power = Solar power&lt;br /&gt;
| steam-power = Steam power&lt;br /&gt;
| terraformer = Terraformer&lt;br /&gt;
| todays-fish-is-trout-a-la-creme = Today&#039;s fish is trout a la creme&lt;br /&gt;
| visit-aquilo = Visit Aquilo&lt;br /&gt;
| visit-fulgora = Visit Fulgora&lt;br /&gt;
| visit-gleba = Visit Gleba&lt;br /&gt;
| visit-vulcanus = Visit Vulcanus&lt;br /&gt;
| we-need-bigger-guns = We need bigger guns&lt;br /&gt;
| work-around-the-clock = Work around the clock&lt;br /&gt;
| {{{1}}}&lt;br /&gt;
}}}}]]&#039;&#039;&#039;&amp;lt;p style=&amp;quot;margin: 0;&amp;quot;&amp;gt;{{Translation|{{#switch:{{lc:{{{1}}}}}&lt;br /&gt;
| computer-age-1 = Produce 500 [[processing unit]]s per hour.&lt;br /&gt;
| computer-age-2 = Produce 1.0k [[processing unit]]s per hour.&lt;br /&gt;
| computer-age-3 = Produce 5k [[processing unit]]s per hour.&lt;br /&gt;
| circuit-veteran-1 = Produce 1.0k [[advanced circuit]]s per hour.&lt;br /&gt;
| circuit-veteran-2 = Produce 10k [[advanced circuit]]s per hour.&lt;br /&gt;
| circuit-veteran-3 = Produce 25k [[advanced circuit]]s per hour.&lt;br /&gt;
| steam-all-the-way = Launch a rocket to space without building any [[solar panel]]s.&lt;br /&gt;
| automated-cleanup = Deconstruct 100 objects with the [[construction robot]]s.&lt;br /&gt;
| automated-construction = Construct 100 machines using [[construction robot|robots]].&lt;br /&gt;
| you-are-doing-it-right = Construct more machines using [[construction robot|robots]] than manually.&lt;br /&gt;
| lazy-bastard = Launch a rocket to space while manually crafting no more than 111 items.&lt;br /&gt;
| eco-unfriendly = Research [[oil processing (research)|oil processing]].&lt;br /&gt;
| tech-maniac = Research all [[technologies]].&lt;br /&gt;
| mass-production-1 = Produce 10k [[electronic circuit]]s.&lt;br /&gt;
| mass-production-2 = Produce 1M [[electronic circuit]]s.&lt;br /&gt;
| mass-production-3 = Produce 20M [[electronic circuit]]s.&lt;br /&gt;
| getting-on-track = Build a [[locomotive]].&lt;br /&gt;
| getting-on-track-like-a-pro = Build a [[locomotive]] within the first 90 minutes of the game.&lt;br /&gt;
| it-stinks-and-they-dont-like-it = Trigger an [[enemies|alien]] attack by [[pollution]].&lt;br /&gt;
| raining-bullets = Launch a rocket to space without building any [[laser turret]]s.&lt;br /&gt;
| iron-throne-1 = Produce 20k [[iron plate]]s per hour.&lt;br /&gt;
| iron-throne-2 = Produce 200k [[iron plate]]s per hour.&lt;br /&gt;
| iron-throne-3 = Produce 400k [[iron plate]]s per hour.&lt;br /&gt;
| logistic-network-embargo = Finish research with [[space science pack]] for the base game or any [[planetary science pack]] for [[Space Age]]{{SA}} without building any [[active provider chest|active provider]], [[buffer chest|buffer]], or [[requester chest]]s.&lt;br /&gt;
| smoke-me-a-kipper-i-will-be-back-for-breakfast = Launch a rocket to space.&lt;br /&gt;
| no-time-for-chitchat = Launch a rocket to space within 15 hours.&lt;br /&gt;
| there-is-no-spoon = Launch a rocket to space within 8 hours.&lt;br /&gt;
| steamrolled = Destroy 10 [[Enemies#Nests|spawners]] by impact.&lt;br /&gt;
| run-forrest-run = Destroy 100 [[tree]]s by impact.&lt;br /&gt;
| pyromaniac = Destroy 10k [[tree]]s with fire.&lt;br /&gt;
| so-long-and-thanks-for-all-the-fish = &lt;br /&gt;
| trans-factorio-express = Have a [[train]] plan a path 1,000 tiles or longer.&lt;br /&gt;
| you-have-got-a-package = Supply the character by [[logistic robot]].&lt;br /&gt;
| delivery-service = Supply the character with 10k items delivered by [[logistic robot]]s.&lt;br /&gt;
| golem = Survive a hit of 500 [[damage]] or more.&lt;br /&gt;
| watch-your-step = Get killed by a moving [[locomotive]].&lt;br /&gt;
| solaris = Produce more than 10 GJ per hour using only [[solar panel]]s.&lt;br /&gt;
| minions = Have 100 [[Combat robot capsules|combat robots]] or more following you.&lt;br /&gt;
| arachnophilia = Build a [[spidertron]].&lt;br /&gt;
| art-of-siege = Destroy an enemy structure using [[Artillery_(research)|artillery]].&lt;br /&gt;
| automate-this = Build an [[Assembling_machine_1|assembling machine]].&lt;br /&gt;
| crafting-with-efficiency = Craft an [[efficiency module 3]].&lt;br /&gt;
| crafting-with-productivity = Craft a [[productivity module 3]].&lt;br /&gt;
| crafting-with-quality = Craft a [[quality module 3]].&lt;br /&gt;
| crafting-with-speed = Craft a [[speed module 3]].&lt;br /&gt;
| express-delivery = Finish the game within 40 hours.&lt;br /&gt;
| fusion-power = Start producing electric power by [[fusion reactor|fusion powerplant]].&lt;br /&gt;
| get-off-my-lawn = Disturb a demolisher by building on its territory.&lt;br /&gt;
| shattered-planet-1 = Travel 10 000 km towards the shattered planet.&lt;br /&gt;
| shattered-planet-2 = Travel 30 000 km towards the shattered planet.&lt;br /&gt;
| shattered-planet-3 = Travel 60 000 km towards the shattered planet.&lt;br /&gt;
| destroyer-of-worlds = Use an [[atomic bomb]].&lt;br /&gt;
| if-it-bleeds = Kill a small [[demolisher]].&lt;br /&gt;
| it-stinks-and-they-do-like-it = Attract a group of [[pentapods]] using spores.&lt;br /&gt;
| keeping-your-hands-clean = Destroy your first enemy structure using [[Artillery_(research)|artillery]].&lt;br /&gt;
| look-at-my-shiny-rare-armor = Equip rare or better quality of [[power armor MK2]] or [[mech armor]].&lt;br /&gt;
| make-it-better = Insert a quality module into a module slot.&lt;br /&gt;
| mining-with-determination = Completely deplete a resource patch.&lt;br /&gt;
| my-modules-are-legendary = Craft a legendary quality module 3.&lt;br /&gt;
| no-room-for-more = Fill every tile of legendary [[mech armor]] with legendary equipment.&lt;br /&gt;
| nuclear-power = Start producing electric power by [[nuclear reactor|nuclear powerplant]].&lt;br /&gt;
| pest-control = Destroy a biter spawner.&lt;br /&gt;
| reach-for-the-stars = Create a [[space platform]].&lt;br /&gt;
| research-with-agriculture = Research a technology using [[agricultural science pack]]s.&lt;br /&gt;
| research-with-automation = Research a technology using [[automation science pack]]s.&lt;br /&gt;
| research-with-chemicals = Research a technology using [[chemical science pack]]s.&lt;br /&gt;
| research-with-cryogenics = Research a technology using [[cryogenic science pack]]s.&lt;br /&gt;
| research-with-electromagnetics = Research a technology using [[electromagnetic science pack]]s.&lt;br /&gt;
| research-with-logistics = Research a technology using [[logistic science pack]]s.&lt;br /&gt;
| research-with-metallurgics = Research a technology using [[metallurgic science pack]]s.&lt;br /&gt;
| research-with-military = Research a technology using [[military science pack]]s.&lt;br /&gt;
| research-with-production = Research a technology using [[production science pack]]s.&lt;br /&gt;
| research-with-promethium = Research a technology using [[promethium science pack]]s.&lt;br /&gt;
| research-with-space = Research a technology using [[space science pack]]s.&lt;br /&gt;
| research-with-utility = Research a technology using [[utility science pack]]s.&lt;br /&gt;
| rush-to-space = Research a technology using another planet&#039;s science pack before unlocking [[production science pack (research)|production]] or [[utility science pack (research)|utility science packs]].&lt;br /&gt;
| second-star-to-the-right-and-straight-on-till-morning = Finish the game.&lt;br /&gt;
| size-doesnt-matter = Kill a big demolisher.&lt;br /&gt;
| solar-power = Start producing electric power by [[solar panel]]s.&lt;br /&gt;
| steam-power = Start producing electric power by [[steam engine]].&lt;br /&gt;
| terraformer = Destroy a [[cliff]].&lt;br /&gt;
| todays-fish-is-trout-a-la-creme = Eat a legendary fish.&lt;br /&gt;
| visit-aquilo = Travel to planet [[Aquilo]].&lt;br /&gt;
| visit-fulgora = Travel to planet [[Fulgora]].&lt;br /&gt;
| visit-gleba = Travel to planet [[Gleba]].&lt;br /&gt;
| visit-vulcanus = Travel to planet [[Vulcanus]].&lt;br /&gt;
| we-need-bigger-guns = Kill a medium demolisher.&lt;br /&gt;
| work-around-the-clock = Finish the game within 100 hours.&lt;br /&gt;
}}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Biochamber&amp;diff=207324</id>
		<title>Biochamber</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Biochamber&amp;diff=207324"/>
		<updated>2024-12-01T08:28:12Z</updated>

		<summary type="html">&lt;p&gt;Orthotoma: added recipe table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Biochamber}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biochamber&#039;&#039;&#039; is a biological variant of the [[assembly machine]] and [[chemical plant]], unlocked on [[Gleba]]{{SA}}. Unlike most other production buildings, it does not require electricity, but rather a steady supply of [[nutrients]]{{SA}} to operate. It has a built-in 50% productivity bonus.&lt;br /&gt;
&lt;br /&gt;
One nutrients item will power a biochamber for 4 seconds. This can be reduced by [[Efficiency module|Efficiency modules]] or increased by other modules, in exactly the same way as other machines. &lt;br /&gt;
&lt;br /&gt;
An inactive biochamber uses no energy, but any nutrients contained in its fuel slot continue to [[Spoilage mechanics|spoil]]{{SA}}. As such, an inactive biochamber will still have nutrients [[inserters|inserted]] into them if nutrients are available.&lt;br /&gt;
&lt;br /&gt;
The biochamber, like any machine, will not function if there are too many items in its trash slots (usually generated from an input or output spoiling). Unfiltered output inserters will remove items from trash slots. It is recommended to have one inserter dedicated to removing spoil products and another filtered to take out the recipe result. Alternatively, the belt the items are going into can have a filtered [[splitter]] to separate the desired product from the undesired product.&lt;br /&gt;
&lt;br /&gt;
The biochamber has the unique property of having &#039;&#039;negative&#039;&#039; [[pollution]]. This means that, if you use the biochamber on Nauvis, it will absorb pollution. Furthermore, [[module]]s that affect pollution (by increasing energy consumption or directly) will make the negative value larger. So heavy use of biochambers with [[productivity module]]s and [[speed module]]s in [[beacon]]s can lead to substantial pollution absorption.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
The biochamber has a large number of recipes, many of which are exclusive to the biochamber or to Gleba or both.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Ingredients !! Products !! Made in !! Crafted on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako processing}}{{SA}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Yumako|1}}&lt;br /&gt;
| {{icon|Yumako seed|2%}}{{icon|Yumako mash|2}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut processing}}{{SA}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Jellynut|1}}&lt;br /&gt;
| {{icon|Jellynut seed|2%}}{{icon|Jelly|4}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux}}{{SA}}&lt;br /&gt;
| {{icon|Time|6}}{{icon|Yumako mash|15}}{{icon|Jelly|12}}&lt;br /&gt;
| {{icon|Bioflux|4}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg}}{{SA}}&lt;br /&gt;
| {{icon|Time|15}}{{icon|Nutrients|30}}{{icon|Pentapod egg|1}}{{icon|Water|60}}&lt;br /&gt;
| {{icon|Pentapod egg|2}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack}}{{SA}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Bioflux|1}}{{icon|Pentapod egg|1}}&lt;br /&gt;
| {{icon|Agricultural science pack|1}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria}}{{SA}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Jelly|6}}&lt;br /&gt;
| {{icon|Iron bacteria|10%}}{{icon|Spoilage|4}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria}}{{SA}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Yumako mash|3}}&lt;br /&gt;
| {{icon|Copper bacteria|10%}}{{icon|Spoilage|1}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria cultivation}}{{SA}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Iron bacteria|1}}{{icon|Bioflux|1}}&lt;br /&gt;
| {{icon|Iron bacteria|4}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria cultivation}}{{SA}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Copper bacteria|1}}{{icon|Bioflux|1}}&lt;br /&gt;
| {{icon|Copper bacteria|4}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fish breeding}}{{SA}}&lt;br /&gt;
| {{icon|Time|6}}{{icon|Raw fish|2}}{{icon|Nutrients|100}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Raw fish|3}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Chemical plant}}&lt;br /&gt;
| {{icon|Nauvis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nutrients are required both as fuel for the biochamber and as a component of other recipes (including [[artificial jellynut soil]] and [[artificial yumako soil]]).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Ingredients !! Products !! Made in !! Crafted on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from yumako mash}}{{SA}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Yumako mash|4}}&lt;br /&gt;
| {{icon|Nutrients|6}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from bioflux}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Bioflux|5}}&lt;br /&gt;
| {{icon|Nutrients|40}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from spoilage}}{{SA}} (50% spoiled)&lt;br /&gt;
| {{icon|Time|2}}{{icon|Spoilage|10}}&lt;br /&gt;
| {{icon|Nutrients|1}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from fish}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Raw fish|1}}&lt;br /&gt;
| {{icon|Nutrients|20}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from biter egg}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Biter egg|1}}&lt;br /&gt;
| {{icon|Nutrients|20}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following recipes create stable products that are unaffected by spoilage:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Ingredients !! Products !! Made in !! Crafted on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biochamber}}{{SA}}&lt;br /&gt;
| {{icon|Time|20}}{{icon|Iron plate|20}}{{icon|Electronic circuit|5}}{{icon|Nutrients|5}}{{icon|Pentapod egg|1}}{{icon|Landfill|1}}&lt;br /&gt;
| {{icon|Biochamber|1}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon fiber}}{{SA}}&lt;br /&gt;
| {{icon|Time|5}}{{icon|Carbon|1}}{{icon|Yumako mash|10}}&lt;br /&gt;
| {{icon|Carbon fiber|1}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel from jelly}}{{SA}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Bioflux|2}}{{icon|Jelly|30}}{{icon|Water|30}}&lt;br /&gt;
| {{icon|Rocket fuel|1}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biolubricant}}{{SA}}&lt;br /&gt;
| {{icon|Time|3}}{{icon|Jelly|60}}&lt;br /&gt;
| {{icon|Lubricant|20}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioplastic}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Bioflux|1}}{{icon|Yumako mash|4}}&lt;br /&gt;
| {{icon|Plastic bar|3}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biosulfur}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Spoilage|5}}{{icon|Bioflux|1}}&lt;br /&gt;
| {{icon|Sulfur|2}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burnt spoilage}}{{SA}}&lt;br /&gt;
| {{icon|Time|12}}{{icon|Spoilage|6}}&lt;br /&gt;
| {{icon|Carbon|1}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heavy oil cracking to light oil}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Water|30}}{{icon|Heavy oil|40}}&lt;br /&gt;
| {{icon|Light oil|30}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Chemical plant}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Light oil cracking to petroleum gas}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Water|30}}{{icon|Light oil|30}}&lt;br /&gt;
| {{icon|Petroleum gas|20}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Chemical plant}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel}}&lt;br /&gt;
| {{icon|Time|15}}{{icon|Solid fuel|10}}{{icon|Light oil|10}}&lt;br /&gt;
| {{icon|Rocket fuel|1}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wood processing}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Wood|2}}&lt;br /&gt;
| {{icon|Tree seed|1}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| {{icon|Nauvis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Orthotoma</name></author>
	</entry>
</feed>