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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=OzzyCallooh</id>
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	<updated>2026-04-23T03:16:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Iron_plate&amp;diff=217631</id>
		<title>Talk:Iron plate</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Iron_plate&amp;diff=217631"/>
		<updated>2026-03-31T00:21:06Z</updated>

		<summary type="html">&lt;p&gt;OzzyCallooh: On the Recommendation of Stockpiling Iron plates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== On the Recommendation of Stockpiling Iron plates ===&lt;br /&gt;
&lt;br /&gt;
This article says &#039;&#039;&amp;quot;and it is recommended to create a large stockpile when possible&amp;quot;&#039;&#039;. This isn&#039;t really a mechanical description, but strategy information which I find misplaced this early in this article.&lt;br /&gt;
&lt;br /&gt;
That said, I find the advice to be kind of a noob trap: stockpiling resources ad nauseum leads to the release of pollution, which leads to biter attacks if not appropriately limited. Without accounting for some portion of the production of iron plates (for example) as military resources (magazines), a reader might mistakenly be led into a strategy that might frustrate them in the long run. That said, this is an element of discovery for the player... so maybe it&#039;s best to lean away from the advice altogether? Would love to hear other editors&#039; thoughts on this.&lt;br /&gt;
&lt;br /&gt;
[[User:OzzyCallooh|OzzyCallooh]] ([[User talk:OzzyCallooh|talk]]) 00:21, 31 March 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>OzzyCallooh</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Biolab&amp;diff=213123</id>
		<title>Biolab</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Biolab&amp;diff=213123"/>
		<updated>2025-03-31T12:32:20Z</updated>

		<summary type="html">&lt;p&gt;OzzyCallooh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Biolab}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Biolab&#039;&#039;&#039; is an upgraded version of the [[lab]] that is unlocked by researching the [[Biolab_(research)|Biolab technology]]{{SA}} using [[Agricultural science pack]]{{SA}} from [[Gleba]]{{SA}}. It boasts a number of advantages over the standard lab:&lt;br /&gt;
&lt;br /&gt;
* Biolabs have a built-in speed bonus, meaning [[Science pack]]s are consumed faster (effectively a 100% speed bonus)&lt;br /&gt;
* Biolabs consume fewer Science packs for the same payoff in research (effectively a 100% productivity bonus)&lt;br /&gt;
* Biolabs have four [[module]] slots instead of two.&lt;br /&gt;
* Biolabs are larger (5x5) and have more health.&lt;br /&gt;
&lt;br /&gt;
It features minimal disadvantages:&lt;br /&gt;
&lt;br /&gt;
* They are more complicated to create, involving [[Biter egg]]s which require [[Bioflux]] to acquire.&lt;br /&gt;
* They may only built on [[Nauvis]].&lt;br /&gt;
* They use more power and pollute more.&lt;br /&gt;
&lt;br /&gt;
The speed bonus granted from [[lab research speed (research)|lab research speed]] multiplies with the Biolab&#039;s increased speed.&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;
* [[Lab]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>OzzyCallooh</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Selector_combinator&amp;diff=208193</id>
		<title>Selector combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Selector_combinator&amp;diff=208193"/>
		<updated>2024-12-23T19:39:22Z</updated>

		<summary type="html">&lt;p&gt;OzzyCallooh: Adjusted the wording of the &amp;quot;Select input&amp;quot; mode to be more clear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Selector combinator}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;selector combinator&#039;&#039;&#039; is part of the [[circuit network]] and one of four types of combinators available in the game (the other three being the [[constant combinator]], [[arithmetic combinator]] and [[decider combinator]]). It has four different modes of operation (or seven with [[Space Age]]{{SA}} enabled) to filter out various signals from an input wire.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The selector combinator can select a signal to output from one of the following modes of operation:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Select input&#039;&#039;&#039; &lt;br /&gt;
** In this mode, the combinator sorts its input signals by value and outputs one of them at the same value.&lt;br /&gt;
** &#039;&#039;&#039;Sort descending&#039;&#039;&#039; (default): The signal with the highest value is selected.&lt;br /&gt;
** &#039;&#039;&#039;Sort ascending&#039;&#039;&#039;: The signal with the lowest non-zero value is selected.&lt;br /&gt;
** &#039;&#039;&#039;Index&#039;&#039;&#039;: Determines which position among the sorted values is selected, starting at 0, i.e. first (0), second (1), third (2)&lt;br /&gt;
*** If multiple signals are provided and index is out of bounds, then &#039;&#039;&#039;no signal&#039;&#039;&#039; is passed through. The valid bounds is 0 through 1 less the total quantity of input signals.&lt;br /&gt;
*** If a single input signal is provided, it is &#039;&#039;&#039;always&#039;&#039;&#039; passed through even if the index is out of bounds.&lt;br /&gt;
* &#039;&#039;&#039;Count inputs&#039;&#039;&#039;&lt;br /&gt;
** The combinator will count and output the number of unique inputs on the selected signal.&lt;br /&gt;
** The value of the input signals is not considered.&lt;br /&gt;
* &#039;&#039;&#039;Random input&#039;&#039;&#039;&lt;br /&gt;
** The combinator will pass through a random input signal every certain number of [[time#Ticks|game ticks]]&lt;br /&gt;
** By default, the combinator will update this every 1 tick, or 60 times per second.&lt;br /&gt;
** If there is only one input signal, it will be output after this threshold is met. If the input is removed before that happens, nothing will be output.&lt;br /&gt;
* &#039;&#039;&#039;Stack size&#039;&#039;&#039;&lt;br /&gt;
** The combinator will output the stack sizes of the input items&lt;br /&gt;
** The combinator will not output any fluid or non-item signals&lt;br /&gt;
** The value of the input items is not considered&lt;br /&gt;
* &#039;&#039;&#039;Rocket capacity&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will output the rocket capacity of the input signals&lt;br /&gt;
** The combinator will not output any fluid or non-item signals&lt;br /&gt;
** The value of the input items is not considered&lt;br /&gt;
* &#039;&#039;&#039;Quality filter&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will pass through any input signals that meet a conditional against a certain [[quality]]{{SA}} grade&lt;br /&gt;
** The combinator can compare an input&#039;s quality that is greater than, less than, equal to, greater or equal to, less or equal to, or not equal to, any one quality grade. &lt;br /&gt;
** If comparing against &#039;&#039;any&#039;&#039; quality grade, the only valid comparison is &#039;&#039;equal to&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quality transfer&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will take the selected &#039;&#039;target signal&#039;&#039; from its inputs and output it with a particular quality grade.&lt;br /&gt;
** If &#039;&#039;direct slection&#039;&#039; is selected, the combinator will attach the specified quality grade to the target signal, but only if that target signal is among the inputs&lt;br /&gt;
** If &#039;&#039;select from input&#039;&#039; is selected, the combinator will search for the selected item within its inputs and apply the quality of selected input to the target signal, but only if both the selected input and the target signal are among the inputs.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Decider combinator]]&lt;br /&gt;
*[[Constant combinator]]&lt;br /&gt;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Tutorial:Combinator tutorial|Combinator tutorial]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
*[[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>OzzyCallooh</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:OzzyCallooh&amp;diff=207924</id>
		<title>User:OzzyCallooh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:OzzyCallooh&amp;diff=207924"/>
		<updated>2024-12-13T22:22:45Z</updated>

		<summary type="html">&lt;p&gt;OzzyCallooh: Created page with &amp;quot;Hi, I&amp;#039;m Ozzy. I&amp;#039;m a Factorio veteran and I&amp;#039;m into gleeby-deeby type of things.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I&#039;m Ozzy. I&#039;m a Factorio veteran and I&#039;m into gleeby-deeby type of things.&lt;/div&gt;</summary>
		<author><name>OzzyCallooh</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Boiler&amp;diff=207923</id>
		<title>Boiler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Boiler&amp;diff=207923"/>
		<updated>2024-12-13T22:20:45Z</updated>

		<summary type="html">&lt;p&gt;OzzyCallooh: Grammar improvements and more utility for new players&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Boiler}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;boiler&#039;&#039;&#039; uses [[fuel]] to convert [[water]] into [[steam]] at 165°C suitable for use in a [[steam engine]]. It has two water connectors on opposite ends and passes water through to adjacent equipment such as other boilers. The boiler features a single output for the steam it produces. It only consumes fuel as it creates steam. Boilers used in conjunction with [[offshore pumps]] and steam engines are a vital part of early power generation.&lt;br /&gt;
&lt;br /&gt;
For each unit of water, 10 units of steam are produced. Inserting one [[coal]] (4 MJ) into a boiler then using the resulting steam in a steam engine will supply 4 MJ of energy to an electrical system. It costs 30 kJ to heat 1 unit of water to steam at 165°C, so one boiler will produce 60 steam per second.&lt;br /&gt;
&lt;br /&gt;
[[Inserter]]s can insert fuel into boilers. However, using powered inserters to move fuel into a boiler can be problematic should fuel become unavailable: if no power is being produced, then powered inserters fueling a boiler cannot operate. Using at least one [[burner inserter]], which uses fuel and not electricity, ensures that at least one inserter is available to restart a single boiler. Inserters can also remove fuel from boilers, allowing inserters to move fuel down a chain of boilers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.0|&lt;br /&gt;
* Decreased water use by 10x, changing the water:steam ratio from 1:1 to 1:10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Steam became a separate resource, boilers now produce steam rather than high temperature water that is displayed as steam&lt;br /&gt;
** This distinction is meaningful for circuit network accounting of steam and the [[coal liquefaction]] recipe}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* New graphics.&lt;br /&gt;
* Changed boiler dimensions to 3×2.&lt;br /&gt;
* &#039;Steam&#039; is produced on a separate connector rather than heating water passed through.&lt;br /&gt;
** At this time, steam is actually water that is renamed when over 100 degrees.&lt;br /&gt;
* Significantly increased energy consumption/production.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New fire graphics for boilers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Enabled the [[inserter]] to take [[fuel]] out of boilers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Flickering light added to [[furnace]]s and boilers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.1|&lt;br /&gt;
* Boilers show their fuel inventory in the entity info.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Boilers are now fast-replaceable with pipes.&lt;br /&gt;
* New boiler graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>OzzyCallooh</name></author>
	</entry>
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