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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Paulcd2000</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-24T15:30:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module_talk:Infobox&amp;diff=209012</id>
		<title>Module talk:Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module_talk:Infobox&amp;diff=209012"/>
		<updated>2025-01-11T05:59:48Z</updated>

		<summary type="html">&lt;p&gt;Paulcd2000: /* Adding support for radar-coverage-distance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggestions ==&lt;br /&gt;
&lt;br /&gt;
# There should be option to override &#039;&#039;all&#039;&#039; parameters for space age, becouse for example rocket silo in space age have 20 inventory size where in base game 0. It shouldn&#039;t be limited to only few parameters.&lt;br /&gt;
# Section for &amp;quot;Buildable only on: [[File:Nauvis.png|28px|link=Nauvis]]&amp;quot; and &amp;quot;Craftable only on: [[File:Vulcanus.png|28px|link=Vulcanus]]&amp;quot;&lt;br /&gt;
# Triggerable technologies, what to do to unlock them.&lt;br /&gt;
# Spoil result.&lt;br /&gt;
# Optionally food for machines? Nutrients for biochamber, bioflux for captured biter spawners, etc. ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 14:03, 25 October 2024 (UTC)&lt;br /&gt;
: I would prefer to limit the overridable parameters to only what is needed. I&#039;ve changed storage size to be overridable.&lt;br /&gt;
: I added 2, 3 and 4. I ran a script to fill in the technology triggers for the vanilla technologies.&lt;br /&gt;
: Technically, food is considered a fuel. I think we can use that row for it for now. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 13:53, 28 October 2024 (UTC)&lt;br /&gt;
:: Stack size should also be able to be overridden, at least for [[space science pack]] (edit. producers parameter also should be overridable also for space science). Also do we add weight (originally for trains) parameter to simulate how many items can be carried by rocket assuming it can carry 1t? Or there will be separate parameter for that? ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 19:20, 28 October 2024 (UTC)&lt;br /&gt;
::: I added the space age variants for producers and stack size. I&#039;ve renamed the weight parameter so that it&#039;s less ambiguous that it&#039;s about vehicles and added rocket capacity instead. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:56, 28 October 2024 (UTC)&lt;br /&gt;
:::: I spent few minutes and added automatic health quality to [[Module:Infobox/sandbox|sandbox]] if it is fine then add it. Diffrence can be seen here: [https://wiki.factorio.com/Special:ComparePages?page1=Module%3AInfobox&amp;amp;rev1=&amp;amp;page2=Module%3AInfobox%2Fsandbox&amp;amp;rev2=&amp;amp;action=&amp;amp;diffonly=&amp;amp;unhide= module] and [https://wiki.factorio.com/Special:ComparePages?page1=Module%3AInfobox%2Fparsing&amp;amp;rev1=&amp;amp;page2=Module%3AInfobox%2Fparsing%2Fsandbox&amp;amp;rev2=&amp;amp;action=&amp;amp;diffonly=&amp;amp;unhide= parsing]. ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 09:49, 29 October 2024 (UTC)&lt;br /&gt;
::::: Thanks for the effort, however I think it&#039;s more intuitive to use the template directly in the infobox code, like with the other properties. Since the health property is automated with a script, I added it to its output and let the script fill the infoboxes. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:48, 1 November 2024 (UTC)&lt;br /&gt;
: Remove &amp;quot;minutes&amp;quot; text from spoil time (see [[Infobox:Raw fish]]). Add science packs &amp;quot;Remaining&amp;quot; (1,2,3,4,6)? ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 10:57, 2 November 2024 (UTC)&lt;br /&gt;
:: Add extra1 as space-age possibility, for example space science pack have diffrent desc in base game and space age. ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 12:48, 2 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adding support for radar-coverage-distance ==&lt;br /&gt;
&lt;br /&gt;
:As per the title. This is a parameter (radar-coverage-distance) for [[Cargo landing pad]].&lt;br /&gt;
:Cheers, [[User:Jouki|Jouki]] ([[User talk:Jouki|talk]]) 01:25, 2 November 2024 (UTC)&lt;br /&gt;
::We should also add it so that the [[Radar]] page can have its continuous coverage distance listed, and we should also add exploration-coverage-distance for Radar as well.&lt;br /&gt;
::[[User:Paulcd2000|Paulcd2000]] 05:59, 10 January 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Add more categorizations to make infobox for power generators makes more sense ==&lt;br /&gt;
&lt;br /&gt;
=== add fuel-consumption ===&lt;br /&gt;
It is for fusion reactor, fusion generator, nuclear reactor, burner inserter, and boilers, they currently make use of &amp;quot;energy consumption&amp;quot; but fuel reads much better and makes for less confusion. Also it should not be added as _row_type because that limits you a lot in what units can be used.&lt;br /&gt;
&lt;br /&gt;
=== add fluid-output ===&lt;br /&gt;
for boiler, heat exchanger, fusion generator, and fusion reactor. currently they use &amp;quot;heat output&amp;quot; but heat should maybe be reserved as a term for heat pipe heat? It is definitely confusing for fusion reactor to say it outputs &amp;quot;heat&amp;quot;.	&lt;br /&gt;
&lt;br /&gt;
=== add heat-consumption ===&lt;br /&gt;
for heat exchanger, it uses &amp;quot;energy consumption&amp;quot; in a similar way like boilers, with the same confusion about electricity drain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== add distribution-efficiency ===&lt;br /&gt;
for beacons. there is an &amp;quot;efficiency&amp;quot; but it most commonly used to refer to power usage efficiency, and clarification here would make the intent clearer.&lt;br /&gt;
&lt;br /&gt;
=== add uses ===&lt;br /&gt;
for science packs. factoriopedia says &amp;quot;remaining&amp;quot; which is also an option but less readable and makes less sense in context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaz|Zaz]] ([[User talk:Zaz|talk]]) 22:21, 12 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research names are sometimes parsed incorrectly ==&lt;br /&gt;
&lt;br /&gt;
When a user adds the name of a research with &amp;quot; (research)&amp;quot; after it into one of the fields that uses the &amp;quot;p._vrow_tech&amp;quot; function (required-technologies / allows / boosting-technologies), it adds a second &amp;quot; (research)&amp;quot; to the name and creates spurious links to nonexistent pages. It looks like the &amp;quot;parsing._technology&amp;quot; function is supposed to catch this.&lt;br /&gt;
&lt;br /&gt;
Examples: &amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:WhatLinksHere/Agricultural_science_pack_(research)_(research)]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:WhatLinksHere/Planet_discovery_Aquilo_(research)_(research)]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:WhatLinksHere/Bioflux_(research)_(research)]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:WhatLinksHere/Cryogenic_science_pack_(research)_(research)]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the actual links in the infobox still point to the correct research pages, so this doesn&#039;t cause any functional issues, but it adds a small amount of clutter to the Special:WantedPages list.&lt;br /&gt;
&lt;br /&gt;
Also, the module has &amp;quot;Recycling&amp;quot; typo&#039;d as &amp;quot;Recyling&amp;quot; twice.&lt;br /&gt;
&lt;br /&gt;
[[User:Orthotoma|Orthotoma]] ([[User talk:Orthotoma|talk]]) 07:44, 15 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Paulcd2000</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=209011</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=209011"/>
		<updated>2025-01-11T05:53:26Z</updated>

		<summary type="html">&lt;p&gt;Paulcd2000: Add space age throughput info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
The &#039;&#039;&#039;rocket silo&#039;&#039;&#039; is an important production building that serves as the sole win condition and a source of [[space science pack]]s in the base game. In [[Space Age]]{{SA}}, it is instead the only way to launch items and the player off [[Nauvis]] to orbiting space platforms to visit the neighboring planets of [[Vulcanus]]{{SA}}, [[Fulgora]]{{SA}}, [[Gleba]]{{SA}}, and [[Aquilo]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[processing unit]]s, and [[concrete]], which all must be produced in [[assembly machine]]s or [[foundry|foundries]] and cannot be crafted by hand from raw materials. The rocket itself can only be produced in the silo.&lt;br /&gt;
&lt;br /&gt;
Once the silo has been built and placed it can be filled with [[processing unit]]s, [[low density structure]], and [[rocket fuel]], which will create [[rocket part]]s within the silo. 100 rocket parts are needed to construct a rocket (50 parts in Space Age{{SA}}). The silo accepts [[productivity module]]s, and due to the high resource cost of rockets, silos are a prime candidate for their use. Once constructed, the rocket will rise into position and be capable of launch. It is required to place a cargo landing pad somewhere on the planet in order to launch a rocket.&lt;br /&gt;
&lt;br /&gt;
Once a rocket has been constructed, the silo will continue to craft a second rocket within the silo. If both are constructed, once the first rocket has been launched, the second will rise into place without the silo going through its normal animation of closing and reopening its doors. This is particuarly useful in Space Age when crafting speeds are faster and rockets are in increased demand.&lt;br /&gt;
&lt;br /&gt;
Rocket parts had their recipe changed in version 2.0. Maps migrated from a previous version to 2.0 will need their production lines adjusted for silos to receive processing units instead of the now-removed [[rocket control unit]]s.&lt;br /&gt;
&lt;br /&gt;
== Base game ==&lt;br /&gt;
&lt;br /&gt;
The rocket silo is unlocked with its [[rocket silo (research)|respective technology]] using all [[science pack]]s except for military. It requires 10 low density structure, rocket fuel, and processing chips to make 1 [[rocket part]], for a total of 1,000 of each for a single rocket. Due to this high cost, it is highly recommended to use the highest-tier of productivity modules the player has available. Using four [[productivity module 3]]s will reduce this cost to 700 of each material. &lt;br /&gt;
&lt;br /&gt;
Before a rocket can be launched, the player must place a [[cargo landing pad]] somewhere on the planet. The landing pad can be anywhere on the planet, with no restrictions on distance from the silo, but only one can be placed, so it is recommended to place it in close proximity to the [[lab]]s.&lt;br /&gt;
&lt;br /&gt;
Launching a rocket requires a payload and launching one for the first time will trigger the victory screen, which thanks the player for playing and invites them to keep growing their factory, with the options of exiting the game, viewing the credits, or continuing the game. The first rocket must be launched manually by clicking the “launch” button. After that, the “launch automatically” button will appear. Selecting this will make the rocket launch automatically once it has a payload.&lt;br /&gt;
&lt;br /&gt;
Only two items can be used as a payload. The first is a [[satellite]]; launching a rocket with one of these will return a shipment of 1,000 [[space science pack]]s to the cargo landing pad roughly 29 seconds after the launch is triggered. The second is a...&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;li&amp;gt;[[Raw fish]]: Grants the &amp;quot;So long and thanks for all the fish!&amp;quot; achievement. Other than this, it also wastes the launch.&amp;lt;/li&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
== Space Age ==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
=== Basics ===&lt;br /&gt;
In Space Age, the silo is unlocked far earlier in the game, requiring 1,000 of only [[automation science pack|automation]], [[logistic science pack|logistics]] and [[chemical science pack|chemical]] science packs. The silo is a critical building for transporting items and the player offplanet to orbiting [[space platform]]s. Rockets are built identically to the base game, except that a single rocket part takes only 1 of each material instead of 10 and only 50 rocket parts are required per rocket. This means that a single rocket requires only 50 of each resource. The silo greatly benefits from higher [[quality]] productivity modules as well as the [[technologies#Infinite Research Exclusive to Space Age|rocket part productivity]] infinite technology, both of which can reduce the cost of rockets even further. &lt;br /&gt;
&lt;br /&gt;
The rocket can be manually launched in one of three ways:&lt;br /&gt;
* Deliver cargo: launch with a payload of any size or composition at any orbiting platform&lt;br /&gt;
* New platform: if the silo contains exactly one [[space platform starter pack]], clicking this will open the map and invite the player to enter a name for the new platform.&lt;br /&gt;
* Travel to platform: the rocket will launch to any orbiting platform with the player as its sole payload. The player can bring any equipped [[armor]], their installed modules, and any weapons, but no ammo for those weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:rocket_silo_gui.png|The rocket silo&#039;s UI in Space Age|310px|right]]&lt;br /&gt;
&lt;br /&gt;
=== Rocket capacity ===&lt;br /&gt;
Unlike in the base game, a space age rocket can accept nearly every item in the game as a payload. This is expressed by the silo as a weight limit. Every item in the game is given a “rocket capacity” which is the maximum number of items that can fit in a single rocket. An item’s rocket capacity can be read by the circuit network by feeding an item into the [[selector combinator]] and choosing the respective mode of operation. As a general rule of thumb, the more complex the item, the fewer can fit within a rocket. &lt;br /&gt;
&lt;br /&gt;
Some items, like the rocket silo itself and the [[atomic bomb]], are too heavy for rockets, and so the raw materials must be shipped to orbit individually and assembled on the destination planet.&lt;br /&gt;
&lt;br /&gt;
=== Orbital requests ===&lt;br /&gt;
The rocket silo can detect requests from any space platform in orbit around the current planet. These can be satisfied in two ways.&lt;br /&gt;
 &lt;br /&gt;
* If &amp;quot;Automatic requests from space platforms” is NOT selected, the silo acts as a large container. Items can be placed and removed with [[inserters]]. If the silo receives a full rocket of a single item that is requested, the rocket will automatically launch to the platform requesting that item, even if the payload is more than what is being requested, and  If multiple platforms are requesting the same item, the rocket will prioritize the earliest platform that the player created. This method of transportation is best for items with payload sizes which are created and loaded slowly over time, such as science packs.&lt;br /&gt;
&lt;br /&gt;
* If automatic requests IS selected, the silo acts similar to a [[requester chest]]. [[Logistic robot]]s will fill the silo automatically from the [[logistic network]] (including from [[buffer chest]]s), and the rocket will launch automatically when full, unless the requesting platform has set a minimum payload to a lower amount than a full load. If there are items in the rocket inventory when this box is selected, those items will be moved to the silo’s trash slots and be removed with logistics robots.&lt;br /&gt;
&lt;br /&gt;
Regardless of option selected, the rocket will only launch automatically when it contains one item. &lt;br /&gt;
&lt;br /&gt;
The silo is able to be connected to the [[circuit network]], with two output functions.&lt;br /&gt;
* Output requests: Outputs the sum of requests from all orbiting platforms, if any. A request is considered “satisfied” and will be removed from the output the instant the rocket launch is triggered, not when the delivery to the platform actually happens.&lt;br /&gt;
* Output contents. Outputs the contents of the rocket silo. If automatic requests is selected, this option will do nothing.&lt;br /&gt;
&lt;br /&gt;
== Maximum throughput ==&lt;br /&gt;
In the base game, a fully moduled silo has +611% crafting speed from beacons and +40% productivity. &lt;br /&gt;
&lt;br /&gt;
Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases. &lt;br /&gt;
&lt;br /&gt;
There are five phases to a rocket launch. &lt;br /&gt;
&lt;br /&gt;
===== Working =====&lt;br /&gt;
Rocket parts must be assembled in the silo before the rocket can be deployed.&lt;br /&gt;
&lt;br /&gt;
The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds.&lt;br /&gt;
&lt;br /&gt;
1250 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Preparing rocket for launch =====&lt;br /&gt;
The rocket is brought up out of the silo so a payload can be inserted, if any.&lt;br /&gt;
&lt;br /&gt;
This animation lasts 890 ticks, or ~14.833 seconds. &lt;br /&gt;
&lt;br /&gt;
2140 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Waiting to launch rocket =====&lt;br /&gt;
The payload must be inserted. &lt;br /&gt;
&lt;br /&gt;
One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds.&lt;br /&gt;
&lt;br /&gt;
2154 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Launching rocket =====&lt;br /&gt;
The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo.&lt;br /&gt;
&lt;br /&gt;
1162 ticks, or ~19.367 seconds. &lt;br /&gt;
&lt;br /&gt;
3316 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Reset =====&lt;br /&gt;
The silo door must close before the cycle begins again. &lt;br /&gt;
&lt;br /&gt;
368 ticks, or ~6.133 seconds.&lt;br /&gt;
&lt;br /&gt;
If a second rocket was buffered within the silo, this step is skipped.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
&#039;&#039;&#039;Grand Total: 3684 ticks&#039;&#039;&#039;, which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload.&lt;br /&gt;
&lt;br /&gt;
With a build time of 1250 + 14, the delay from animations is 2420 ticks.[https://www.reddit.com/r/technicalfactorio/comments/x92gfa/more_empirical_measurements_on_rocket_silos/]&lt;br /&gt;
&lt;br /&gt;
=== Space Age ===&lt;br /&gt;
In Space Age, the rocket silo gained the ability to buffer a second rocket ready to load and launch [https://factorio.com/blog/post/fff-405]. If a second rocket is ready, then the rocket silo skips the door close/open animation. This results in a rocket launch approximately every 27 seconds, with sufficient speed and/or productivity bonuses (enough to get 111 rocket parts per minute).&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Prior to version [[version history/2.0.0#2.0.7|2.0]], the rocket could accept any item as cargo; however, most did nothing in particular and simply wasted the launch. Notable exceptions included:&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; [[Vehicle]]s : When a vehicle was inserted into the payload slot, the player could enter the rocket like they would any other vehicle, then launch and ride it.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This allowed a fast-moving view of one&#039;s base (as the game world is internally 2-dimensional, the rocket actually simply moved north along the map), and then returned the player next to the launching silo once the launch animation had finished.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If all space near the rocket silo is occupied, the player is placed at spawn instead.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Wasted the launch, as the rocket&#039;s sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car&#039;s trunk or the &amp;quot;astronaut&amp;quot;s inventory does not count.)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Space science pack]]: Returned one [[raw fish]] for every science pack that was launched, but no more than 100 raw fishes per launch.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Victoryv2.jpg|The victory screen in 2.0&lt;br /&gt;
File:rocket_ready_SA_anim.gif|The rocket rising and being primed for launch.&lt;br /&gt;
File:rocket_launch_SA_anim.gif|The rocket launching.&lt;br /&gt;
File:Silo-ui-v2.jpg|The rocket silo&#039;s GUI in 2.0&lt;br /&gt;
File:rocket_silo_gui.png|The rocket silo&#039;s GUI in Space Age&lt;br /&gt;
File:rocket_silo_circuit_read_contents.png|Circuit connections for rocket silo.&lt;br /&gt;
File:rocket_silo_circuit_read_orbital_requests.png|Circuit connections for rocket silo.&lt;br /&gt;
File:rocket_silo_rising_rocket.gif|The rocket rising and being primed for launch pre 2.0.7.&lt;br /&gt;
File:rocket_silo_launch.gif|The rocket launching pre 2.0.7.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Updated sprite for the rocket. A payload is now required to win the game. &lt;br /&gt;
* Rocket silos continue producing parts for the next rocket while the current rocket is being launched. Completing another rocket soon enough skips closing and reopening the doors.&lt;br /&gt;
* {{SA}} Rocket silo circuit connection can read orbital requests}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Space related}}&lt;/div&gt;</summary>
		<author><name>Paulcd2000</name></author>
	</entry>
</feed>