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		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=215346</id>
		<title>Fulgora</title>
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		<updated>2025-08-23T22:02:05Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Trivia */ add info about lightning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[file:fulgora_preview.png|210px|right]]&#039;&#039;&#039;Fulgora&#039;&#039;&#039; is a new barren desert [[planet]]. Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings.&lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Fulgora (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
The following items are unlocked on Fulgora and can only be crafted on-planet:&lt;br /&gt;
* {{imagelink|Electromagnetic science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Electromagnetic plant|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning collector|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning rod|space-age=yes}}&lt;br /&gt;
* {{imagelink|Recycler|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Fulgora but can be crafted elsewhere:&lt;br /&gt;
* {{imagelink|Mech armor|space-age=yes}}&lt;br /&gt;
* {{imagelink|Personal battery MK3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Energy shield MK2}}&lt;br /&gt;
* {{imagelink|Personal roboport MK2}}&lt;br /&gt;
* {{imagelink|Quality module 3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Tesla turret|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;
|+ Fulgora 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 || 3 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 99&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 800&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
Fulgora is split between two distinct biomes. &lt;br /&gt;
* &#039;&#039;&#039;Plateaus&#039;&#039;&#039; are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to [[fulgoran ruin|alien ruins]], which have [[fulgoran lightning attractor]]s, which can protect your buildings until unlocking your own [[lightning rod]]s. Other plateaus hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oilsands&#039;&#039;&#039; are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s. You can walk through them, but occasional oilpatches will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oilsands to produce an unlimited amount of [[heavy oil]]. &amp;lt;!-- Are they oilsands or oillands? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[Oil ocean|oillands]], on which nothing except for [[rail support]]s can be built. Traversal by foot across the oillands is possible, but slow. The oillands are further divided into deep and shallow areas, with deep areas slowing down player movement even further and not even allowing for rail supports to be built until [[rail support foundations (research)]] is researched.&lt;br /&gt;
&lt;br /&gt;
However, the oillands are also scattered with islands of various sizes, on which normal construction is possible. At first, these are the only place on Fulgora where factories can be built, as [[foundation]] for building on top of the oillands requires research that can not be performed until much later.&lt;br /&gt;
&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands with high amounts of resources, but with little room to build on&lt;br /&gt;
* Medium islands with lower amounts of resources, and with sufficient room for a small factory&lt;br /&gt;
* Large islands with no resources, but with enough room to build the main part of a medium-sized factory&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island that does have local resources. However, most islands are detached, meaning that transport between islands will have to occur by train. In many cases, the distance between two islands is also too vast for [[roboport]]s or [[big electric pole]]s to reach, thus requiring local [[logistic network|logistic]] and [[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]].&lt;br /&gt;
&lt;br /&gt;
Islands are also scattered with [[fulgorite]], [[Fulgoran lightning attractor]]s, [[Fulgoran ruin]]s and [[Fulgoran vault ruin]]s, allowing players without the [[recycler]] to get access to basic resources.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
During [[time|nighttime]], dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. Lightning will strike each [[chunk]] once, every 10 seconds or so (&amp;lt;code&amp;gt;lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks)&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
If a lightning strike is set to occur near a [[lightning rod]], [[lightning collector]], or [[Fulgoran lightning attractor]], then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities.&lt;br /&gt;
&lt;br /&gt;
Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran vault ruin]] || 95&lt;br /&gt;
|-&lt;br /&gt;
| Colossal [[Fulgoran ruin]] || 94&lt;br /&gt;
|-&lt;br /&gt;
| Huge [[Fulgoran ruin]] || 93&lt;br /&gt;
|-&lt;br /&gt;
| Big [[Fulgoran ruin]] || 92&lt;br /&gt;
|-&lt;br /&gt;
| Medium [[Fulgoran ruin]] || 91&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lightning rods and collectors ===&lt;br /&gt;
&lt;br /&gt;
[[Lightning rod]]s and [[lightning collector]]s serve a secondary function beyond protecting an area from lightning strikes. They convert lightning into stored power, which [[Power production#Lightning power|they quickly discharge]] into the local [[electric system]]. With enough [[accumulator]]s to last during daytime or between lightning strikes, this can serve as the factory&#039;s main power source.&lt;br /&gt;
&lt;br /&gt;
With this, lightning on Fulgora become both a curse and a blessing: Players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak [[solar panel|solar output]] on Fulgora&#039;s surface and the difficulty of setting up a global electric network on Fulgora before [[foundation]] becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
Aside from numerous items that can be collected by mining ancient ruins, only two &amp;quot;natural&amp;quot; resources occur on Fulgora, those being [[heavy oil]] and [[scrap]].&lt;br /&gt;
&lt;br /&gt;
Heavy oil can be obtained in infinite and non-diminishing amounts by placing an [[offshore pump]] on the shore of an island, allowing it to collect heavy oil directly from the oillands.&lt;br /&gt;
&lt;br /&gt;
Scrap is found in deposits on small and medium sized islands, as if it were an ore. However, in stark contrast to most other natural resources, scrap is not directly processed into a single basic resource like [[iron plate|iron]] or [[copper plate]]s using traditional production methods. Rather, it is [[recycler|recycled]] to produce a variety of items. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&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;
Since this list includes intermediate products, such as [[processing unit]]s, but no iron or copper plates, players are generally forced to further recycle many of these items in order to obtain their ingredients. Players are thus left with the decision of what items to recycle, all while having to avoid cluttering their belts with unused resources. &amp;lt;!-- If we were to discuss strategies, I (tecanec) feel like it should belong on its own page - which I most certainly won&#039;t object to writing! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained from [[ice]] (from recycling [[scrap]]) via [[ice melting]]&lt;br /&gt;
* [[Stone]] can be obtained by recycling [[scrap]]&lt;br /&gt;
* [[Iron ore]] can be obtained by recycling [[concrete]]&lt;br /&gt;
* [[Iron plate]] can be obtained by recycling [[iron gear wheel]], [[battery]], or [[electronic circuit]]&lt;br /&gt;
* [[Copper plate]] can be obtained by recycling [[copper cable]], [[battery]], or [[low density structure]]&lt;br /&gt;
* [[Coal]] cannot be obtained and must be shipped in from other planets. However:&lt;br /&gt;
** [[Plastic bar]] can be obtained by recycling [[advanced circuit]] or [[low density structure]]&lt;br /&gt;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&lt;br /&gt;
* [[Copper ore]] is not available as the only recipe it is used in is copper plates and smelting processes cannot be reversed&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Fulgora]] is connected to 3 other planets: [[Nauvis]], [[Gleba]], and [[Aquilo]].&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;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]|| 30,000&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_Nauvis_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Nauvis to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Gleba to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from Fulgora to Aquilo&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 || 120%&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]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &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 || .25&lt;br /&gt;
|-&lt;br /&gt;
| Medium || .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&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;
fulgora_landscape.png|Example landscape of Fulgora.&lt;br /&gt;
fulgora landscape titlescreen.png|Fulgora 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;
* The planet&#039;s ruins suggest that an unknown civilization once existed there before the game&#039;s events.&lt;br /&gt;
* In mythology, Fulgora is the Roman personification of lightning, and a shieldmaiden to the god of thunder, Jupiter.&lt;br /&gt;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&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;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgoran_lightning_attractor&amp;diff=215345</id>
		<title>Fulgoran lightning attractor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgoran_lightning_attractor&amp;diff=215345"/>
		<updated>2025-08-23T21:49:44Z</updated>

		<summary type="html">&lt;p&gt;Qwr: starting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Fulgoran lightning attractor}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Fulgoran lightning attractors&#039;&#039;&#039; are part of the natural [[map generator|terrain generation]] on [[Fulgora]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
They work identically to [[lightning rod]]s, protecting a small area from lightning, but they don&#039;t generate power when struck. They provide safe areas for the player getting started.&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;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Speed_module_3&amp;diff=215339</id>
		<title>Talk:Speed module 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Speed_module_3&amp;diff=215339"/>
		<updated>2025-08-22T03:19:04Z</updated>

		<summary type="html">&lt;p&gt;Qwr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Infobox Disagrees with Article==&lt;br /&gt;
&lt;br /&gt;
This article states that the module adds 40% speed, but the infobox states 50%. I can&#039;t, at the moment, check which value is correct. [[User:RETheUgly|RETheUgly]] ([[User talk:RETheUgly|talk]]) 15:05, 2 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
; Sorry, I thought I should mention this : the comparison between the tiers of module, and the main modules page, both depend on which value is correct. Please make sure that all mentions of speed modules are consistent when someone verifies the value.&lt;br /&gt;
&lt;br /&gt;
== Electricity value over module 2 and module 1 ==&lt;br /&gt;
&lt;br /&gt;
In every calculation I&#039;ve tried, module 3s end up saving energy over module 2s and module 1s.&lt;br /&gt;
Module 3 gives +20% speed for the cost of +10% electricity over module 2, but also requires fewer assemblers to produce the same output.&lt;br /&gt;
&lt;br /&gt;
In one calculation on Vulcanus currently, producing 1800 advanced circuits / min would require 37 assemblers, each with 4x prod2 and surrounded by 8x beacons with 2x speed 2. With like 80 beacons or so this is 150 MW. But with speed 3 modules, it only requires 24 assemblers and 56 beacons or so, bringing the power use down to 110 MW. And the one-time cost of making the speed 3 modules. &lt;br /&gt;
&lt;br /&gt;
[[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 03:12, 22 August 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Speed_module_3&amp;diff=215338</id>
		<title>Talk:Speed module 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Speed_module_3&amp;diff=215338"/>
		<updated>2025-08-22T03:12:24Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Electricity value over module 2 and module 1 */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Infobox Disagrees with Article==&lt;br /&gt;
&lt;br /&gt;
This article states that the module adds 40% speed, but the infobox states 50%. I can&#039;t, at the moment, check which value is correct. [[User:RETheUgly|RETheUgly]] ([[User talk:RETheUgly|talk]]) 15:05, 2 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
; Sorry, I thought I should mention this : the comparison between the tiers of module, and the main modules page, both depend on which value is correct. Please make sure that all mentions of speed modules are consistent when someone verifies the value.&lt;br /&gt;
&lt;br /&gt;
== Electricity value over module 2 and module 1 ==&lt;br /&gt;
&lt;br /&gt;
In every calculation I&#039;ve tried, module 3s end up saving energy over module 2s and module 1s.&lt;br /&gt;
Module 3 gives +20% speed for the cost of +10% electricity over module 2, but also requires fewer assemblers to produce the same output.&lt;br /&gt;
&lt;br /&gt;
[[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 03:12, 22 August 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pipe_to_ground&amp;diff=215262</id>
		<title>Pipe to ground</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pipe_to_ground&amp;diff=215262"/>
		<updated>2025-08-09T05:34:36Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* History */ add 2.0 change of no player collision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Pipe to ground}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;pipe to ground&#039;&#039;&#039; (or &amp;quot;underground pipe&amp;quot;) is a distribution method for [[Fluid system|liquids and gases]]. Since a basic [[pipe]] is impassable, these are necessary to keep the factory open, as well as to cross belt lines or environmental features.&lt;br /&gt;
&lt;br /&gt;
Comprehensive information on fluid distribution can be found on the [[fluid system]] page.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Casting pipe to ground||}} Casting pipe to ground&lt;br /&gt;
| {{icon|Time|1}} + {{icon|Pipe|10}} + {{icon|Molten iron|50}}&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| {{icon|Foundry|space-age=yes}}&lt;br /&gt;
| {{icontech|Foundry (research)|}} [[Foundry (research)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* While pipe to ground is the developer name for the entity, the community has taken to simply referring to this entity as &amp;quot;underground pipe&amp;quot;. This is the most common reference.&lt;br /&gt;
* The maximum distance at which an underground pipe can connect is 10 tiles, resulting in a gap of 9 tiles in between.&lt;br /&gt;
* The gap between underground pipes does not store any fluids; a pair of underground pipes only has the same volume as two regular pipes, regardless of distance bridged.&lt;br /&gt;
* Underground pipes as well as [[underground belt]]s cannot transport items beneath [[lava]] {{SA}} and space void.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px heights=200px&amp;gt;&lt;br /&gt;
File:pipe_to_ground_gui.png|The pipe to ground&#039;s GUI with the ability to clear the contained fluid.&lt;br /&gt;
File:pipe_to_ground_underwater.png|An example of a pipe to ground going under a patch of water.&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;
* Underground pipes now turn green (instead of the default yellow) when placed at the maximum distance.&lt;br /&gt;
* Changed pipe to ground collision mask so player can walk on top of it.}}&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Underground pipes are now automatically placed at maximum distance when building by dragging.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Icon changes.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.3|&lt;br /&gt;
* For two different pipe to ground types, the distance limit is now the minimum of the two connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Pipe to ground can now reach up to 10 tiles underground.&lt;br /&gt;
* A pipe to ground can have multiple underground connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Pipe to grounds are made in pairs, and are more expensive to craft.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Automatic 180 degree rotation of underground pipes when the first pipe is built.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Visualization of the connection between two underground pipes.}}&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;
* [[Fluid system]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Efficiency_module&amp;diff=215261</id>
		<title>Efficiency module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Efficiency_module&amp;diff=215261"/>
		<updated>2025-08-09T05:30:45Z</updated>

		<summary type="html">&lt;p&gt;Qwr: add note about 3 eff modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Efficiency module}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Efficiency module&#039;&#039;&#039; reduces the electricity cost to run the machine by 30% of its base energy usage. Efficiency modules also reduce the [[Nutrients|nutrient]]{{SA}} consumption of the [[biochamber]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Note that minimal energy usage is 20% of base energy usage, so 3 efficiency modules would satisfy that. However, using more than 80% worth of efficiency modules makes sense if other modules are used, as they increase power usage and that effect is additive with the decrease from efficiency modules.&lt;br /&gt;
&lt;br /&gt;
Efficiency modules also reduce pollution, because it is directly proportional to the machine&#039;s power consumption, see [[Pollution#Modules|pollution]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints support modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Module|Modules]]&lt;br /&gt;
** [[Efficiency module 2]]&lt;br /&gt;
** [[Efficiency module 3]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Solar_panel&amp;diff=215260</id>
		<title>Talk:Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Solar_panel&amp;diff=215260"/>
		<updated>2025-08-09T05:27:05Z</updated>

		<summary type="html">&lt;p&gt;Qwr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common ratios ==&lt;br /&gt;
&lt;br /&gt;
I added the common rule-of-thumb 25 solar panels to 21 accumulators for 1 MW.&lt;br /&gt;
I guess on Vulcanus there are analogous ratios, for example 29/40 or 11/15 or 3/4 for 0.7257600. But I have not checked if the numbers are right&lt;br /&gt;
[[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 05:26, 9 August 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Solar_panel&amp;diff=215259</id>
		<title>Talk:Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Solar_panel&amp;diff=215259"/>
		<updated>2025-08-09T05:26:14Z</updated>

		<summary type="html">&lt;p&gt;Qwr: add section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common ratios ==&lt;br /&gt;
&lt;br /&gt;
I added the common rule-of-thumb 25 solar panels to 21 accumulators for 1 MW.&lt;br /&gt;
I guess on Vulcanus there are analogous ratios, for example 29/40 or 3/4 for 0.7257600. But I have not checked if the numbers are right&lt;br /&gt;
[[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 05:26, 9 August 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=215258</id>
		<title>Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=215258"/>
		<updated>2025-08-09T05:23:15Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Notes */ rule of thumb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Solar panel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solar panels&#039;&#039;&#039; are an unlimited source of free [[Electric system|energy]] that produce no [[pollution]]. On a planet, the power output varies based on the [[Time#Days|time of day]]. During the day (half of a day/night cycle), all panels provide a constant, maximum power level. Generated power will increase/decrease linearly during dawn and dusk, and no power is produced at night.&lt;br /&gt;
&lt;br /&gt;
The baseline power generated by a panel is 60 kW; this represents 100% power production.&lt;br /&gt;
&lt;br /&gt;
On [[Nauvis]], one solar panel produces an average of 42 kW over a day/night cycle.&lt;br /&gt;
&lt;br /&gt;
In [[Space Age]]{{SA}}, different planets provide a bonus or penalty to panel output. These modifiers are based on 60 kW as the baseline 100% power of a panel. Planets also have their own day/night cycle lengths, so the average power produced by panels over a day/night cycle can change.&lt;br /&gt;
&lt;br /&gt;
[[Space platform]]s{{SA}} do not have day/night cycles; panels produce a constant amount of power while at a location in space. If a platform is moving between locations, the power output will raise or lower based on how far it is between the source location and destination. If the source location offers 200% solar power, and the destination has 300%, then a platform halfway between will have its solar panels offer 250% power.&lt;br /&gt;
&lt;br /&gt;
[[Quality]]{{SA}} panels also provide higher than 100% power output.&lt;br /&gt;
&lt;br /&gt;
== Energy management ==&lt;br /&gt;
As already stated, solar panels produce energy only during the day, but you likely want your factory to run at night as well. [[Accumulator]]s can be charged up with solar panels during the day to power the base at night.&lt;br /&gt;
&lt;br /&gt;
Accumulators are not the only way to work with solar energy. Sometimes it is more economical to just avoid consuming energy at night. For example, if you power a bunch of [[electric mining drill]]s and [[electric furnace]]s to produce [[Iron plate|iron]] and [[copper plate]]s, you could build more drills and furnaces than you actually need, and store the excess metal production during the day. At night you can shut down the drills and furnaces, and let your factory run with the stored plates. Instead of storing energy, you would be storing what the energy is used for. The easiest way to achieve this is by connecting all your extractors and furnaces to an electric network with exactly enough solar panels to make them work during the day, and keeping this network away from your factory&#039;s main electric network.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* A single (normal quality) solar panel outputs an average of 42 kW over a day on [[Nauvis]] and requires 0.84672 ≈ 0.85 accumulators to sustain a constant power output through the night.&lt;br /&gt;
* It takes approximately 23.8 solar panels to operate 1 MW of factory &#039;&#039;&#039;and&#039;&#039;&#039; charge 20.2 accumulators to sustain that 1 MW through the night.&lt;br /&gt;
** The common rule-of-thumb is 25 solar panels to 21 accumulators to generate about 1 MW (really 1.05 MW). A simpler close ratio is 6 solar panels to 5 accumulators, ≈ 0.83 accumulators / solar panels.&lt;br /&gt;
* The optimal ratio for normal quality solar panels to charge enough normal quality accumulators on Nauvis is 2646 accumulators for 3125 solar panels (supplying 42 kW per solar panel).&lt;br /&gt;
[[File:Solar efficiency.png|thumb|none|400px|Solar efficiency graph over time. &amp;lt;small&amp;gt;(click to enlarge)&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== Space Age ==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
In Space Age, the closer a planet is to the sun, the more power a solar panel on its surface produces. Additionally, as there is no nighttime in space, solar panels on space platforms will generate energy constantly, and at a higher rate than on a planet&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Location !! In atmosphere !! In space &lt;br /&gt;
|-&lt;br /&gt;
| [[Vulcanus]] || 400% || 600% &lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]] || 100% || 300% &lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]] || 50% || 200% &lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]] || 20% || 120% &lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]  || 1% || 60% &lt;br /&gt;
|-&lt;br /&gt;
| [[Solar system edge]]  || N/A || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[Shattered planet]]  || N/A || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Optimal ratios ==&lt;br /&gt;
The optimal ratio of solar panels to accumulators varies depending on the [[Quality|qualities]]{{SA}} of both the solar panels and accumulators, as well as the planets they&#039;re constructed on.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Location !! Accumulators per solar panel&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]] || {{Quality|0.8467200|1.1007360|1.3547520|1.6087680|2.1168000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Vulcanus]]{{SA}} || {{Quality|0.7257600|0.9434880|1.1612160|1.3789440|1.8144000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]{{SA}} || {{Quality|0.6048000|0.7862400|0.9676800|1.1491200|1.5120000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]]{{SA}} || {{Quality|0.0725760|0.0943880|0.1161216|0.1378944|0.1814400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]{{SA}}  || {{Quality|0.0241920|0.0314496|0.0387072|0.0459648|0.0604800}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the quality shown in the table is the quality of the &#039;&#039;&#039;solar panels&#039;&#039;&#039; only, and assumes normal accumulator quality. When using accumulators of other qualities, divide the ratio shown by 2/3/4/6 for uncommon/rare/epic/legendary, respectively. All ratios are exact numbers with no rounding.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|solar-power}}&lt;br /&gt;
{{Achievement|solaris}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&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;
Solar array01.png|A typical solar power array with accumulators.&lt;br /&gt;
Solar farm titlescreen.png|Construction robots are building a solar farm, seen on the expansion&#039;s title screen.&lt;br /&gt;
Solar outpost titlescreen.png|An outpost powered by solar arrays, seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Changed tech requirement from Adv. Electronics to Electronics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Energy of the solar panel is now fractioned between all the networks it&#039;s connected to.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Massive optimisations to solar panel logic.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Significantly slowed crafting speed to 10 secs from 0.5 sec.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Made solar panels pre-science pack 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Unplugged icon shown when not connected to any power transfer device.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New solar panel graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Priority of power consumption changed to consume from solar panel first.}}&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;
* [[Accumulator]]&lt;br /&gt;
* [[Power_production#Optimal_ratio|Calculating the optimal ratio of accumulators to solar panels]]&lt;br /&gt;
* A [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9314 Solar Power Excel sheet]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=8&amp;amp;t=8949 (Forum topic) The way I solar]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Rock&amp;diff=208540</id>
		<title>Talk:Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Rock&amp;diff=208540"/>
		<updated>2024-12-29T05:39:15Z</updated>

		<summary type="html">&lt;p&gt;Qwr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Volcanic rock ==&lt;br /&gt;
&lt;br /&gt;
Should volcanic rock be its own page? It contains all the useful starter ores like iron, copper, stone, and tungsten before foundries and big drills. [[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 05:38, 29 December 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Rock&amp;diff=208539</id>
		<title>Talk:Rock</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Rock&amp;diff=208539"/>
		<updated>2024-12-29T05:38:57Z</updated>

		<summary type="html">&lt;p&gt;Qwr: Created page with &amp;quot;Should volcanic rock be its own page? It contains all the useful starter ores like iron, copper, stone, and tungsten before foundries and big drills. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should volcanic rock be its own page? It contains all the useful starter ores like iron, copper, stone, and tungsten before foundries and big drills. [[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 05:38, 29 December 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Copper_ore&amp;diff=208538</id>
		<title>Copper ore</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Copper_ore&amp;diff=208538"/>
		<updated>2024-12-29T05:37:46Z</updated>

		<summary type="html">&lt;p&gt;Qwr: vulcanus note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Copper ore}}&lt;br /&gt;
&#039;&#039;&#039;Copper ore&#039;&#039;&#039; is a basic resource found in resource patches throughout the world. It can be smelted into [[copper plate]]s in a [[furnace]].&lt;br /&gt;
&lt;br /&gt;
Copper ore is the main source of copper plates, which are one of the two principal raw materials (along with [[iron plate]]s, made from [[iron ore]]) for crafting the vast majority of items in the game. In the early game, copper is needed in smaller quantities than iron, with some early-game products not requiring it at all. Demand for copper increases considerably in the mid- and late-game, where it (mostly in the form of [[copper cable]]s) is required mainly for the assembly of [[electronic circuit]]s and the myriad products those are required in, and for [[low density structure]]s.&lt;br /&gt;
&lt;br /&gt;
The size, density, and richness of copper patches can, as for all other resources, be adjusted upon [[map generator|map generation]] at the start of a new game. Like all resource patches, copper patches increase in richness with increasing distance from the starting area. [[Rock|Volcanic rock]] from [[Vulcanus]] provides starting copper before crafting [[foundry|foundries]] which can directly produce copper plates.&lt;br /&gt;
&lt;br /&gt;
== Alternate gathering ==&lt;br /&gt;
In the [[Space Age]] expansion you can also extract &#039;&#039;&#039;copper ore&#039;&#039;&#039; from [[Metallic asteroid chunk|metallic asteroid chunks]] on [[Space platform|space platforms]] and processing them in [[Crusher]]s. This requires the [[Advanced metallic asteroid crushing]] recipe. Copper ore can also be acquired from [[copper bacteria]] on [[Gleba]] by allowing those bacteria to [[Spoilage mechanics|spoil]].&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=208158</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=208158"/>
		<updated>2024-12-22T04:03:13Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Trivia */ desert planet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[file:fulgora_preview.png|210px|right]]&#039;&#039;&#039;Fulgora&#039;&#039;&#039; is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings.&lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Fulgora (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
The following items are unlocked on Fulgora and can only be crafted on-planet:&lt;br /&gt;
* {{imagelink|Electromagnetic science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Electromagnetic plant|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning collector|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning rod|space-age=yes}}&lt;br /&gt;
* {{imagelink|Recycler|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Fulgora but can be crafted elsewhere:&lt;br /&gt;
* {{imagelink|Mech armor|space-age=yes}}&lt;br /&gt;
* {{imagelink|Personal battery MK3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Energy shield MK2}}&lt;br /&gt;
* {{imagelink|Personal roboport MK2}}&lt;br /&gt;
* {{imagelink|Quality module 3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Tesla turret|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;
|+ Fulgora 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 || 3 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 99&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 800&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
Fulgora is split between two distinct biomes. &lt;br /&gt;
* &#039;&#039;&#039;Plateaus&#039;&#039;&#039; are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to [[fulgoran ruin|alien ruins]], which have [[fulgoran lightning attractor]]s, which can protect your buildings until unlocking your own [[lightning rod]]s. Other plateaus hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oilsands&#039;&#039;&#039; are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s. You can walk through them, but occasional oilpatches will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oilsands to produce an unlimited amount of [[heavy oil]]. &amp;lt;!-- Are they oilsands or oillands? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Fulgoran terrain is mainly composed of oillands, on which nothing except for [[rail support]]s can be built. Traversal by foot across the oillands is possible, but slow. The oillands are further divided into deep and shallow areas, with deep areas slowing down player movement even further and not even allowing for rail supports to be built until [[rail support foundations (research)]] is researched.&lt;br /&gt;
&lt;br /&gt;
However, the oillands are also scattered with islands of various sizes, on which normal construction is possible. At first, these are the only place on Fulgora where factories can be built, as [[foundation]] for building on top of the oillands requires research that can not be performed until much later.&lt;br /&gt;
&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands with high amounts of resources, but with little room to build on&lt;br /&gt;
* Medium islands with lower amounts of resources, and with sufficient room for a small factory&lt;br /&gt;
* Large islands with no resources, but with enough room to build the main part of a medium-sized factory&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island that does have local resources. However, most islands are detached, meaning that transport between islands will have to occur by train. In many cases, the distance between two islands is also too vast for [[roboport]]s or [[big electric pole]]s to reach, thus requiring local [[logistic network|logistic]] and [[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]].&lt;br /&gt;
&lt;br /&gt;
Islands are also scattered with [[fulgorite]], [[fulgoran lightning attractor]]s, [[fulgoran ruin]]s and [[fulgoran vault ruin]]s, allowing players without the [[recycler]] to get access to basic resources.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
During [[time|nighttime]], dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. Lightning will strike each [[chunk]] once, every 10 seconds or so ( lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks) )&lt;br /&gt;
&lt;br /&gt;
If a lightning strike is set to occur near a [[lightning rod]], [[lightning collector]], or [[fulgoran lightning attractor]], then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities.&lt;br /&gt;
&lt;br /&gt;
Lightning will target entities based on priority first and then random for any entity not on the priority list (Higher priority gets hit first)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Lightning collector]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Lightning rod]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran vault ruin]] || 95&lt;br /&gt;
|-&lt;br /&gt;
| [[Colossal Fulgoran ruin]] || 94&lt;br /&gt;
|-&lt;br /&gt;
| [[Huge Fulgoran ruin]] || 93&lt;br /&gt;
|-&lt;br /&gt;
| [[Big Fulgoran ruin]] || 92&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Fulgoran ruin]] || 91&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following items have a priority of 1:&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Pump]]&lt;br /&gt;
* [[Offshore pump]]&lt;br /&gt;
* [[Small electric pole]]&lt;br /&gt;
* [[Medium electric pole]]&lt;br /&gt;
* [[Big electric pole]]&lt;br /&gt;
* [[Substation]]&amp;lt;!--presumably – previously just &amp;quot;electric poles&amp;quot; without specifying which--&amp;gt;&lt;br /&gt;
* [[Power switch]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
* Anything with the &amp;quot;Metal&amp;quot; impact soundset&lt;br /&gt;
&lt;br /&gt;
The following entities cannot be struck by the lightning:&lt;br /&gt;
* [[Rail support]]&lt;br /&gt;
* [[Rail]]&lt;br /&gt;
* [[Rail ramp]]&lt;br /&gt;
* [[Rail signal]]&lt;br /&gt;
* [[Rail chain signal]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Artillery wagon]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
* [[Wall]]&lt;br /&gt;
* [[Tree]]&lt;br /&gt;
* Any item that counts as rock for &amp;quot;filtered destruction&amp;quot; (presumably this means {{NavboxIconLink|Recycler}})&lt;br /&gt;
&lt;br /&gt;
=== Lightning rods and collectors ===&lt;br /&gt;
&lt;br /&gt;
[[Lightning rod]]s and [[lightning collector]]s serve a secondary function beyond protecting an area from lightning strikes. They convert lightning into stored power, which [[Power production#Lightning power|they quickly discharge]] into the local [[electric system]]. With enough [[accumulator]]s to last during daytime or between lightning strikes, this can serve as the factory&#039;s main power source.&lt;br /&gt;
&lt;br /&gt;
With this, lightning on Fulgora become both a curse and a blessing: Players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak [[solar panel|solar output]] on Fulgora&#039;s surface and the difficulty of setting up a global electric network on Fulgora before [[foundation]] becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
Aside from numerous items that can be collected by mining ancient ruins, only two &amp;quot;natural&amp;quot; resources occur on Fulgora, those being [[heavy oil]] and [[scrap]].&lt;br /&gt;
&lt;br /&gt;
Heavy oil can be obtained in infinite and non-diminishing amounts by placing an [[offshore pump]] on the shore of an island, allowing it to collect heavy oil directly from the oillands.&lt;br /&gt;
&lt;br /&gt;
Scrap is found in deposits on small and medium sized islands, as if it were an ore. However, in stark contrast to most other natural resources, scrap is not directly processed into a single basic resource like [[iron plate|iron]] or [[copper plate]]s using traditional production methods. Rather, it is [[recycler|recycled]] to produce a variety of items: &amp;lt;!-- Following list could probably be replaced by a table with probabilities. --&amp;gt;&lt;br /&gt;
* [[Ice]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Holmium ore]]&lt;br /&gt;
* [[Concrete]]&lt;br /&gt;
* [[Solid fuel]]&lt;br /&gt;
* [[Steel plate]]&lt;br /&gt;
* [[Copper cable]]&lt;br /&gt;
* [[Iron gear wheel]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Advanced circuit]]&lt;br /&gt;
* [[Processing unit]]&lt;br /&gt;
* [[Low density structure]]&lt;br /&gt;
&lt;br /&gt;
Since this list includes intermediate products, such as [[processing unit]]s, but no iron or copper plates, players are often forced to further recycle many of these items in order to obtain their ingredients. Players are thus left with the decision of what items to recycle, all while having to avoid cluttering their belts with unused resources. &amp;lt;!-- If we were to discuss strategies, I (tecanec) feel like it should belong on its own page - which I most certainly won&#039;t object to writing! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained from [[Ice]] (from recycling [[Scrap]]) via [[Ice melting]]&lt;br /&gt;
* [[Stone]] can be obtained by recycling [[Scrap]]&lt;br /&gt;
* [[Iron ore]] can be obtained by recycling [[Concrete]]&lt;br /&gt;
* [[Iron plate]] can be obtained by recycling [[Iron gear wheel]], [[Battery]], or [[Electronic circuit]]&lt;br /&gt;
* [[Copper plate]] can be obtained by recycling [[Copper cable]], [[Battery]], or [[Low density structure]]&lt;br /&gt;
* [[Coal]] cannot be obtained and must be shipped in from other planets. However:&lt;br /&gt;
** [[Plastic bar]] can be obtained by recycling [[Advanced circuit]] or [[Low density structure]]&lt;br /&gt;
** There are no [[enemies]] on-planet, so [[Explosive]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[Heavy oil]] is readily available using [[offshore pump]]s&lt;br /&gt;
* [[Copper ore]] is not available as the only recipe it is used in is copper plates and smelting processes cannot be reversed&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Fulgora]] is connected to 3 other planets: [[Nauvis]], [[Gleba]], and [[Aquilo]].&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;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]|| 30,000&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_Nauvis_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Nauvis to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Gleba to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from Fulgora to Aquilo&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 || 120%&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]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &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 || .25&lt;br /&gt;
|-&lt;br /&gt;
| Medium || .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&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;
fulgora_landscape.png|Example landscape of Fulgora.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The planet&#039;s ruins suggest that an unknown civilization once existed there before the game&#039;s events.&lt;br /&gt;
* In mythology, Fulgora is the Roman personification of lightning, and a shieldmaiden to the god of thunder, Jupiter.&lt;br /&gt;
* The planet is based on real-world [https://en.wikipedia.org/wiki/Desert_planet desert 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;
* [[Aquilo]] {{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>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=208157</id>
		<title>Aquilo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=208157"/>
		<updated>2024-12-22T04:01:41Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&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;
=== Exclusive items ===&lt;br /&gt;
The following items are unlocked on Aquilo:&lt;br /&gt;
*{{imagelink|Cryogenic plant|space-age=yes}}&lt;br /&gt;
*{{imagelink|Cryogenic science pack|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|Railgun turret|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun|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;
&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;
With crude oil being the only non-exclusive resource to Aquilo, excluding ice obtained from [[lithium ice formation]].&lt;br /&gt;
&lt;br /&gt;
Stone, iron and copper (and coal if desired) need to be imported from other planets as Aquilo lacks ways to obtain these from the environment.&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. Snowy terrain can be built on, but buildings require [[concrete]] tiles (or derivatives) to be placed as insulation for the building. Beyond this small platform is the vast ammoniacal seas, which have small dots of icey terrain in them, usually around resource geysers.&lt;br /&gt;
&lt;br /&gt;
On Aquilo, most terrain must be constructed. [[Ice platform]]s are created by first using [[Ammoniacal solution separation]] to make [[ice]] and [[ammonia]], then combining those into a platform.&lt;br /&gt;
&lt;br /&gt;
=== Freezing ===&lt;br /&gt;
Aquilo is brutally cold. Most entities will freeze and stop working unless heated by a [[heat pipe]] in an adjacent tile. Heat can be generated by the [[nuclear reactor]] or [[heating tower]]. Buildings also cannot be placed on the surface of the iceberg itself (except in a few particular locations); [[concrete]] (or its variants) must be placed underneath as an insulator. The harshly low temperature will also make [[construction robot]]s and [[logistic robot]]s much weaker, making them consume 5 times more power than normal. &lt;br /&gt;
&lt;br /&gt;
Once a building is attached to an adjacent [[heat pipe]], it will consume heat energy to maintain it&#039;s state, reducing the energy (and temperature) in the [[heat pipe]]. Note that underground belts and pipes are substantially larger heat drains than their above-ground versions. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&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}} || 40&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Turbo splitter}} || 30&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|Steam engine}} {{Icon|Steam turbine}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || 50&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|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}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Foundry}} || 300&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || 300&lt;br /&gt;
|-&lt;br /&gt;
| {{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 from freezing:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{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|Burner inserter}} {{Icon|Boiler}} {{Icon|Stone furnace}} {{Icon|Steel furnace}} || Burner Entities&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Small electric pole}} {{Icon|Medium electric pole}} {{Icon|Big electric pole}} {{Icon|Substation}} || Electric Poles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Straight rail}} {{Icon|Rail ramp}} {{Icon|Rail support}} {{Icon|Train stop}} {{Icon|Rail signal}} {{Icon|Rail chain signal}} || Rail Pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Locomotive}} {{Icon|Cargo wagon}} {{Icon|Fluid wagon}} {{Icon|Artillery wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Car}} {{Icon|Tank}} {{Icon|Spidertron}} || Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Construction robot}} {{Icon|Logistic robot}} {{Icon|Defender capsule}} {{Icon|Distractor capsule}} {{Icon|Destroyer capsule}} || Bots&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || Lamps&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon|Constant combinator}} {{Icon|Programmable speaker}} {{Icon|Display panel}} || Circuit Network Inputs and Outputs&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solar panel}} {{Icon|Accumulator}} {{Icon|Fusion reactor}} {{Icon|Fusion generator}} || Solar and Fusion Power Generation&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heat exchanger}} {{Icon|Heating tower}} || Heat Generators&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heat pipe}} || Heat Pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || Offshore Pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lightning rod}} {{Icon|Lightning collector}} || Lightning collectors&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub}} {{Icon|Cargo bay}} || Space Cargo Hub and Bays&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wall}} {{Icon|Gate}} || Walls and Gates&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Flamethrower turret}} {{Icon|Tesla turret}} || Flamethrower and Tesla Turrets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Solar ===&lt;br /&gt;
Aquilo is also far from the sun, and so [[solar panel]]s only output at 1% of their rate on Nauvis, or 0.6 kW during the day.&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;
* 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>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=208156</id>
		<title>Vulcanus</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=208156"/>
		<updated>2024-12-22T03:59:05Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Trivia */ laval planet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:volcanus_preview.png|210px|right]]&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is home to [[Demolisher|demolishers]]{{SA}}, a large boss‐like [[Enemies|enemy]] that defends its territory. There&#039;s no [[pollution]] on Vulcanus. &lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Vulcanus (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Recipes === &lt;br /&gt;
The following recipes can only be crafted on Vulcanus:&lt;br /&gt;
* {{imagelink|Metallurgic science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Foundry|space-age=yes}}&lt;br /&gt;
* {{imagelink|Big mining drill|space-age=yes}}&lt;br /&gt;
* {{imagelink|Turbo transport belt|space-age=yes}}&lt;br /&gt;
* {{imagelink|Turbo underground belt|space-age=yes}}&lt;br /&gt;
* {{imagelink|Turbo splitter|space-age=yes}}&lt;br /&gt;
* {{imagelink|Acid neutralisation|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items and recipes are unlocked on Vulcanus but can be crafted elsewhere:&lt;br /&gt;
&lt;br /&gt;
* [[Artillery turret]]/[[Artillery wagon]] and [[Artillery shell]]s&lt;br /&gt;
* [[Simple coal liquefaction]] and [[Coal liquefaction]]&lt;br /&gt;
* [[Cliff explosives]]&lt;br /&gt;
* [[Speed module 3]]&lt;br /&gt;
* Reprocessing for [[Metallic asteroid reprocessing|metallic]], [[Oxide asteroid reprocessing|oxide]], and [[Carbonic asteroid reprocessing|carbonic]] asteroids&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;
|+ Vulcanus Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || Spores&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 1.5 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 25&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 400%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
Vulcanus has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten ore]]{{SA}}, which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] geysers and [[calcite]]{{SA}}. &amp;lt;!-- comment: Eventually link to &amp;quot;sulfuric acid gyeser&amp;quot; if it gets its own page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Demolisher Territories==&lt;br /&gt;
&lt;br /&gt;
Native to Vulcanus are the giant centipede-like enemies known as &amp;quot;[[Enemies|demolishers]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Demolishers have well-defined territories. On the map, these territories are outlined by an opaque, bright red line and the inside is marked by diagonal, translucent, red lines. Only one demolisher will spawn per territory, and the territories themselves do not overlap. However, they are tightly packed, as they follow a Voronoi-like pattern.&amp;lt;!-- Unconfirmed if it&#039;s actually Voronoi --&amp;gt; At the start of the game, only Vulcanus&#039; starting area is not inside a demolisher&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
When left alone, a demolisher will patrol the border of its territory. However, if players build inside of a demolisher&#039;s territory, it will soon make a beeline towards these buildings with the intent of destroying them. Building inside of a demolisher&#039;s territory is therefore extremely risky and dangerous.&amp;lt;!-- I (tecanec) have also seen a demolisher leave its territory to follow a series of gun turrets that I left as bait. I still don&#039;t know much about this behaviour (including whether there&#039;s a limit to how far the demolisher would&#039;ve traveled, whether bait outside the territory made the demolisher aggressive by attacking it or by simply existing, or what the demolisher would&#039;ve done afterwards had it survived my devious trap), so I won&#039;t include it here without further experimentation. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The death of a demolisher is permanent, as they only spawn during world generation. Likewise, upon the death of a demolisher, its territory permanently becomes free for the player to use, as other demolishers will not try to expand their territories.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained via [[Acid neutralisation]] and [[Steam condensation]]&lt;br /&gt;
* [[Stone]] is a byproduct of processing [[Lava]] into molten iron/copper&lt;br /&gt;
* [[Iron ore]] is not available, but [[Iron plate]] and [[Concrete]] may be obtained from [[Molten iron]]&lt;br /&gt;
* [[Copper ore]] is not available, but [[Copper plate]] may be obtained from [[Molten copper]]&lt;br /&gt;
* [[Coal]] can be mined from patches on the surface as normal&lt;br /&gt;
* [[Crude oil]] is not available, but [[Heavy oil]] can be obtained via [[Simple coal liquefaction]]&lt;br /&gt;
* [[Wood]] cannot be obtained, but [[medium electric pole]]s can be constructed using the small amount of ores available. Note that this can soft-lock players that did not unlock the research&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Vulcanus]] is connected to 2 other planets: [[Nauvis]] and [[Gleba]]{{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;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]{{SA}}|| 15,000&lt;br /&gt;
|-&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_Nauvis_Vulcanus.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Vulcanus]]&lt;br /&gt;
| [[File:Asteroid_chart_Vulcanus_Gleba.png]] &amp;lt;br&amp;gt; Space route from [[Vulcanus]] to [[Gleba]]&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;/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]] [[Asteroids|Metallic]] {{SA}}&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;/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]] [[Asteroids|Carbonic]] {{SA}}&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;/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]] [[Asteroids|Oxide]] {{SA}}&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;/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 || 600%&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]] || 5 &lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 2 &lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &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|| .20&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&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;
vulcanis_landscape.png|Example of Vulcanus&#039; landscape.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In mythology, Vulcanus (also spelt Vulcan), is the Roman god of fire, metalworking, and the forge.&lt;br /&gt;
* The planet&#039;s design, with lava, volcanoes, and sulfur, is based on [https://en.wikipedia.org/wiki/Lava_planet lava 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;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Fulgora]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=208155</id>
		<title>Aquilo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=208155"/>
		<updated>2024-12-22T03:54:59Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Trivia */ ice planet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&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;
=== Exclusive items ===&lt;br /&gt;
The following items are unlocked on Aquilo:&lt;br /&gt;
*{{imagelink|Cryogenic plant|space-age=yes}}&lt;br /&gt;
*{{imagelink|Cryogenic science pack|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|Railgun turret|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun|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;
&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;
With crude oil being the only non-exclusive resource to Aquilo, excluding ice obtained from [[lithium ice formation]].&lt;br /&gt;
&lt;br /&gt;
Stone, iron and copper (and coal if desired) need to be imported from other planets as Aquilo lacks ways to obtain these from the environment.&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. Snowy terrain can be built on, but buildings require [[concrete]] tiles (or derivatives) to be placed as insulation for the building. Beyond this small platform is the vast ammoniacal seas, which have small dots of icey terrain in them, usually around resource geysers.&lt;br /&gt;
&lt;br /&gt;
On Aquilo, most terrain must be constructed. [[Ice platform]]s are created by first using [[Ammoniacal solution separation]] to make [[ice]] and [[ammonia]], then combining those into a platform.&lt;br /&gt;
&lt;br /&gt;
=== Freezing ===&lt;br /&gt;
Aquilo is brutally cold. Most entities will freeze and stop working unless heated by a [[heat pipe]] in an adjacent tile. Heat can be generated by the [[nuclear reactor]] or [[heating tower]]. Buildings also cannot be placed on the surface of the iceberg itself (except in a few particular locations); [[concrete]] (or its variants) must be placed underneath as an insulator. The harshly low temperature will also make [[construction robot]]s and [[logistic robot]]s much weaker, making them consume 5 times more power than normal. &lt;br /&gt;
&lt;br /&gt;
Once a building is attached to an adjacent [[heat pipe]], it will consume heat energy to maintain it&#039;s state, reducing the energy (and temperature) in the [[heat pipe]]. Note that underground belts and pipes are substantially larger heat drains than their above-ground versions. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&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}} || 40&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Turbo splitter}} || 30&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|Steam engine}} {{Icon|Steam turbine}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || 50&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|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}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Foundry}} || 300&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || 300&lt;br /&gt;
|-&lt;br /&gt;
| {{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 from freezing:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{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|Burner inserter}} {{Icon|Boiler}} {{Icon|Stone furnace}} {{Icon|Steel furnace}} || Burner Entities&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Small electric pole}} {{Icon|Medium electric pole}} {{Icon|Big electric pole}} {{Icon|Substation}} || Electric Poles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Straight rail}} {{Icon|Rail ramp}} {{Icon|Rail support}} {{Icon|Train stop}} {{Icon|Rail signal}} {{Icon|Rail chain signal}} || Rail Pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Locomotive}} {{Icon|Cargo wagon}} {{Icon|Fluid wagon}} {{Icon|Artillery wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Car}} {{Icon|Tank}} {{Icon|Spidertron}} || Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Construction robot}} {{Icon|Logistic robot}} {{Icon|Defender capsule}} {{Icon|Distractor capsule}} {{Icon|Destroyer capsule}} || Bots&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || Lamps&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon|Constant combinator}} {{Icon|Programmable speaker}} {{Icon|Display panel}} || Circuit Network Inputs and Outputs&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solar panel}} {{Icon|Accumulator}} {{Icon|Fusion reactor}} {{Icon|Fusion generator}} || Solar and Fusion Power Generation&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heat exchanger}} {{Icon|Heating tower}} || Heat Generators&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heat pipe}} || Heat Pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || Offshore Pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lightning rod}} {{Icon|Lightning collector}} || Lightning collectors&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub}} {{Icon|Cargo bay}} || Space Cargo Hub and Bays&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wall}} {{Icon|Gate}} || Walls and Gates&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Flamethrower turret}} {{Icon|Tesla turret}} || Flamethrower and Tesla Turrets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Solar ===&lt;br /&gt;
Aquilo is also far from the sun, and so [[solar panel]]s only output at 1% of their rate on Nauvis, or 0.6 kW during the day.&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;
* Aquilo 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>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Green_wire&amp;diff=208154</id>
		<title>Green wire</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Green_wire&amp;diff=208154"/>
		<updated>2024-12-22T01:49:22Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* History */ fff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Green wire}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green wire&#039;&#039;&#039; is an abstract item used to connect devices to a &#039;&#039;&#039;green&#039;&#039;&#039; [[circuit network]]. They can be created by using the hotkey {{key|Alt + G}}.&lt;br /&gt;
&lt;br /&gt;
To form connections, entities capable of using a circuit network can be left clicked while holding the wire. This also works on [[Electric system#Distribution|electric pole]]s, so they can be used to connect the wire over longer distances. When the blueprint is filled out by [[construction robot]]s or by hand, no any wire included in the blueprint is automatically placed..&lt;br /&gt;
&lt;br /&gt;
To remove connections, hold the green wire in-hand, then click the two entities you would like to remove the connection from.&amp;lt;br/&amp;gt;&lt;br /&gt;
To remove all wire connections from a power pole (including copper wire), shift click the affected pole.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Green wires are now abstract items. [https://factorio.com/blog/post/fff-379 FFF #379]&lt;br /&gt;
** Crafting recipe for green wires, as well as physical green wire items have been removed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* When connecting circuit wires, the wire will re-anchor to the last entity clicked.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected Red/Green wires are highlighted when hovering over a combinator or entity connected to the circuit network.}}&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;
* [[Circuit network]]&lt;br /&gt;
* [[Red wire]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=208096</id>
		<title>Tutorial talk:Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=208096"/>
		<updated>2024-12-20T04:21:51Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Always On with steam tank storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Apperantly there are multiple tutorials. Although there is no link from this page to the [[Tutorial]] page. Is it an idea to link to the Tutorial page? I am doubting in which format this is best implemented. Perhaps a section &amp;quot;See Also&amp;quot; ? --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 13:57, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I support linking pages like [[power production]] and other power related tutorials in a see also section, but what kind of relevance do tutorials in general have for one specific tutorial? -- [[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; 14:18, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Seemingly there is a reference on the landing page to the tutorials. But I overlook that catergory because I do not consider myself a &amp;quot;Beginner&amp;quot; After visiting the nuclear power tutorial page I thought, there could be more tutorials but where?. So I removed :Nulcear_Power from the Nuclear power URL to see if there are more tutorials available, and they where. Then I thought is there a category Tutorials or so but could not find them. So I posted this message to think about a better guidance to the Tutorials (even if the content is not so much for beginners). Perhaps it is good the way it is and my finding of the page tutorials is too special to adjust the current setup. {{Unsigned|Hayertjez|14:54, 2 August 2018‎}}&lt;br /&gt;
&lt;br /&gt;
:::Thanks for the info. I have added a see also section that includes a link to the overview page, I hope it&#039;s what you were looking for. -- [[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, 2 August 2018 (UTC)&lt;br /&gt;
:::: Great, I hope this helps future users. Also thanks for considering my feedback. --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 06:45, 3 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible error in [[Tutorial:Nuclear_power#Always_on.21|Always on]] section ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If I understand correctly, the numbers should be &amp;quot;103 steam/second&amp;quot; and &amp;quot;242.5 seconds&amp;quot;. [[User:Diraria|Diraria]] ([[User talk:Diraria|talk]]) 18:31, 15 June 2019 (UTC)&lt;br /&gt;
:From what I know, you are right, so please correct the page :) -- [[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; 18:34, 15 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Error in the raw resource cost ==&lt;br /&gt;
&lt;br /&gt;
The section &amp;quot;Raw resource cost of running a single reactor (late game)&amp;quot; contains an error. It assume all U235 will be produced by Kovarex enrichment. In fact, some U235 will be produced by ore processing, and that reduces the resource cost a little. By my calculations, the cost of running one reactor for one second is not 0.08 uranium ore per second as stated, but 40/507 ≈ 0.0789 uranium ore per second. I did not correct the calculations because I believe adding this level of detail is more likely to confuse than clarify. However, for correctness, I think it is necessary to document that the 0.08 ore per second is an approximation, so I added a note to that effect.&lt;br /&gt;
&lt;br /&gt;
== How is the power/distance table for heat pipes calculated? ==&lt;br /&gt;
&lt;br /&gt;
I built a setup with a 70 tile long heat pipe outgoing from a 80 MW reactor and one heat exchanger at the last pipe. There were still 857°C incoming. How is your table calculated? It is not clear how heat exchangers act there. Is it necessary to change all of the reactors heat performance into steam and then the last exchangers should be placed at most at the given distance?&lt;br /&gt;
&lt;br /&gt;
--[[User:DRY411S|DRY411S]] ([[User talk:DRY411S|talk]]) 16:15, 10 January 2023 (UTC) I really don&#039;t understand this table either.&lt;br /&gt;
&lt;br /&gt;
== Always On with steam tank storage  ==&lt;br /&gt;
&lt;br /&gt;
Right now the section describes inserting a fuel cell when the temperature is below 650. &lt;br /&gt;
However, with steam tanks, it&#039;s more efficient to only insert a fuel cell when the steam levels are below a threshold, meaning the steam in the tanks is being used up (instead of excess heat from the reactor, above 500 C)&lt;br /&gt;
Is this correct? Should this be added?&lt;br /&gt;
&lt;br /&gt;
Edit: this is just for fun because in normal gameplay uranium is ridiculously abundant.&lt;br /&gt;
https://www.reddit.com/r/factorio/comments/a4yrxt/comment/ebiunmf says a full steam tank holds 2.4 GJ, which is 485 accumulators. But the reactor itself stores 5 GJ and each heat pipe 0.5 GJ. So there is already a buffer.&lt;br /&gt;
&lt;br /&gt;
[[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 03:35, 20 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: More &amp;quot;efficient&amp;quot; in what way? Remember: it takes time for the heat from a reactor to be generated, flow to the exchangers and be converted into steam.  And the only time you lose energy from a fuel cell is if the temperature of the reactor hits 1000 C. So the temperature method could only be less efficient if the reactor could hit 1000 C. Why do you think it will hit that temperature? [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 03:30, 20 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Frequently in my world, the temperature of the reactor is frequently at 1000 C. But I probably set things up wrong. Does the reactor temperature only go down if there is no steam left? The steam says it&#039;s at 500 C but maybe the reactor doesn&#039;t use heat to heat up steam if there is already steam in the tanks. [[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 03:58, 20 December 2024 (UTC)&lt;br /&gt;
 &lt;br /&gt;
:: I was under the impression from old tutorials that you only wanted to insert cells when the steam in the tanks was getting used up.  But I did some more testing and one fuel cell in one reactor can&#039;t heat all the way from 650 to 1000 C, so I can just leave the steam tanks full as a backup of sorts, or remove them completely? But with 2 reactors, my factory only uses ~ 40 / 160 total MW, so the reactors will heat up to 1000 C. [[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 04:11, 20 December 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=208095</id>
		<title>Tutorial talk:Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=208095"/>
		<updated>2024-12-20T04:17:17Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Always On with steam tank storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Apperantly there are multiple tutorials. Although there is no link from this page to the [[Tutorial]] page. Is it an idea to link to the Tutorial page? I am doubting in which format this is best implemented. Perhaps a section &amp;quot;See Also&amp;quot; ? --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 13:57, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I support linking pages like [[power production]] and other power related tutorials in a see also section, but what kind of relevance do tutorials in general have for one specific tutorial? -- [[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; 14:18, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Seemingly there is a reference on the landing page to the tutorials. But I overlook that catergory because I do not consider myself a &amp;quot;Beginner&amp;quot; After visiting the nuclear power tutorial page I thought, there could be more tutorials but where?. So I removed :Nulcear_Power from the Nuclear power URL to see if there are more tutorials available, and they where. Then I thought is there a category Tutorials or so but could not find them. So I posted this message to think about a better guidance to the Tutorials (even if the content is not so much for beginners). Perhaps it is good the way it is and my finding of the page tutorials is too special to adjust the current setup. {{Unsigned|Hayertjez|14:54, 2 August 2018‎}}&lt;br /&gt;
&lt;br /&gt;
:::Thanks for the info. I have added a see also section that includes a link to the overview page, I hope it&#039;s what you were looking for. -- [[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, 2 August 2018 (UTC)&lt;br /&gt;
:::: Great, I hope this helps future users. Also thanks for considering my feedback. --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 06:45, 3 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible error in [[Tutorial:Nuclear_power#Always_on.21|Always on]] section ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If I understand correctly, the numbers should be &amp;quot;103 steam/second&amp;quot; and &amp;quot;242.5 seconds&amp;quot;. [[User:Diraria|Diraria]] ([[User talk:Diraria|talk]]) 18:31, 15 June 2019 (UTC)&lt;br /&gt;
:From what I know, you are right, so please correct the page :) -- [[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; 18:34, 15 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Error in the raw resource cost ==&lt;br /&gt;
&lt;br /&gt;
The section &amp;quot;Raw resource cost of running a single reactor (late game)&amp;quot; contains an error. It assume all U235 will be produced by Kovarex enrichment. In fact, some U235 will be produced by ore processing, and that reduces the resource cost a little. By my calculations, the cost of running one reactor for one second is not 0.08 uranium ore per second as stated, but 40/507 ≈ 0.0789 uranium ore per second. I did not correct the calculations because I believe adding this level of detail is more likely to confuse than clarify. However, for correctness, I think it is necessary to document that the 0.08 ore per second is an approximation, so I added a note to that effect.&lt;br /&gt;
&lt;br /&gt;
== How is the power/distance table for heat pipes calculated? ==&lt;br /&gt;
&lt;br /&gt;
I built a setup with a 70 tile long heat pipe outgoing from a 80 MW reactor and one heat exchanger at the last pipe. There were still 857°C incoming. How is your table calculated? It is not clear how heat exchangers act there. Is it necessary to change all of the reactors heat performance into steam and then the last exchangers should be placed at most at the given distance?&lt;br /&gt;
&lt;br /&gt;
--[[User:DRY411S|DRY411S]] ([[User talk:DRY411S|talk]]) 16:15, 10 January 2023 (UTC) I really don&#039;t understand this table either.&lt;br /&gt;
&lt;br /&gt;
== Always On with steam tank storage  ==&lt;br /&gt;
&lt;br /&gt;
Right now the section describes inserting a fuel cell when the temperature is below 650. &lt;br /&gt;
However, with steam tanks, it&#039;s more efficient to only insert a fuel cell when the steam levels are below a threshold, meaning the steam in the tanks is being used up (instead of excess heat from the reactor, above 500 C)&lt;br /&gt;
Is this correct? Should this be added?&lt;br /&gt;
&lt;br /&gt;
Edit: this is just for fun because in normal gameplay uranium is ridiculously abundant.&lt;br /&gt;
https://www.reddit.com/r/factorio/comments/a4yrxt/comment/ebiunmf says a full steam tank holds 2.4 GJ, which is 485 accumulators. But the reactor itself stores 5 GJ and each heat pipe 0.5 GJ. So there is already a buffer.&lt;br /&gt;
&lt;br /&gt;
[[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 03:35, 20 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: More &amp;quot;efficient&amp;quot; in what way? Remember: it takes time for the heat from a reactor to be generated, flow to the exchangers and be converted into steam.  And the only time you lose energy from a fuel cell is if the temperature of the reactor hits 1000 C. So the temperature method could only be less efficient if the reactor could hit 1000 C. Why do you think it will hit that temperature? [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 03:30, 20 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Frequently in my world, the temperature of the reactor is frequently at 1000 C. But I probably set things up wrong. Does the reactor temperature only go down if there is no steam left? The steam says it&#039;s at 500 C but maybe the reactor doesn&#039;t use heat to heat up steam if there is already steam in the tanks. [[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 03:58, 20 December 2024 (UTC)&lt;br /&gt;
 &lt;br /&gt;
:: I was under the impression from old tutorials that you only wanted to insert cells when the steam in the tanks was getting used up.  But I did some more testing and one fuel cell can&#039;t heat all the way from 650 to 1000 C, so I can just leave the steam tanks full as a backup of sorts, or remove them completely? [[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 04:11, 20 December 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=208094</id>
		<title>Tutorial talk:Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=208094"/>
		<updated>2024-12-20T04:11:04Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Always On with steam tank storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Apperantly there are multiple tutorials. Although there is no link from this page to the [[Tutorial]] page. Is it an idea to link to the Tutorial page? I am doubting in which format this is best implemented. Perhaps a section &amp;quot;See Also&amp;quot; ? --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 13:57, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I support linking pages like [[power production]] and other power related tutorials in a see also section, but what kind of relevance do tutorials in general have for one specific tutorial? -- [[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; 14:18, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Seemingly there is a reference on the landing page to the tutorials. But I overlook that catergory because I do not consider myself a &amp;quot;Beginner&amp;quot; After visiting the nuclear power tutorial page I thought, there could be more tutorials but where?. So I removed :Nulcear_Power from the Nuclear power URL to see if there are more tutorials available, and they where. Then I thought is there a category Tutorials or so but could not find them. So I posted this message to think about a better guidance to the Tutorials (even if the content is not so much for beginners). Perhaps it is good the way it is and my finding of the page tutorials is too special to adjust the current setup. {{Unsigned|Hayertjez|14:54, 2 August 2018‎}}&lt;br /&gt;
&lt;br /&gt;
:::Thanks for the info. I have added a see also section that includes a link to the overview page, I hope it&#039;s what you were looking for. -- [[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, 2 August 2018 (UTC)&lt;br /&gt;
:::: Great, I hope this helps future users. Also thanks for considering my feedback. --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 06:45, 3 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible error in [[Tutorial:Nuclear_power#Always_on.21|Always on]] section ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If I understand correctly, the numbers should be &amp;quot;103 steam/second&amp;quot; and &amp;quot;242.5 seconds&amp;quot;. [[User:Diraria|Diraria]] ([[User talk:Diraria|talk]]) 18:31, 15 June 2019 (UTC)&lt;br /&gt;
:From what I know, you are right, so please correct the page :) -- [[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; 18:34, 15 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Error in the raw resource cost ==&lt;br /&gt;
&lt;br /&gt;
The section &amp;quot;Raw resource cost of running a single reactor (late game)&amp;quot; contains an error. It assume all U235 will be produced by Kovarex enrichment. In fact, some U235 will be produced by ore processing, and that reduces the resource cost a little. By my calculations, the cost of running one reactor for one second is not 0.08 uranium ore per second as stated, but 40/507 ≈ 0.0789 uranium ore per second. I did not correct the calculations because I believe adding this level of detail is more likely to confuse than clarify. However, for correctness, I think it is necessary to document that the 0.08 ore per second is an approximation, so I added a note to that effect.&lt;br /&gt;
&lt;br /&gt;
== How is the power/distance table for heat pipes calculated? ==&lt;br /&gt;
&lt;br /&gt;
I built a setup with a 70 tile long heat pipe outgoing from a 80 MW reactor and one heat exchanger at the last pipe. There were still 857°C incoming. How is your table calculated? It is not clear how heat exchangers act there. Is it necessary to change all of the reactors heat performance into steam and then the last exchangers should be placed at most at the given distance?&lt;br /&gt;
&lt;br /&gt;
--[[User:DRY411S|DRY411S]] ([[User talk:DRY411S|talk]]) 16:15, 10 January 2023 (UTC) I really don&#039;t understand this table either.&lt;br /&gt;
&lt;br /&gt;
== Always On with steam tank storage  ==&lt;br /&gt;
&lt;br /&gt;
Right now the section describes inserting a fuel cell when the temperature is below 650. &lt;br /&gt;
However, with steam tanks, it&#039;s more efficient to only insert a fuel cell when the steam levels are below a threshold, meaning the steam in the tanks is being used up (instead of excess heat from the reactor, above 500 C)&lt;br /&gt;
Is this correct? Should this be added?&lt;br /&gt;
&lt;br /&gt;
Edit: this is just for fun because in normal gameplay uranium is ridiculously abundant.&lt;br /&gt;
https://www.reddit.com/r/factorio/comments/a4yrxt/comment/ebiunmf says a full steam tank holds 2.4 GJ, which is 485 accumulators. But the reactor itself stores 5 GJ and each heat pipe 0.5 GJ. So there is already a buffer.&lt;br /&gt;
&lt;br /&gt;
[[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 03:35, 20 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: More &amp;quot;efficient&amp;quot; in what way? Remember: it takes time for the heat from a reactor to be generated, flow to the exchangers and be converted into steam.  And the only time you lose energy from a fuel cell is if the temperature of the reactor hits 1000 C. So the temperature method could only be less efficient if the reactor could hit 1000 C. Why do you think it will hit that temperature? [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 03:30, 20 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Frequently in my world, the temperature of the reactor is frequently at 1000 C. But I probably set things up wrong. Does the reactor temperature only go down if there is no steam left? The steam says it&#039;s at 500 C but maybe the reactor doesn&#039;t use heat to heat up steam if there is already steam in the tanks. [[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 03:58, 20 December 2024 (UTC)&lt;br /&gt;
 &lt;br /&gt;
::: I was under the impression from old tutorials that you only wanted to insert cells when the steam in the tanks was getting used up.  But I did some more testing and one fuel cell can&#039;t heat all the way from 650 to 1000 C, so I can just leave the steam tanks full as a backup of sorts, or remove them completely? [[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 04:11, 20 December 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=208093</id>
		<title>Tutorial talk:Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=208093"/>
		<updated>2024-12-20T03:58:38Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Always On with steam tank storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Apperantly there are multiple tutorials. Although there is no link from this page to the [[Tutorial]] page. Is it an idea to link to the Tutorial page? I am doubting in which format this is best implemented. Perhaps a section &amp;quot;See Also&amp;quot; ? --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 13:57, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I support linking pages like [[power production]] and other power related tutorials in a see also section, but what kind of relevance do tutorials in general have for one specific tutorial? -- [[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; 14:18, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Seemingly there is a reference on the landing page to the tutorials. But I overlook that catergory because I do not consider myself a &amp;quot;Beginner&amp;quot; After visiting the nuclear power tutorial page I thought, there could be more tutorials but where?. So I removed :Nulcear_Power from the Nuclear power URL to see if there are more tutorials available, and they where. Then I thought is there a category Tutorials or so but could not find them. So I posted this message to think about a better guidance to the Tutorials (even if the content is not so much for beginners). Perhaps it is good the way it is and my finding of the page tutorials is too special to adjust the current setup. {{Unsigned|Hayertjez|14:54, 2 August 2018‎}}&lt;br /&gt;
&lt;br /&gt;
:::Thanks for the info. I have added a see also section that includes a link to the overview page, I hope it&#039;s what you were looking for. -- [[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, 2 August 2018 (UTC)&lt;br /&gt;
:::: Great, I hope this helps future users. Also thanks for considering my feedback. --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 06:45, 3 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible error in [[Tutorial:Nuclear_power#Always_on.21|Always on]] section ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If I understand correctly, the numbers should be &amp;quot;103 steam/second&amp;quot; and &amp;quot;242.5 seconds&amp;quot;. [[User:Diraria|Diraria]] ([[User talk:Diraria|talk]]) 18:31, 15 June 2019 (UTC)&lt;br /&gt;
:From what I know, you are right, so please correct the page :) -- [[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; 18:34, 15 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Error in the raw resource cost ==&lt;br /&gt;
&lt;br /&gt;
The section &amp;quot;Raw resource cost of running a single reactor (late game)&amp;quot; contains an error. It assume all U235 will be produced by Kovarex enrichment. In fact, some U235 will be produced by ore processing, and that reduces the resource cost a little. By my calculations, the cost of running one reactor for one second is not 0.08 uranium ore per second as stated, but 40/507 ≈ 0.0789 uranium ore per second. I did not correct the calculations because I believe adding this level of detail is more likely to confuse than clarify. However, for correctness, I think it is necessary to document that the 0.08 ore per second is an approximation, so I added a note to that effect.&lt;br /&gt;
&lt;br /&gt;
== How is the power/distance table for heat pipes calculated? ==&lt;br /&gt;
&lt;br /&gt;
I built a setup with a 70 tile long heat pipe outgoing from a 80 MW reactor and one heat exchanger at the last pipe. There were still 857°C incoming. How is your table calculated? It is not clear how heat exchangers act there. Is it necessary to change all of the reactors heat performance into steam and then the last exchangers should be placed at most at the given distance?&lt;br /&gt;
&lt;br /&gt;
--[[User:DRY411S|DRY411S]] ([[User talk:DRY411S|talk]]) 16:15, 10 January 2023 (UTC) I really don&#039;t understand this table either.&lt;br /&gt;
&lt;br /&gt;
== Always On with steam tank storage  ==&lt;br /&gt;
&lt;br /&gt;
Right now the section describes inserting a fuel cell when the temperature is below 650. &lt;br /&gt;
However, with steam tanks, it&#039;s more efficient to only insert a fuel cell when the steam levels are below a threshold, meaning the steam in the tanks is being used up (instead of excess heat from the reactor, above 500 C)&lt;br /&gt;
Is this correct? Should this be added?&lt;br /&gt;
&lt;br /&gt;
Edit: this is just for fun because in normal gameplay uranium is ridiculously abundant.&lt;br /&gt;
https://www.reddit.com/r/factorio/comments/a4yrxt/comment/ebiunmf says a full steam tank holds 2.4 GJ, which is 485 accumulators. But the reactor itself stores 5 GJ and each heat pipe 0.5 GJ. So there is already a buffer.&lt;br /&gt;
&lt;br /&gt;
[[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 03:35, 20 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: More &amp;quot;efficient&amp;quot; in what way? Remember: it takes time for the heat from a reactor to be generated, flow to the exchangers and be converted into steam.  And the only time you lose energy from a fuel cell is if the temperature of the reactor hits 1000 C. So the temperature method could only be less efficient if the reactor could hit 1000 C. Why do you think it will hit that temperature? [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 03:30, 20 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Frequently in my world, the temperature of the reactor is frequently at 1000 C. But I probably set things up wrong. Does the reactor temperature only go down if there is no steam left? The steam says it&#039;s at 500 C but maybe the reactor doesn&#039;t use heat to heat up steam if there is already steam in the tanks. [[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 03:58, 20 December 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=208092</id>
		<title>Tutorial talk:Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=208092"/>
		<updated>2024-12-20T03:35:35Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Always On with steam tank storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Apperantly there are multiple tutorials. Although there is no link from this page to the [[Tutorial]] page. Is it an idea to link to the Tutorial page? I am doubting in which format this is best implemented. Perhaps a section &amp;quot;See Also&amp;quot; ? --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 13:57, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I support linking pages like [[power production]] and other power related tutorials in a see also section, but what kind of relevance do tutorials in general have for one specific tutorial? -- [[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; 14:18, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Seemingly there is a reference on the landing page to the tutorials. But I overlook that catergory because I do not consider myself a &amp;quot;Beginner&amp;quot; After visiting the nuclear power tutorial page I thought, there could be more tutorials but where?. So I removed :Nulcear_Power from the Nuclear power URL to see if there are more tutorials available, and they where. Then I thought is there a category Tutorials or so but could not find them. So I posted this message to think about a better guidance to the Tutorials (even if the content is not so much for beginners). Perhaps it is good the way it is and my finding of the page tutorials is too special to adjust the current setup. {{Unsigned|Hayertjez|14:54, 2 August 2018‎}}&lt;br /&gt;
&lt;br /&gt;
:::Thanks for the info. I have added a see also section that includes a link to the overview page, I hope it&#039;s what you were looking for. -- [[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, 2 August 2018 (UTC)&lt;br /&gt;
:::: Great, I hope this helps future users. Also thanks for considering my feedback. --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 06:45, 3 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible error in [[Tutorial:Nuclear_power#Always_on.21|Always on]] section ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If I understand correctly, the numbers should be &amp;quot;103 steam/second&amp;quot; and &amp;quot;242.5 seconds&amp;quot;. [[User:Diraria|Diraria]] ([[User talk:Diraria|talk]]) 18:31, 15 June 2019 (UTC)&lt;br /&gt;
:From what I know, you are right, so please correct the page :) -- [[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; 18:34, 15 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Error in the raw resource cost ==&lt;br /&gt;
&lt;br /&gt;
The section &amp;quot;Raw resource cost of running a single reactor (late game)&amp;quot; contains an error. It assume all U235 will be produced by Kovarex enrichment. In fact, some U235 will be produced by ore processing, and that reduces the resource cost a little. By my calculations, the cost of running one reactor for one second is not 0.08 uranium ore per second as stated, but 40/507 ≈ 0.0789 uranium ore per second. I did not correct the calculations because I believe adding this level of detail is more likely to confuse than clarify. However, for correctness, I think it is necessary to document that the 0.08 ore per second is an approximation, so I added a note to that effect.&lt;br /&gt;
&lt;br /&gt;
== How is the power/distance table for heat pipes calculated? ==&lt;br /&gt;
&lt;br /&gt;
I built a setup with a 70 tile long heat pipe outgoing from a 80 MW reactor and one heat exchanger at the last pipe. There were still 857°C incoming. How is your table calculated? It is not clear how heat exchangers act there. Is it necessary to change all of the reactors heat performance into steam and then the last exchangers should be placed at most at the given distance?&lt;br /&gt;
&lt;br /&gt;
--[[User:DRY411S|DRY411S]] ([[User talk:DRY411S|talk]]) 16:15, 10 January 2023 (UTC) I really don&#039;t understand this table either.&lt;br /&gt;
&lt;br /&gt;
== Always On with steam tank storage  ==&lt;br /&gt;
&lt;br /&gt;
Right now the section describes inserting a fuel cell when the temperature is below 650. &lt;br /&gt;
However, with steam tanks, it&#039;s more efficient to only insert a fuel cell when the steam levels are below a threshold, meaning the steam in the tanks is being used up (instead of excess heat from the reactor, above 500 C)&lt;br /&gt;
Is this correct? Should this be added?&lt;br /&gt;
&lt;br /&gt;
Edit: this is just for fun because in normal gameplay uranium is ridiculously abundant.&lt;br /&gt;
https://www.reddit.com/r/factorio/comments/a4yrxt/comment/ebiunmf says a full steam tank holds 2.4 GJ, which is 485 accumulators. But the reactor itself stores 5 GJ and each heat pipe 0.5 GJ. So there is already a buffer.&lt;br /&gt;
&lt;br /&gt;
[[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 03:35, 20 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: More &amp;quot;efficient&amp;quot; in what way? Remember: it takes time for the heat from a reactor to be generated, flow to the exchangers and be converted into steam.  And the only time you lose energy from a fuel cell is if the temperature of the reactor hits 1000 C. So the temperature method could only be less efficient if the reactor could hit 1000 C. Why do you think it will hit that temperature? [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 03:30, 20 December 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=208090</id>
		<title>Tutorial talk:Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Nuclear_power&amp;diff=208090"/>
		<updated>2024-12-20T03:26:28Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Always On with steam tank storage  */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Apperantly there are multiple tutorials. Although there is no link from this page to the [[Tutorial]] page. Is it an idea to link to the Tutorial page? I am doubting in which format this is best implemented. Perhaps a section &amp;quot;See Also&amp;quot; ? --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 13:57, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I support linking pages like [[power production]] and other power related tutorials in a see also section, but what kind of relevance do tutorials in general have for one specific tutorial? -- [[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; 14:18, 2 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Seemingly there is a reference on the landing page to the tutorials. But I overlook that catergory because I do not consider myself a &amp;quot;Beginner&amp;quot; After visiting the nuclear power tutorial page I thought, there could be more tutorials but where?. So I removed :Nulcear_Power from the Nuclear power URL to see if there are more tutorials available, and they where. Then I thought is there a category Tutorials or so but could not find them. So I posted this message to think about a better guidance to the Tutorials (even if the content is not so much for beginners). Perhaps it is good the way it is and my finding of the page tutorials is too special to adjust the current setup. {{Unsigned|Hayertjez|14:54, 2 August 2018‎}}&lt;br /&gt;
&lt;br /&gt;
:::Thanks for the info. I have added a see also section that includes a link to the overview page, I hope it&#039;s what you were looking for. -- [[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, 2 August 2018 (UTC)&lt;br /&gt;
:::: Great, I hope this helps future users. Also thanks for considering my feedback. --[[User:Hayertjez|Hayertjez]] ([[User talk:Hayertjez|talk]]) 06:45, 3 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible error in [[Tutorial:Nuclear_power#Always_on.21|Always on]] section ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If I understand correctly, the numbers should be &amp;quot;103 steam/second&amp;quot; and &amp;quot;242.5 seconds&amp;quot;. [[User:Diraria|Diraria]] ([[User talk:Diraria|talk]]) 18:31, 15 June 2019 (UTC)&lt;br /&gt;
:From what I know, you are right, so please correct the page :) -- [[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; 18:34, 15 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Error in the raw resource cost ==&lt;br /&gt;
&lt;br /&gt;
The section &amp;quot;Raw resource cost of running a single reactor (late game)&amp;quot; contains an error. It assume all U235 will be produced by Kovarex enrichment. In fact, some U235 will be produced by ore processing, and that reduces the resource cost a little. By my calculations, the cost of running one reactor for one second is not 0.08 uranium ore per second as stated, but 40/507 ≈ 0.0789 uranium ore per second. I did not correct the calculations because I believe adding this level of detail is more likely to confuse than clarify. However, for correctness, I think it is necessary to document that the 0.08 ore per second is an approximation, so I added a note to that effect.&lt;br /&gt;
&lt;br /&gt;
== How is the power/distance table for heat pipes calculated? ==&lt;br /&gt;
&lt;br /&gt;
I built a setup with a 70 tile long heat pipe outgoing from a 80 MW reactor and one heat exchanger at the last pipe. There were still 857°C incoming. How is your table calculated? It is not clear how heat exchangers act there. Is it necessary to change all of the reactors heat performance into steam and then the last exchangers should be placed at most at the given distance?&lt;br /&gt;
&lt;br /&gt;
--[[User:DRY411S|DRY411S]] ([[User talk:DRY411S|talk]]) 16:15, 10 January 2023 (UTC) I really don&#039;t understand this table either.&lt;br /&gt;
&lt;br /&gt;
== Always On with steam tank storage  ==&lt;br /&gt;
&lt;br /&gt;
Right now the section describes inserting a fuel cell when the temperature is below 650. &lt;br /&gt;
However, with steam tanks, it&#039;s more efficient to only insert a fuel cell when the steam levels are below a threshold, meaning the steam in the tanks is being used up (instead of excess heat from the reactor, above 500 C)&lt;br /&gt;
Is this correct? Should this be added?&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mining_productivity_(research)&amp;diff=207931</id>
		<title>Mining productivity (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mining_productivity_(research)&amp;diff=207931"/>
		<updated>2024-12-14T05:01:27Z</updated>

		<summary type="html">&lt;p&gt;Qwr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Mining productivity (research)}}&lt;br /&gt;
&lt;br /&gt;
Mining productivity is a research that increases the resource output of [[mining drill]]s and [[pumpjack]]s by 10% per level. Unlike productivity from [[productivity module]]s, there are no downsides. Any ore that is produced by the productivity bonus is free; it does not deplete the resource under the miner.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)|1}} Mining productivity 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} ✖ &amp;lt;big&amp;gt;250&amp;lt;/big&amp;gt; || 10% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)|2}} Mining productivity 2 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Chemical science pack|1}} ✖ &amp;lt;big&amp;gt;500&amp;lt;/big&amp;gt; || 10% || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)|3}} Mining productivity 3 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Production science pack|1}} {{Icon|Utility science pack|1}} ✖ &amp;lt;big&amp;gt;1000&amp;lt;/big&amp;gt; || 10% || 30%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)|4-&amp;amp;infin;}} Mining productivity 4-&amp;amp;infin; || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Production science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} ✖ &amp;lt;big&amp;gt;{{Key|2500*(Level-3)}}&amp;lt;/big&amp;gt; &amp;lt;br/&amp;gt;(eg. 2500 for level 4, 5000 for level 5) || 10% per level || 30% + {{Key|10%*(Level-3)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Output of electric mining drills == &lt;br /&gt;
[[File:Full belt miner.gif|thumb|right|At mining productivity 350, a single electric mining drill can fill a blue belt]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Icontech|Mining productivity (research)}} Mining productivity level !! Number of {{Imagelink|Speed module 3}} !! {{Imagelink|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 3 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 3 || 0.125&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 3 || 0.166&lt;br /&gt;
|-&lt;br /&gt;
| 62 || 3 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 3 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
| 110 || 3 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 170 || 3 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 215 || 0 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
| 350 || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 440 || 0 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 890 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Rocket_part&amp;diff=207707</id>
		<title>Talk:Rocket part</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Rocket_part&amp;diff=207707"/>
		<updated>2024-12-11T04:22:54Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* New Icon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== 2.0.7 changes ====&lt;br /&gt;
I think the math in this page is outdated with the recipe changes.&lt;br /&gt;
[[User:GoatWizard|GoatWizard]] ([[User talk:GoatWizard|talk]]) 12:00, 29 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
* We need to consider that there is likely still a huge difference between SA and non-SA playthroughs. (Haven&#039;t seen for myself, yet.) - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:49, 29 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
It wouldn&#039;t surprise me if the numbers had *already* been out of date. I&#039;m pretty sure I added them, and history says that was back in... 2016. [[User:D0sboots|D0sboots]] ([[User talk:D0sboots|talk]]) 11:20, 30 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== SA rocket part recipe ==&lt;br /&gt;
&lt;br /&gt;
A recent change has the SA version of the rocket part recipe output two parts. I see no evidence of this in the game. The Factoriopedia page for rocket parts says that it only gives 1 part. It simply requires 50 parts to launch a rocket in SA instead of 100. The percentage completion therefore goes up by 2% for each part produced, but that&#039;s not the same thing as the recipe outputting 2 parts. Can anyone confirm that this recipe is accurate? [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 17:35, 4 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Icon ==&lt;br /&gt;
&lt;br /&gt;
2.0.24 introduced a different icon &lt;br /&gt;
&lt;br /&gt;
https://wiki.factorio.com/Version_history/2.0.0 [[User:Qwr|Qwr]] ([[User talk:Qwr|talk]]) 04:22, 11 December 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Rocket_part&amp;diff=207706</id>
		<title>Talk:Rocket part</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Rocket_part&amp;diff=207706"/>
		<updated>2024-12-11T04:22:47Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* New Icon */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== 2.0.7 changes ====&lt;br /&gt;
I think the math in this page is outdated with the recipe changes.&lt;br /&gt;
[[User:GoatWizard|GoatWizard]] ([[User talk:GoatWizard|talk]]) 12:00, 29 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
* We need to consider that there is likely still a huge difference between SA and non-SA playthroughs. (Haven&#039;t seen for myself, yet.) - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:49, 29 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
It wouldn&#039;t surprise me if the numbers had *already* been out of date. I&#039;m pretty sure I added them, and history says that was back in... 2016. [[User:D0sboots|D0sboots]] ([[User talk:D0sboots|talk]]) 11:20, 30 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== SA rocket part recipe ==&lt;br /&gt;
&lt;br /&gt;
A recent change has the SA version of the rocket part recipe output two parts. I see no evidence of this in the game. The Factoriopedia page for rocket parts says that it only gives 1 part. It simply requires 50 parts to launch a rocket in SA instead of 100. The percentage completion therefore goes up by 2% for each part produced, but that&#039;s not the same thing as the recipe outputting 2 parts. Can anyone confirm that this recipe is accurate? [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 17:35, 4 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Icon ==&lt;br /&gt;
&lt;br /&gt;
2.0.24 introduced a different icon &lt;br /&gt;
&lt;br /&gt;
https://wiki.factorio.com/Version_history/2.0.0&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Uranium_processing&amp;diff=207186</id>
		<title>Uranium processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Uranium_processing&amp;diff=207186"/>
		<updated>2024-11-29T04:19:44Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Initiating the Kovarex enrichment process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Uranium processing}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uranium processing&#039;&#039;&#039; is the only way to use [[uranium ore]] and the first source of [[uranium-235]] and [[uranium-238]] that is available to the [[player]]. The process has a 99.3% chance to produce 1 uranium-238 and a 0.7% chance to produce 1 uranium-235. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initiating the [[Kovarex enrichment process]] ==&lt;br /&gt;
Unlike most other crafting processes, uranium processing creates U-235 and U-238 based on probability, rather than in guaranteed deterministic amounts. Additionally, the Kovarex process requires a bulk stockpile of 40 units of the rare uranium-235 isotope to initiate in a single centrifuge. Therefore, planning uranium mining and processing for the Kovarex process takes certain considerations not encountered elsewhere in the game.&lt;br /&gt;
&lt;br /&gt;
=== Expected value ===&lt;br /&gt;
As U-235 is created in centrifuges running uranium processing with &#039;&#039;p = 0.007&#039;&#039;, the expected number of processing cycles to gain a single unit is &#039;&#039;E(1,p) = 1 ÷ p = ~143&#039;&#039;. The expected number of cycles to gain 40 units is then &#039;&#039;E(40,p) = 40 × E(1,p)&#039;&#039; = &#039;&#039;&#039;~5,714 cycles&#039;&#039;&#039;. Note that running this many cycles requires mining 57,140 uranium ore, a non-trivial task.&lt;br /&gt;
&lt;br /&gt;
However, given the nature of probability, it is impossible to guarantee that 40 units will be reached in this number of cycles; as a matter of fact, some mathematics yields that the probability that 5,714 cycles will produce &#039;&#039;at least&#039;&#039; 40 units of U-235 is only about 52%.&lt;br /&gt;
&lt;br /&gt;
As each cycle takes 12 seconds, it takes on average 12 * 143 = 1716 seconds to produce 1 U-235 (assuming no productivity or speed modules). This can be turned into 10 [[uranium fuel cell|uranium fuel cells]], each of which lasts 200 seconds, so in total 2000 seconds. That means one centrifuge constantly running can produce enough fuel cells to continuously power one reactor, although this is random. See [[Tutorial:Nuclear_power#Nuclear_reactor]]. The Kovarex enrichment process is a much more efficient way to produce U-235. &lt;br /&gt;
&lt;br /&gt;
=== Confidence levels ===&lt;br /&gt;
[[File:Kovarex-prob-chart.png|300px|thumb|right|Probability of reaching 40 U-235 from uranium processing by number of cycles (click to enlarge)]]&lt;br /&gt;
&lt;br /&gt;
Some further mathematics enables one to calculate the number of uranium processing cycles one must run to obtain &#039;&#039;at least&#039;&#039; 40 units of U-235 (given &#039;&#039;p = 0.007&#039;&#039;) with a given level of confidence (probability of achieving the set goal).&lt;br /&gt;
&lt;br /&gt;
As discussed in the previous section, the level of confidence corresponding to 5,714 cycles (for which the &#039;&#039;expected value&#039;&#039; of U-235 gained is 40) happens to be about 52% (or, in other words, with this number of cycles, one can expect to fail to reach 40 U-235 a bit less than once out of every 2 tries).&lt;br /&gt;
&lt;br /&gt;
Some further example confidence levels that may be of interest to players are given in the table below. Consult the chart to the right for custom values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 120px;&amp;quot; |Confidence level&lt;br /&gt;
!style=&amp;quot;width: 100px;&amp;quot; |Failures&lt;br /&gt;
!Cycles required&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 9 out of 10 || 4,595&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 1 out of 2 || 5,667&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 1 out of 10 || 6,894&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 1 out of 20 || 7,272&lt;br /&gt;
|-&lt;br /&gt;
| 99% || 1 out of 100 || 8,015&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Excluding Space Age-exclusive recipes, this is the only recipe in the base game to have random products.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Kovarex enrichment process]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Materials}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Uranium_processing&amp;diff=207185</id>
		<title>Uranium processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Uranium_processing&amp;diff=207185"/>
		<updated>2024-11-29T04:17:05Z</updated>

		<summary type="html">&lt;p&gt;Qwr: Add note about cycle length&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Uranium processing}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uranium processing&#039;&#039;&#039; is the only way to use [[uranium ore]] and the first source of [[uranium-235]] and [[uranium-238]] that is available to the [[player]]. The process has a 99.3% chance to produce 1 uranium-238 and a 0.7% chance to produce 1 uranium-235. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initiating the [[Kovarex enrichment process]] ==&lt;br /&gt;
Unlike most other crafting processes, uranium processing creates U-235 and U-238 based on probability, rather than in guaranteed deterministic amounts. Additionally, the Kovarex process requires a bulk stockpile of 40 units of the rare uranium-235 isotope to initiate in a single centrifuge. Therefore, planning uranium mining and processing for the Kovarex process takes certain considerations not encountered elsewhere in the game.&lt;br /&gt;
&lt;br /&gt;
=== Expected value ===&lt;br /&gt;
As U-235 is created in centrifuges running uranium processing with &#039;&#039;p = 0.007&#039;&#039;, the expected number of processing cycles to gain a single unit is &#039;&#039;E(1,p) = 1 ÷ p = ~143&#039;&#039;. The expected number of cycles to gain 40 units is then &#039;&#039;E(40,p) = 40 × E(1,p)&#039;&#039; = &#039;&#039;&#039;~5,714 cycles&#039;&#039;&#039;. Note that running this many cycles requires mining 57,140 uranium ore, a non-trivial task.&lt;br /&gt;
&lt;br /&gt;
However, given the nature of probability, it is impossible to guarantee that 40 units will be reached in this number of cycles; as a matter of fact, some mathematics yields that the probability that 5,714 cycles will produce &#039;&#039;at least&#039;&#039; 40 units of U-235 is only about 52%.&lt;br /&gt;
&lt;br /&gt;
As each cycle takes 12 seconds, it takes on average 12 * 143 = 1716 seconds to produce 1 U-235 (assuming no productivity or speed modules). This can be turned into 10 [[uranium fuel cell|uranium fuel cells]], each of which lasts 200 seconds, so in total 2000 seconds. That means one centrifuge constantly running can produce enough fuel cells to continuously power one reactor, although this is random. The Kovarex enrichment process is a much more efficient way to produce U-235.&lt;br /&gt;
&lt;br /&gt;
=== Confidence levels ===&lt;br /&gt;
[[File:Kovarex-prob-chart.png|300px|thumb|right|Probability of reaching 40 U-235 from uranium processing by number of cycles (click to enlarge)]]&lt;br /&gt;
&lt;br /&gt;
Some further mathematics enables one to calculate the number of uranium processing cycles one must run to obtain &#039;&#039;at least&#039;&#039; 40 units of U-235 (given &#039;&#039;p = 0.007&#039;&#039;) with a given level of confidence (probability of achieving the set goal).&lt;br /&gt;
&lt;br /&gt;
As discussed in the previous section, the level of confidence corresponding to 5,714 cycles (for which the &#039;&#039;expected value&#039;&#039; of U-235 gained is 40) happens to be about 52% (or, in other words, with this number of cycles, one can expect to fail to reach 40 U-235 a bit less than once out of every 2 tries).&lt;br /&gt;
&lt;br /&gt;
Some further example confidence levels that may be of interest to players are given in the table below. Consult the chart to the right for custom values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 120px;&amp;quot; |Confidence level&lt;br /&gt;
!style=&amp;quot;width: 100px;&amp;quot; |Failures&lt;br /&gt;
!Cycles required&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 9 out of 10 || 4,595&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 1 out of 2 || 5,667&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 1 out of 10 || 6,894&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 1 out of 20 || 7,272&lt;br /&gt;
|-&lt;br /&gt;
| 99% || 1 out of 100 || 8,015&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Excluding Space Age-exclusive recipes, this is the only recipe in the base game to have random products.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Kovarex enrichment process]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Materials}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Kovarex_enrichment_process&amp;diff=206960</id>
		<title>Kovarex enrichment process</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Kovarex_enrichment_process&amp;diff=206960"/>
		<updated>2024-11-23T01:33:55Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Trivia */ note about breeder reactor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Kovarex enrichment process}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kovarex enrichment process&#039;&#039;&#039; is a method for reprocessing uranium in a [[centrifuge]]. Although the process requires a large amount of the much rarer [[uranium-235]] to start, it can be a good way to get more use out of the available [[uranium ore]].&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
[[Uranium processing]] takes 10 uranium ore and returns 1 uranium-235 with 0.007 (0.7%) probability, or 1 [[uranium-238]] with 0.993 (99.3%) probability, leading to an [[:Wikipedia:Binomial_distribution|expected]] (though not guaranteed) 1 unit of uranium-235 per approximately 143 processing cycles (or about a 1:142 ratio of U-235 to U-238). This is currently the only probability-based crafting recipe in the game.&lt;br /&gt;
&lt;br /&gt;
Uranium-235 is necessary to create [[uranium fuel cell]]s and [[atomic bomb]]s, in considerable quantities for the latter, but the probability distribution of uranium processing leads to it being produced slowly and creating large stockpiles of U-238 as a byproduct. The Kovarex process thus provides the player with a considerably faster (and deterministic) method of producing U-235, as well as a use for the surplus U-238.&lt;br /&gt;
&lt;br /&gt;
It should be noted that U-238 is not useless; it is needed to manufacture [[uranium rounds magazine]]s, [[uranium cannon shell]]s, and [[explosive uranium cannon shell]]s, and is required as a secondary ingredient in uranium fuel cells. Therefore, it is not advisable to use the Kovarex process to convert &#039;&#039;all&#039;&#039; stockpiled U-238 into U-235. (Although, in case of shortage, [[Used up uranium fuel cell]]s can be [[Nuclear fuel reprocessing|reprocessed]] into a modest amount of U-238.)&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Kovarex enrichment process is named after [https://www.factorio.com/game/about Michal Kovařík], lead designer of Factorio and co-owner of Wube, whose online nick is &#039;&#039;kovarex&#039;&#039; (which he usually spells lowercase). [https://www.reddit.com/r/factorio/comments/67bj3p/015_kovarex_uranium_enrichment_is_too_good_with/dgq2ij3/?context=1]&lt;br /&gt;
&lt;br /&gt;
* In the real world, [[:Wikipedia:Uranium-235|uranium-235]] is the most common fissile isotope of uranium and makes up approximately 0.72% of naturally-occurring uranium, with the other 99.28% being [[:Wikipedia:Uranium-238|uranium-238]]. The in-game representation is thus highly accurate in this regard. Uranium is commonly [[:Wikipedia:Enriched_uranium|enriched]] in centrifuges by merely separating isotopes to increase the percentage of &amp;lt;sup&amp;gt;235&amp;lt;/sup&amp;gt;U for use in fission reactions. As the Kovarex enrichment process produces more fissile material than its input, the process is more akin to [[:Wikipedia:breeder reactor|plutonium breeding]]. [https://www.reddit.com/r/factorio/comments/187kupm/kovarex_enrichment_is_plutonium_breeding_right/ Reddit discussion: Kovarex enrichment is plutonium breeding… right? ]&lt;br /&gt;
* Uranium munitions are made from [[:Wikipedia:depleted uranium|depleted uranium]], a byproduct of uranium enrichment, which is mostly &amp;lt;sup&amp;gt;238&amp;lt;/sup&amp;gt;U whose natural admixture of the &amp;lt;sup&amp;gt;235&amp;lt;/sup&amp;gt;U isotope has been lowered even further through the enrichment process. Depleted uranium is minimally radioactive and the reason for its use in munitions is its very high density and other mechanical properties, not radioactivity/toxicity.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Can be used with productivity modules once again.&lt;br /&gt;
* Use with productivity modules now gives correct amount of bonus items.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.2|&lt;br /&gt;
* No longer usable with productivity modules.}}&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;
* [[Uranium-235]]&lt;br /&gt;
* [[Uranium processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Units&amp;diff=206710</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Units&amp;diff=206710"/>
		<updated>2024-11-19T04:36:49Z</updated>

		<summary type="html">&lt;p&gt;Qwr: /* Chunk */ view grid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039; - by definition - are definite, representational quantities of measurement for different systems. Units can represent the  measuring of electricity, amount of items, the time taken/required to perform a task or even the amount of stacks of items with differing amounts within said stacks.&lt;br /&gt;
&lt;br /&gt;
Not all in-game units are simulated with full realism.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
Power is defined as work being done per unit of time.&lt;br /&gt;
&lt;br /&gt;
=== Watt (W) ===&lt;br /&gt;
The basic unit of power is 1 watt (W), which is defined as &#039;&#039;&#039;1 W = 1 J/s &#039;&#039;&#039;, ie. one Joule of work being done every second.&lt;br /&gt;
&lt;br /&gt;
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).&lt;br /&gt;
&lt;br /&gt;
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. &lt;br /&gt;
One [[Steam engine]] is capable of outputting 900 kW.&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
&lt;br /&gt;
Work is defined as a transfer of energy, or as energy being &amp;quot;spent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Joule (J) ===&lt;br /&gt;
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: &#039;&#039;&#039;1 J = 1 W s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In-game, [[Fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 4 MJ. One [[Accumulator]] is capable of storing 5 MJ.&lt;br /&gt;
&lt;br /&gt;
In the real world, kilowatt hours is a much more common unit for energy, but it is &#039;&#039;not&#039;&#039; an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.&lt;br /&gt;
&lt;br /&gt;
== [[Time]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tick (1/60 s) ===&lt;br /&gt;
A 1/60 second in game. This is the shortest time fraction the game handles.&lt;br /&gt;
&lt;br /&gt;
=== Second (s) ===&lt;br /&gt;
One second in-game. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire tick during the corresponding real time frame of 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Day ===&lt;br /&gt;
&lt;br /&gt;
A day is 25000 in-game ticks or 416.67 in-game seconds (= 6.94 in-game minutes) long.&lt;br /&gt;
&lt;br /&gt;
== [[Map structure|Distance / Space]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tile ===&lt;br /&gt;
The tile is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as &amp;quot;2×2 tiles&amp;quot;, which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into tiles. It can be assumed, that a tile has the length of 1 meter.&lt;br /&gt;
&lt;br /&gt;
=== Chunk ===&lt;br /&gt;
A chunk is a quadratic area where one side is 32 tiles long. (1024 square tiles). You can view a grid of tiles and chunks in [[Debug mode]] by pressing {{keybinding|F5}}.&lt;br /&gt;
&lt;br /&gt;
=== Kilometers ===&lt;br /&gt;
A kilometer is slightly over half a mile, it is used to measure distance traveled in a [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Force ==&lt;br /&gt;
&lt;br /&gt;
=== Newtons (N) ===&lt;br /&gt;
Newtons measure the amount of forceful thrust of a space platform being moved by [[thruster]]s. This can be increased by adding more thrusters. More force can add damage to [[asteroids]] colliding with a platform, but the asteroids will, in turn, damage the platform as well.&lt;br /&gt;
&lt;br /&gt;
== Mass / Weight ==&lt;br /&gt;
&lt;br /&gt;
=== Tons (t) ===&lt;br /&gt;
A single ton is 1000 kilograms. The only time mass is measured in &#039;&#039;Factorio&#039;&#039; is calculating the sum of all parts that make up a space platform. The more components added and the bigger the platform&#039;s size, the more mass it will accumulate. The larger the mass of a platform, the harder it is for thrusters to move it to its destination.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
&lt;br /&gt;
=== Throughput ===&lt;br /&gt;
&lt;br /&gt;
Items per time, or fluid-units per time. A unit measurement is&lt;br /&gt;
&lt;br /&gt;
 items / game-minute&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
Throughput = speed × density&lt;br /&gt;
&lt;br /&gt;
For comparison: A [[transport belt]] transports normally about 900 items per in-game minute. A [[fast transport belt]] up to 1800 items/min and [[express transport belt]] nearly 2700 items / min.&lt;br /&gt;
See [[Transport belts/Physics|physic of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== Logistic robots ====&lt;br /&gt;
&lt;br /&gt;
Throughput depends on the distance, the number of robots and their item-stacksize. Let&#039;s assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.&lt;br /&gt;
&lt;br /&gt;
==== Trains ====&lt;br /&gt;
&lt;br /&gt;
Items per train is the sum of all wagons&#039; capacity (40 stacks for [[cargo wagon]], 50000 fluid for [[fluid wagon]] &amp;amp; 100 shells for [[artillery wagon]])&lt;br /&gt;
&lt;br /&gt;
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.&lt;br /&gt;
&lt;br /&gt;
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[braking force (research)]] (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses on [[locomotive]], [[cargo wagon]], [[fluid wagon]], and [[artillery wagon]] pages).&lt;br /&gt;
&lt;br /&gt;
Warning: The following calculations assume deceleration = acceleration and do not account for red lights.&lt;br /&gt;
&lt;br /&gt;
Travel time is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;(2S / A) + (distance - 4 * S^2 / A) / S&amp;lt;/syntaxhighlight&amp;gt; if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;2 * sqrt(distance / A)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since a train has to make a trip back to load, the total throughput is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;items per train / (2 * travel time)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
Basically items per transport unit. This depends in many cases on the item type you use. A [[cargo wagon]] has a capacity of 40 stacks. Stack size depends on the item type so this means that it can hold 2000 items for ore, or 4000 for steel or copper plates.&lt;br /&gt;
&lt;br /&gt;
=== Density === &lt;br /&gt;
Measured in items per tile. &lt;br /&gt;
&lt;br /&gt;
An item, that lays on ground has the size of 0.28 tiles&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
For belts this is the same: We have two lanes on a belt, 4 items per lane or 8 item on one belt. &lt;br /&gt;
&lt;br /&gt;
On belts there comes also another thing into play: &#039;&#039;&#039;Compression.&#039;&#039;&#039; Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum &#039;&#039;&#039;throughput&#039;&#039;&#039;.&lt;br /&gt;
See also [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stacks/chests ===&lt;br /&gt;
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.&lt;br /&gt;
&lt;br /&gt;
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Qwr</name></author>
	</entry>
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