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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=164347</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=164347"/>
		<updated>2018-09-18T04:49:25Z</updated>

		<summary type="html">&lt;p&gt;Relytor: /* Priorities of robots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:RoboTrainStation.gif|thumb|700x560px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The train  delivers items that are filled into [[active provider chest]]s and then put into the [[requester chest]]s to be loaded onto belts.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed.]]&lt;br /&gt;
&lt;br /&gt;
A [[Logistic network]] is a series of different logistics chests and [[Logistic robot]]s all covered by one or more connected [[Roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the [[Robotic network]] the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Belt transport system|belts]] or [[Railway]]. However, robots offer much higher mobility, since they can fly over obstacles in a beeline.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[Requester chest]] in the [[Logistic network]], allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots (research)|Character logistic slots]], they can configure an amount of items; and [[Logistic robot]]s will start to move the specified items from the network to the character&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
Do not mix up logistics network and [[circuit network]]. They share common components, but are otherwise disconnected and do not exchange any information. Also, do not mix up logistic network with construction network or combinations of the two called [[Robotic network]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 220px;&amp;quot; |Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || Center of the [[robotic network]] in which the [[Robots]] operate. Roboport coverage defines the area of the logistic network. Robots need to periodically return here to recharge.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Logistic robot}} || Moves items between logistic chests.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Active provider chest}} || Logistic chest: Pushes stored items into the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Passive provider chest}} || Logistic chest: Places stored items at the logistic network&#039;s disposal.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Storage chest}} || Logistic chest: Stores items currently not requested. Can be filtered to only store one type of item. Supplies stored items to the Logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Requester chest}} || Logistic chest: Will be filled by [[logistic robot]]s until the configured amount is reached, or the chest becomes full. Can request multiple different types of items.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Buffer chest}} || Logistic chest: Functions as both a [[requester chest]] and [[passive provider chest]].&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(1) Default capacity is 1 item per robot. This can be increased by researching [[Worker robot cargo size (research)]].&lt;br /&gt;
&lt;br /&gt;
(2) Logistic chests can also be connected to the [[Circuit network]] with [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests. Place the passive provider chests at the output [[inserters]] of [[assembling machine]]s and requester chests at the input (let them request the needed items). Place a [[roboport]], which covers these chests with the inner orange area. Place some logistic bots in the roboport. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item with the [[Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
The logistic network is makes it possible to create complex items in a relatively small factory area, but its throughput is limited by how many robot charge points (roboports) exist in the network.&lt;br /&gt;
&lt;br /&gt;
[[File:Roboport_network_gui.png|thumb|right|200px|Supply area 50x50 tiles (orange); Construction area 110x110 tiles (green)]]&lt;br /&gt;
The basic thing needed for item transportation is [[roboport]]s. The roboport shows the orange logistic coverage and the green construction coverage when held in the cursor or hovered after placing.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the logistic network coverage. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the construction area.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;For more info on the specifics of how [[roboport]]s work, check the page dedicated to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expanding the logistic zone ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, so if their logistic areas are touching. Visually this is represented by a dashed yellow line connecting them.&lt;br /&gt;
To prevent roboports from linking, the player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do not fly migrate from one network to another, unless their home network is destroyed in some way, for example when all roboports are removed or out of power.&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Logistics robots are a priority target of biters, and the [[enemies]] will prioritize attacking them over many objects in the vicinity of the robots.&lt;br /&gt;
&lt;br /&gt;
Bots are not destroyed when running out of energy, but will be reduced to 20% of their speed, which allows them to slowly fly to the next recharge point.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys. When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. Place more roboports near the first one to share the load.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the &#039;Logistic Network&#039;-Screen when looking at network storage or opening the logistic networks GUI the with {{Keybinding|L}}.&lt;br /&gt;
&lt;br /&gt;
The logistic network numbers report items in provider and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots.&#039;&#039; When negative numbers are shown, it means that more items are being requested than are available in the network. There is a deficit. This can be a problem, or intended, depending on the player&#039;s choice. The negative value is just to explain why items aren&#039;t being delivered. For example, a deficit of 20 iron plates would look like this:&lt;br /&gt;
&lt;br /&gt;
{{icon|iron plate|-20}}&lt;br /&gt;
&lt;br /&gt;
=== Receiving more items than requested ===&lt;br /&gt;
&lt;br /&gt;
The delivered number of items in the requester chest can be higher than requested. This depends on the researched [[Worker robot cargo size (research)|Worker robot cargo size]]-bonus, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
== Priorities of robots ==&lt;br /&gt;
&lt;br /&gt;
This overview reflects the priorities in which order the chests are filled/emptied.&lt;br /&gt;
&lt;br /&gt;
Logistic robots on the logistic network looks for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;requested&#039;&#039; item is first looked up in the active provider chests, then in buffer chests, then in the storage chests, then the passive provider chests. So, the active provider chests are emptied first, then the buffer chests, then the storage chests, then the passive provider chests.&lt;br /&gt;
* If robots are free and there is space left in storage chests, and there are unrequested items in an active provider chests, the items are moved from active provider to a storage chest that has the filter set to that item type. If there is no storage chest filtered to that item type the item will just be moved into any free storage chest without an item filter.&lt;br /&gt;
* For the storage chests, the bots search for one storage which has its filter set to the item type, then for one that already stores items of the same type. If that can&#039;t be found, they choose the first storage chest with a free slot from the list, which is sorted by the order they were built in. [https://www.reddit.com/r/factorio/comments/5udwkd/hey_devs_this_is_the_one_thing_that_really_bugs/ddwbr94/] This is to avoid having storage chests with different items inside, allowing greater organisation.&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, from robots that have had their orders cancelled while they were carrying items, and from the player&#039;s logistic trash slots.&lt;br /&gt;
&lt;br /&gt;
=== Order of movement ===&lt;br /&gt;
The bots fulfill &#039;&#039;&#039;all requests with the same priority&#039;&#039;&#039;. The algorithm looks for the next free robot, then the next request in the queue and after giving orders to the robot, this request is put at the end of the queue, so that first all other requests are done.&lt;br /&gt;
&lt;br /&gt;
=== Distance ===&lt;br /&gt;
When looking to pick up requested items from multiple chests of equal priority, bots will always choose the closest one. [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=40329&amp;amp;p=238918#p238901] This is however only true when an item is being requested, not when an item is sent away. [https://gfycat.com/HatefulUnlawfulErmine] In the case of items being sent into the logistics network distance does not matter, and the rules laid out above matter instead.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Logistic network]]&lt;/div&gt;</summary>
		<author><name>Relytor</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=164279</id>
		<title>Electric system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=164279"/>
		<updated>2018-09-10T21:30:59Z</updated>

		<summary type="html">&lt;p&gt;Relytor: /* Electric network screen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric system&#039;&#039;&#039; is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity.&lt;br /&gt;
&lt;br /&gt;
== Network mechanics ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
&lt;br /&gt;
There are four ways to produce electricity. More details about each method are available on the [[Power production]] page.&lt;br /&gt;
&lt;br /&gt;
# [[Steam engine]]s – Most common, requires [[Boiler|Boilers]] (which consume [[Water]] and [[fuel]]).&lt;br /&gt;
# [[Solar panel]]s – Free energy, but only works during daylight. Usually used with Accumulators.&lt;br /&gt;
# [[Accumulator]]s – Energy storage, see below&lt;br /&gt;
# [[Steam turbine]]s – High-power Steam engines. Used to generate power from a [[Nuclear reactor]].&lt;br /&gt;
&lt;br /&gt;
If a network consumes less power than is produced, its Steam Engines and Turbines will slow down so that no power is wasted.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|256px|Accumulator array consisting of 48 accumulators and a substation providing 240 MJ storage capacity.]]&lt;br /&gt;
&lt;br /&gt;
Energy can be stored in:&lt;br /&gt;
* [[Fuel]]. It can be burnt to generate power.&lt;br /&gt;
* [[Accumulator]]s. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.&lt;br /&gt;
* [[Steam]]. It can be created in [[boiler]]s or [[heat exchanger]]s and stored in the [[storage tank]], allowing steam engines or steam turbines to operate on-demand.&lt;br /&gt;
&lt;br /&gt;
==== Steam tanks as power storage ====&lt;br /&gt;
A storage tank filled with [[heat exchanger]] 500°C steam stores around 2.4GJ; a storage tank filled with [[boiler]] 165°C Steam stores 750MJ.&lt;br /&gt;
&lt;br /&gt;
There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:&lt;br /&gt;
* The energy density of a storage tank tile is much higher than it is with accumulators.&lt;br /&gt;
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 150 accumulators: &amp;lt;code&amp;gt;750MJ / 5MJ = 150&amp;lt;/code&amp;gt;&lt;br /&gt;
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 480 accumulators: &amp;lt;code&amp;gt;2400MJ / 5MJ = 480&amp;lt;/code&amp;gt;&lt;br /&gt;
* A  [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.&lt;br /&gt;
* A single [[accumulator]]&#039;s maximum discharge rate is 300kW. On a very heavy load (e.g. laser turret firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.&lt;br /&gt;
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially &amp;quot;transports electricity&amp;quot; using trains.&lt;br /&gt;
&lt;br /&gt;
=== Distribution ===&lt;br /&gt;
&lt;br /&gt;
Power poles are used to transmit energy. There are 4 types of power pole, each having differently configured properties. The properties are coverage area (area in which machines are placed to be affected by the pole) and wire reach (the distance across which a pole can connect with another pole). If two poles of different wire reach are to be connected, the smallest of either applies.&lt;br /&gt;
&lt;br /&gt;
# [[Small electric pole]] – Second smallest coverage area, shortest cable length, available without research.&lt;br /&gt;
# [[Medium electric pole]] – Second largest coverage area, average cable length.&lt;br /&gt;
# [[Big electric pole]] – Smallest coverage area, longest cable length.&lt;br /&gt;
# [[Substation]] – Largest coverage area, second longest cable length, but most expensive to build.&lt;br /&gt;
&lt;br /&gt;
=== Consumption ===&lt;br /&gt;
&lt;br /&gt;
The majority of machines in Factorio consume electricity. There are two aspects to a machine&#039;s energy use.&lt;br /&gt;
&lt;br /&gt;
* Energy consumption – The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine&#039;s demand), and all machines will slow down proportionally to the power available.&lt;br /&gt;
** For example: If an [[Assembling machine 3]] (210kW) and an [[Electric mining drill]] (90kW) are on a network (90+210 = 300kW), but the network only has 3 [[Solar panel]]s (3x60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).&lt;br /&gt;
* Drain – The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited.&lt;br /&gt;
&lt;br /&gt;
=== Connection ===&lt;br /&gt;
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]&lt;br /&gt;
&lt;br /&gt;
A network is created by placing electrical generators ([[Steam engine]]s or [[Solar panel]]s) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as [[Small electric pole]]s) that are connected together.  Electric poles cover differently sized areas depending on their type.  The area of coverage appears as a blue overlay around the pole.  If two poles are placed close enough, the poles connect automatically.  A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole&#039;s network, and clicking on a pole will provide a detailed GUI about that pole&#039;s electric network. (See below)&lt;br /&gt;
&lt;br /&gt;
* Use shift-click on a existing pole to remove all its connections to other poles.&lt;br /&gt;
* Unconnected poles can be connected with a single [[Copper cable]] dragging from pole to pole (Left click on the &#039;&#039;bottom&#039;&#039; of the pole with the cable in hand.)&lt;br /&gt;
* Individual connections can be removed by &amp;quot;connecting&amp;quot; them with copper cable. This will not consume the cable.&lt;br /&gt;
* You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using [[Big electric pole]]s is recommended.&lt;br /&gt;
&lt;br /&gt;
== Electric network info screen ==&lt;br /&gt;
[[File:Electric network info screen.png|thumb|400x400px|The Electric network info GUI]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network to which that pole is connected!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not measured globally, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Satisfaction&#039;&#039;&#039; – The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (&amp;gt;50%) or red (&amp;lt;50%).&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; – The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.&lt;br /&gt;
# &#039;&#039;&#039;[[Accumulator|Accumulator]] capacity&#039;&#039;&#039; – How much energy is currently held inside of the accumulators connected to your network.  Measured in [[Units|joule]]s; 1 Joule = 1 Watt * 1 second (see also [[wikipedia:Joule]]). This bar should be able to fill fully before emptying again.&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below. &amp;quot;5s&amp;quot; means over the last 5 seconds.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; – A list of consumers from highest power consumption to lowest. In the picture example, 16 [[Radar|radars]] consume the most power, at 4.7 MW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; – A list of producers from highest power production to lowest. In the picture example, 160 [[Steam engine]]s produce all the electricity in the factory.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; – Shows the consumption of the different parts of the network over time.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; – Shows the production of the different producers of the network over time.&lt;br /&gt;
&lt;br /&gt;
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.&lt;br /&gt;
&lt;br /&gt;
== Network priorities ==&lt;br /&gt;
&lt;br /&gt;
Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:&lt;br /&gt;
&lt;br /&gt;
* [[Solar panel]]s – Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand. &lt;br /&gt;
* [[Steam engine]]s and [[Steam turbine]]s – They match whatever demand solar panels cannot satisfy; note that Engines and Turbines do have the same priority, leftover demand is equally divided among both.&lt;br /&gt;
* [[Accumulator]] – Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.&lt;br /&gt;
&lt;br /&gt;
There may be situations where different behaviour is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a  [[power switch]] and the [[circuit network]] is in order.&lt;br /&gt;
&lt;br /&gt;
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:&lt;br /&gt;
# It will be connected to other available poles, starting with the closest one.&lt;br /&gt;
# It won&#039;t be connected to 2 poles connected to each other (it won&#039;t form a 3 pole triangle).&lt;br /&gt;
# It will not be connected to more than 5 other poles.&lt;br /&gt;
&lt;br /&gt;
A player can manually connect poles together with Copper Wire, if they are within reach of each other, as long as either pole does not already have 5 connections.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Producing power from oil|Producing power from oil]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Relytor</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Stone&amp;diff=136758</id>
		<title>Infobox:Stone</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Stone&amp;diff=136758"/>
		<updated>2017-05-06T18:04:26Z</updated>

		<summary type="html">&lt;p&gt;Relytor: Added Landfill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category = Resources&lt;br /&gt;
|category-name = Resource&lt;br /&gt;
|mining-hardness = 0.4&lt;br /&gt;
|mining-time     = 2&lt;br /&gt;
|producers = Manual + Mining drill&lt;br /&gt;
|processors=Furnace&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|consumers = Stone brick + Rail + Stone furnace + Landfill&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Relytor</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Stone&amp;diff=136757</id>
		<title>Stone</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Stone&amp;diff=136757"/>
		<updated>2017-05-06T18:03:22Z</updated>

		<summary type="html">&lt;p&gt;Relytor: Added Landfill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Stone/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone&#039;&#039;&#039; is a [[Items#Resources|resource]] found on the map. It is used for crafting [[Stone furnace]]s, [[Rail|Rail]]s, [[Landfill]], and can be smelted into [[Stone brick]]s in a furnace.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Destroying large stone rocks gives stone.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Updated icon graphics}}&lt;br /&gt;
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{{history|0.9.0|&lt;br /&gt;
* Slightly increase stone spawning rate.}}&lt;br /&gt;
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{{history|0.2.9|&lt;br /&gt;
* Updated stone graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
* Changed standard stone resource frequency from rare to medium.}}&lt;br /&gt;
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{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Relytor</name></author>
	</entry>
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