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	<updated>2026-04-23T05:10:13Z</updated>
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		<id>https://wiki.factorio.com/index.php?title=Technologies&amp;diff=206248</id>
		<title>Technologies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Technologies&amp;diff=206248"/>
		<updated>2024-11-14T06:23:18Z</updated>

		<summary type="html">&lt;p&gt;Reububble: /* Infinite Research Exclusive to Space Age */ Electric weapons damage infinite upgrades start at 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Technology tree.png|thumb|right|280px|The technology tree − Click to enlarge.]]&lt;br /&gt;
[[File:tech_bonuses.png|thumb|right|280px|Researched tech bonuses.]]&lt;br /&gt;
&#039;&#039;&#039;Technologies&#039;&#039;&#039; are [[Research|researched]] in [[lab]]s using [[science pack]]s.&lt;br /&gt;
&lt;br /&gt;
Every technology needs a certain amount of science packs per science pack type to be researched, for example the [[Logistics (research)|Logistics]] technology requires 20 [[automation science pack]]s to be placed in labs while the technology is selected for research.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|tech-maniac}}&lt;br /&gt;
* Completing infinite technologies of any level is not required for &#039;&#039;&#039;Tech maniac&#039;&#039;&#039;. All non-infinite levels of technologies that have infinite continuations are still required.&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Infinite technologies ==&lt;br /&gt;
&lt;br /&gt;
While most technologies in Factorio are either one-off or have a finite, relatively small number of levels available, a few are &amp;quot;infinite&amp;quot;, meaning the player can research as many levels as they can afford. All of them unlock bonuses to existing technologies, never new structures or abilities. The per-level bonuses are constant for a particular infinite technologies and, like finite research bonuses, are additive within a single technology. They are subject to diminishing returns; thus, the per-level and per-science pack contributions from very high levels of infinite technologies will eventually provide only marginal improvements.&lt;br /&gt;
&lt;br /&gt;
All infinite technologies levels require [[space science pack]]s, and are also the only technologies that do. As such, they are late-game technologies intended primarily for players who wish to continue playing and expand their factory past the nominal victory condition of launching a rocket.&lt;br /&gt;
&lt;br /&gt;
Infinite technologies are identified in-game by a small &amp;lt;code&amp;gt;∞&amp;lt;/code&amp;gt; infinity symbol shown in the top right corner of the research technology&#039;s card in the research screen.&lt;br /&gt;
&lt;br /&gt;
Most infinite technologies are continuations of ordinary multi-level technologies; the &amp;quot;infinite&amp;quot; mechanic becomes effective once the player reaches the card initially labeled with &amp;lt;code&amp;gt;N - ∞&amp;lt;/code&amp;gt; in the research tree. Only the two [[artillery]]-related technologies (artillery shell [[artillery shell range (research)|range]] and [[artillery shell shooting speed (research)|shooting speed]]) are infinite-only; for these, &amp;lt;code&amp;gt;1 - ∞&amp;lt;/code&amp;gt; is shown before any levels in them are researched. In either case, once the first infinite level is researched, the card label switches to the one discussed above.&lt;br /&gt;
&lt;br /&gt;
=== Pricing formulas ===&lt;br /&gt;
&lt;br /&gt;
The price of all infinite technologies is generated in a [[Wikipedia:Progression|mathematical progression]]; for the majority of technologies, the progression is [[Wikipedia:Geometric_progression|geometric]], mostly in powers of 2. Two technologies - [[mining productivity (research)|mining productivity]] and [[follower robot count (research)|follower robot count]] - use an [[Wikipedia:Arithmetic_progression|arithmetic progression]] instead.&lt;br /&gt;
&lt;br /&gt;
The table below summarizes for all infinite researches their first infinite level, the cost of the first few infinite levels, the cost formula and the per-level bonus. &lt;br /&gt;
&lt;br /&gt;
We denote by &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; the current level of the research, by &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; the final non-infinite level of the research (hence F+1 is the first &amp;quot;infinite&amp;quot; level) and by &amp;lt;code&amp;gt;P[N]&amp;lt;/code&amp;gt; the price of the research at level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt;.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! P[F+2] !! P[F+3] !! P[F+4] !! P[F+5] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed ]] || +65% Robot Speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|6 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || +10% Mining Productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|4 || 2,500 × (N - F) || style=text-align:center|2,500 || style=text-align:center|5,000 || style=text-align:center|7,500 || style=text-align:center|10,000 || style=text-align:center|12,500 || style=text-align:center|+2500&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || +40% Bullet Damage &amp;lt;br&amp;gt; +70% Turret Damage &amp;lt;br&amp;gt; +40% Shotgun Shell Damage &amp;lt;br&amp;gt; +100% Cannon Shell Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket Damage &amp;lt;br&amp;gt; +20% Grenade Damage &amp;lt;br&amp;gt; +20% Landmine Damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Flame Thrower Damage {{icon|Flamethrower ammo}} {{icon|Flamethrower turret}}|| {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Energy weapons damage (research)}} [[Energy weapons damage (research)|Energy weapons damage]] || +70% Laser Damage {{icon|Laser turret}} {{icon|Personal laser defense}} {{icon|Distractor capsule}}&amp;lt;br&amp;gt; +70% Electric Damage {{icon|Discharge defense}}&amp;lt;br&amp;gt; +30% Beam Damage {{icon|Destroyer capsule}} || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || +30% Artillery Shell Range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 × 2^N || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|32,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell speed]] || +100% Artillery Speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 + 1,000 × 3^(N - F - 1) || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|10,000 || style=text-align:center|28,000 || style=text-align:center|82,000 || style=text-align:center|×3 then - 2000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +10 Follower Robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 100 × (N - F) + 900 || style=text-align:center|1,000 || style=text-align:center|1,100 || style=text-align:center|1,200 || style=text-align:center|1,300 || style=text-align:center|1,400 || style=text-align:center|+100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Infinite Research Exclusive to Space Age ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! ...&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Steel plate productivity (research)}} [[Steel plate productivity (research)|Steel plate productivity]] || +10% Steel plate recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || 1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Low density structure productivity (research)}} [[Low density structure productivity (research)|Low density structure productivity]] || +10% Low density structure recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Metallurgic science pack}} || 1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Scrap recycling productivity (research)}} [[Scrap recycling productivity (research)|Scrap recycling productivity]] || +10% Scrap recycling recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || 1 || 500 × 1.5^N || style=text-align:center|750 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Processing unit productivity (research)}} [[Processing unit productivity (research)|Processing unit productivity]] || +10% Processing unit recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || 1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Electric weapons damage (research)}} [[Electric weapons damage (research)|Electric weapons damage]] || +70% Tesla damage &amp;lt;br&amp;gt; +70% Electric damage &amp;lt;br&amp;gt; +30% Beam damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || 4 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Plastic bar productivity (research)}} [[Plastic bar productivity (research)|Plastic bar productivity]] || +10% Plastic bar recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || 1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket fuel productivity (research)}} [[Rocket fuel productivity (research)|Rocket fuel productivity]] || +10% Rocket fuel recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || 1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Health (research)}} [[Health (research)|Health]] || +50 Character health || {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Agricultural science pack}} || 1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Asteroid productivity (research)}} [[Asteroid productivity (research)|Asteroid productivity]] || +10% Asteroid processing recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || 1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun damage (research)}} [[Railgun damage (research)|Railgun damage]] || +40% Railgun damage bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Agricultural science pack}} || 1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket part productivity (research)}} [[Rocket part productivity (research)|Rocket part productivity]] || +10% Rocket part recipe productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Cryogenic science pack}} || 1 || 2000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)}} [[Railgun shooting speed (research)|Railgun shooting speed]] || +20% Railgun shooting speed bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} {{icon|Cryogenic science pack}} || 1 || 1000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Research productivity (research)}} [[Research productivity (research)|Research productivity]] || +10% Lab research productivity bonus || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Electromagnetic science pack}} {{icon|Agricultural science pack}} {{icon|Cryogenic science pack}} {{icon|Promethium science pack}} || 1 || 1000 × 1.2^N || style=text-align:center|1,200 || style=text-align:center|×1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cumulative cost ===&lt;br /&gt;
&lt;br /&gt;
As the price of most infinite technologies (specifically, those based on geometric progressions) increases very steeply, it may be a good idea for players to set realistic target levels for each of the infinite technologies they wish to pursue, and make their factory plans accordingly. To that end, the following properties of cumulative infinite research prices may be useful:&lt;br /&gt;
&lt;br /&gt;
#For infinite technologies whose underlying equation is a powers-of-two geometric series, the cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; infinite levels (skipping the first &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; level, so counting &amp;quot;infinite&amp;quot; levels only) is &amp;lt;code&amp;gt;2 × P[N] - P[F+1]&amp;lt;/code&amp;gt;; i.e., twice the price of the final researched level, less the price of the first &amp;quot;infinite&amp;quot; level. &lt;br /&gt;
#*As &#039;&#039;N&#039;&#039; increases, this is approximated well by &amp;lt;code&amp;gt;2 × P[N] = P[N+1]&amp;lt;/code&amp;gt;, so the cumulative cost of researching to level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is about as much as researching level &amp;lt;code&amp;gt;N+1&amp;lt;/code&amp;gt;. &lt;br /&gt;
#*If one decides a level &amp;lt;code&amp;gt;M&amp;lt;/code&amp;gt; which one considers the &amp;quot;highest feasible&amp;quot; with their current science pack production capacity, expanding said capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; will allow about &amp;lt;code&amp;gt;log[2](X)&amp;lt;/code&amp;gt; additional levels to be researched before the next level takes longer to research with the expanded capacity than level &amp;lt;code&amp;gt;M + 1&amp;lt;/code&amp;gt; would have taken with the pre-expansion production capacity.&lt;br /&gt;
#*For example, if one expands production capacity by a factor of 10, they will be able to research at least &amp;lt;code&amp;gt;floor(log[2](10)) = 3&amp;lt;/code&amp;gt; and at most &amp;lt;code&amp;gt;ceiling(log[2](10)) = 4&amp;lt;/code&amp;gt; additional levels in a given technology before the exponential increase in price negates the speed benefits of their ×10 capacity expansion.&lt;br /&gt;
#The cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; levels of infinite technologies whose underlying equation is an arithmetic series is &amp;lt;code&amp;gt;(N - F) × (P[N] + P[F + 1]) ÷ 2&amp;lt;/code&amp;gt;; i.e, &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; times the mean of the prices of the first and last &amp;quot;infinite&amp;quot; level. For the [[Follower robot count (research)]], an additional &amp;lt;code&amp;gt;900 × (N-F)&amp;lt;/code&amp;gt; need to be added. &lt;br /&gt;
#*Expanding production capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;, as above, will in this case allow an additional &amp;lt;code&amp;gt;N × (X - 1)&amp;lt;/code&amp;gt; levels to be researched before the benefit of the expansion is wiped out (i.e., research progress speed drops to or below what it was pre-expansion).&lt;br /&gt;
#The cumulative price of the first &#039;&#039;&#039;&#039;&#039;N&#039;&#039;&#039;&#039;&#039; levels of &#039;&#039;&#039;artillery shell shooting speed&#039;&#039;&#039;, the sole infinite technology whose underlying equation is a powers-of-three geometric series (equation type (2)) is &amp;lt;code&amp;gt;1.5 × P[N] - 0.5 × P[1]&amp;lt;/code&amp;gt;; i.e., 1.5 times the price of the final researched level, less half the price of the first level.&lt;br /&gt;
&lt;br /&gt;
Note that these prices reflect &#039;&#039;&#039;research units&#039;&#039;&#039;, which will not be equal to science packs if [[productivity module|productivity modules]] are used in labs. (In that case, the science pack requirement will be lower.)&lt;br /&gt;
	&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Reububble</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=134927</id>
		<title>Burner inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=134927"/>
		<updated>2017-03-09T07:11:31Z</updated>

		<summary type="html">&lt;p&gt;Reububble: Updated information about coal usage/energy comparison&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Burner inserter/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Burner inserter&#039;&#039;&#039; is the most basic and slowest type of [[Inserter]]. They are powered by burning [[Fuel]], compared to the more advanced inserters which are powered by [[Electric network|electricity]]. When moving [[fuel]], they will fuell themselves as well. While having no drain, they consume vastly more energy than comparable [[Inserters]] when active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burner inserters&#039;&#039;&#039; cannot grab moving items from neither red belts or blue belts. They also cannot grab moving items from turning belts if the item&#039;s on the far side.&lt;br /&gt;
&lt;br /&gt;
Since v0.10.0, any [[Fuel]] items picked up by a burner inserter will also be used to power the inserter. This makes it useful for:&lt;br /&gt;
&lt;br /&gt;
* Filling [[Boiler|Boilers]] with [[Coal]]. This has the advantage that they will continue working even if the power fails. This is not the case for electrically powered [[inserters]].&lt;br /&gt;
&lt;br /&gt;
Even though they don&#039;t use electricity, Burner inserters can be linked to and manipulated by the [[logistic network|logistic]] and the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Power Comparison ==&lt;br /&gt;
&lt;br /&gt;
A burner inserter consumes (at a rate of 188kW) exactly 1 coal (8.0MJ burner energy) every 42.55 seconds (0.0235 coal/second) when running continuously. In practice, the burner inserter may not run continuously, however burner inserters consume no idle power, therefore 1 coal will last 42.55 seconds of run time. In this time, a burner inserter will transfer items approximately 25 times. In contrast, a regular [[inserter]] will transfer approximately 256 times using the same amount of coal (through steam power). However, due to the electric energy drain of other inserters, a burner inserter is more coal efficient than a regular inserter if the inserter only operates less than once every 1560 seconds (26 minutes).&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.16|&lt;br /&gt;
* Improved burner inserter&#039;s fuel searching logic; it will now search both transport belt lines for fuel}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
*  Burner inserter now grabs fuel for itself even if the target doesn&#039;t need it}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from splitters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Burner inserters start with enough energy to pick up 1 item and fuel themselves.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Roboports and Beacons.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimisation, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Inserter experiments]] : Info on throughput&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5387&amp;amp;p=41576#p41456&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6850 Burner Inserters: Less polluting than non-burning!?]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Inserters]]&lt;/div&gt;</summary>
		<author><name>Reububble</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Burner_inserter&amp;diff=134926</id>
		<title>Infobox:Burner inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Burner_inserter&amp;diff=134926"/>
		<updated>2017-03-09T06:37:29Z</updated>

		<summary type="html">&lt;p&gt;Reububble: Updated energy consumption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category = Machinery&lt;br /&gt;
|category-name = Machine&lt;br /&gt;
|health = 40&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|energy = 188 kW burner&lt;br /&gt;
|drain = &lt;br /&gt;
|recipe = Time, 0.5 + Iron Plate + Iron Gear Wheel&lt;br /&gt;
|total-raw = Time + Iron Plate, 3&lt;br /&gt;
|producers = Manual + Assembling machine&lt;br /&gt;
|consumers = &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>Reububble</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Filter_inserter&amp;diff=134925</id>
		<title>Infobox:Filter inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Filter_inserter&amp;diff=134925"/>
		<updated>2017-03-09T05:00:44Z</updated>

		<summary type="html">&lt;p&gt;Reububble: energy and drain fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
| category = Machinery&lt;br /&gt;
| category-name = Machine&lt;br /&gt;
|health=40&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|image = Filter-inserter.jpg&lt;br /&gt;
|recipe = Fast inserter + Electronic circuit, 4 + Time, 0.5&lt;br /&gt;
|total-raw = Iron plate, 12 + Copper plate, 10.5 + Time, 10.7&lt;br /&gt;
|energy = 52 kW electric&lt;br /&gt;
|drain = 500 W electric&lt;br /&gt;
|required-technologies=electronics&lt;br /&gt;
|consumers = Science pack 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Reububble</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=134923</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=134923"/>
		<updated>2017-03-08T19:26:55Z</updated>

		<summary type="html">&lt;p&gt;Reububble: /* Inserter Speed */  Added ticks per tile (uncertainty +/- 0.005)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from, and insert items into machines or storage devices. There are seven types of inserters, all requiring electricity to run (except the Burner Inserter, which burns [[Fuel|fuel]]).&lt;br /&gt;
&lt;br /&gt;
== Types Of Inserters ==&lt;br /&gt;
&lt;br /&gt;
* [[Burner inserter]] - The only [[fuel]]-powered inserter.&lt;br /&gt;
* [[Inserter]] - The standard yellow electrical inserter.&lt;br /&gt;
* [[Fast inserter]] - The much faster blue inserter.&lt;br /&gt;
* [[Long handed inserter]] - Capable of inserting and removing from a greater range.&lt;br /&gt;
* [[Filter inserter]] - Purple inserter used for filtering.&lt;br /&gt;
* [[Stack inserter]] - New inserter available with V0.13, allows much greater throughput.&lt;br /&gt;
* [[Stack filter inserter]] - A filtered version of the Stack inserter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Pick up&#039;&#039;&#039; [[Items]] off the ground, off of a [[Transport belts|Transport belt]], or from any object that has storage space, including [[Storages/Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* &#039;&#039;&#039;Place&#039;&#039;&#039; the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Inserters can place items on all types of conveyor belts.&lt;br /&gt;
* Try to pick up items from all types of belts (as of v0.12 there is no limitation anymore).&lt;br /&gt;
* Inserters will run at slower speeds when starved for energy.&lt;br /&gt;
&lt;br /&gt;
Inserters will &#039;&#039;&#039;not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the connected entity.&lt;br /&gt;
* Pick up items into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into a stack limited inventory, beyond the stack limit (red slots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inserters act differently depending on what they are moving items to/into so as not to monopolize all of the items being picked up. This allows other machines and inserters on the same transport belt to pick up a share of the items. If two inserters are picking up from the same tile, the first placed inserter has priority.&lt;br /&gt;
&lt;br /&gt;
==Insertion Limits==&lt;br /&gt;
Inserters will stop inserting items into certain buildings if they already have enough of that item. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. When the fuel drops below 5 items, the inserter will continue to insert more fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
This is to allow for all machines to receive their share of items. The common limits on insertion are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Inserter limit !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[Burner inserter]]s, [[Furnace]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10 || Since v0.8.4. Allows for 100 shots before depleting.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of items needed for one research point ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that takes items from an object containing [[Storage/Stack|stacks]] of items (such as a chest) can overfill the target building due to the [[Inserter item stack size bonus]] research. Overfilling can also happen if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
==Inserters And Transport Belt Interaction ==&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt. Which side they place it on depends on the orientation of the inserter and the belt, as described below.&lt;br /&gt;
&lt;br /&gt;
: [[File:PlaceOnFarSide.gif|left]]&lt;br /&gt;
* Inserters will &#039;&#039;&#039;always&#039;&#039;&#039; place the item on the furthest lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:TakeFromNearSide.gif|left]]&lt;br /&gt;
* Inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnRightSide.gif|left]]&lt;br /&gt;
* If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnInsideOfCorner.gif|left]]&lt;br /&gt;
* If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Issues ==&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly. ([[Inserter|basic inserters]] cannot pick up from [[express transport belt]] for example)&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
==Inserter Item Stack Size Bonus==&lt;br /&gt;
&lt;br /&gt;
If an inserter moves items from inventory to inventory (for example from an assembler into a chest), or (as of v0.13) from an inventory to a belt, it is able to transport more items at once. The secret behind this is the [[Inserter item stack size bonus]] research.&lt;br /&gt;
&lt;br /&gt;
==Power Usage==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every movement&lt;br /&gt;
* The [[Burner inserter]] does not drain energy when idle, but uses more energy when it is active. It is quite useful for situations where the inserter does not need to move very often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inserter Speed==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
! Ticks per full turn&amp;lt;br/&amp;gt;Ticks per Tile&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner Inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.6&amp;lt;br/&amp;gt;1.284 || 1.667&amp;lt;br/&amp;gt;0.833 || 102&amp;lt;br/&amp;gt;76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.84&amp;lt;br/&amp;gt;1.8 || 1.191&amp;lt;br/&amp;gt;0.56 || 72&amp;lt;br/&amp;gt;54&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2&amp;lt;br/&amp;gt;2.742 || 0.833&amp;lt;br/&amp;gt;0.416 || 52&amp;lt;br/&amp;gt;36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|Stack_filter_inserter|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;MAINTAINER NOTE: The below info (up to [[Inserters#See_also|See also]]) has not been updated to reflect v0.13. Values may not be correct, and should be re-tested.&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For an inserter removing items from a chest and placing them on a straight, empty belt ([https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=23409 experimentally measured to ±0.004], valid at least thru 0.12.33):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Items per [[Game-second]]&amp;lt;br/&amp;gt;Inserter facing East/West/South&lt;br /&gt;
! Items per Game-second&amp;lt;br/&amp;gt;Inserter facing North&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.588 || 0.579&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.831 || 0.820&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.153 || 1.129&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}} || 2.306 || 2.220&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|smart-inserter|Smart inserter}} || 2.306 || 2.220&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Actual rates may vary for different types of transfers (see also the note about inserter paths in the inserter speed section above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5253 Inserter Power Efficiency]: Movements per energy and exact power usage numbers. See also [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6258 this thread], where energy per movement is explained.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5400 Small Inserter Test]: Comparison if energy usage per item.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5524 Inserter heartbeats]: In some situations it is not possible to calculate the needed power usage.&lt;br /&gt;
===Special behavior===&lt;br /&gt;
* [[Inserters/Interaction with other Entities]]&lt;br /&gt;
* [[Inserter item stack size bonus]]: Inserter moves more than an item per turn.&lt;br /&gt;
* [[Inserter experiments]]&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>Reububble</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Inserters&amp;diff=134922</id>
		<title>Talk:Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Inserters&amp;diff=134922"/>
		<updated>2017-03-08T18:19:55Z</updated>

		<summary type="html">&lt;p&gt;Reububble: /* Inserter speed */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [http://kovarex.com/forum/viewtopic.php?f=7&amp;amp;t=22#p71]&lt;br /&gt;
&lt;br /&gt;
Removed. But eventually helpful. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 02:45, 31 December 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
&lt;br /&gt;
I updated this wiki to show ticks per turn in the inserter speed section. My results seem to clash with the previous information about rotation speed (102 ticks = 1.7 seconds, there is a discrepancy between the rotation time of burner inserters most notably). The experiment I performed was done on vanilla factorio 0.14.22. I used two steel chests with varying inserters for each experiment. The inserters were fully powered at all times. The first chest is wired to a combinator which tests for any items in the chest, and outputs 1 signal X. This signal is added to a tallying arithmetic combinator. This arithmetic combinator is wired to itself, and outputs T + X. The value of T at setup is 0. I begin this experiment by placing large stacks of items into the first chest. I place only 201 transfers worth of material into the chest. This will stop the timer as soon as the last item is removed, which occurs after 200 transfers. With this setup I obtained the results as I have reported them. The timer always stopped on a multiple of 200, indicating that the number of ticks per full turn is an integer number. This is why I decided to add a separate column for this value. I may in the future update the other rotation speed metrics to match my results. --[[User:Reububble|Reububble]] ([[User talk:Reububble|talk]]) 18:19, 8 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Reububble</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=134921</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=134921"/>
		<updated>2017-03-08T17:55:27Z</updated>

		<summary type="html">&lt;p&gt;Reububble: /* Inserter Speed */  Added ticks per full turn (uncertainty +/- 0.005) from experiments timing 200 transfers between chests.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from, and insert items into machines or storage devices. There are seven types of inserters, all requiring electricity to run (except the Burner Inserter, which burns [[Fuel|fuel]]).&lt;br /&gt;
&lt;br /&gt;
== Types Of Inserters ==&lt;br /&gt;
&lt;br /&gt;
* [[Burner inserter]] - The only [[fuel]]-powered inserter.&lt;br /&gt;
* [[Inserter]] - The standard yellow electrical inserter.&lt;br /&gt;
* [[Fast inserter]] - The much faster blue inserter.&lt;br /&gt;
* [[Long handed inserter]] - Capable of inserting and removing from a greater range.&lt;br /&gt;
* [[Filter inserter]] - Purple inserter used for filtering.&lt;br /&gt;
* [[Stack inserter]] - New inserter available with V0.13, allows much greater throughput.&lt;br /&gt;
* [[Stack filter inserter]] - A filtered version of the Stack inserter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Pick up&#039;&#039;&#039; [[Items]] off the ground, off of a [[Transport belts|Transport belt]], or from any object that has storage space, including [[Storages/Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* &#039;&#039;&#039;Place&#039;&#039;&#039; the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Inserters can place items on all types of conveyor belts.&lt;br /&gt;
* Try to pick up items from all types of belts (as of v0.12 there is no limitation anymore).&lt;br /&gt;
* Inserters will run at slower speeds when starved for energy.&lt;br /&gt;
&lt;br /&gt;
Inserters will &#039;&#039;&#039;not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the connected entity.&lt;br /&gt;
* Pick up items into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into a stack limited inventory, beyond the stack limit (red slots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inserters act differently depending on what they are moving items to/into so as not to monopolize all of the items being picked up. This allows other machines and inserters on the same transport belt to pick up a share of the items. If two inserters are picking up from the same tile, the first placed inserter has priority.&lt;br /&gt;
&lt;br /&gt;
==Insertion Limits==&lt;br /&gt;
Inserters will stop inserting items into certain buildings if they already have enough of that item. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. When the fuel drops below 5 items, the inserter will continue to insert more fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
This is to allow for all machines to receive their share of items. The common limits on insertion are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Inserter limit !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[Burner inserter]]s, [[Furnace]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10 || Since v0.8.4. Allows for 100 shots before depleting.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of items needed for one research point ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that takes items from an object containing [[Storage/Stack|stacks]] of items (such as a chest) can overfill the target building due to the [[Inserter item stack size bonus]] research. Overfilling can also happen if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
==Inserters And Transport Belt Interaction ==&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt. Which side they place it on depends on the orientation of the inserter and the belt, as described below.&lt;br /&gt;
&lt;br /&gt;
: [[File:PlaceOnFarSide.gif|left]]&lt;br /&gt;
* Inserters will &#039;&#039;&#039;always&#039;&#039;&#039; place the item on the furthest lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:TakeFromNearSide.gif|left]]&lt;br /&gt;
* Inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnRightSide.gif|left]]&lt;br /&gt;
* If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnInsideOfCorner.gif|left]]&lt;br /&gt;
* If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Issues ==&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly. ([[Inserter|basic inserters]] cannot pick up from [[express transport belt]] for example)&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
==Inserter Item Stack Size Bonus==&lt;br /&gt;
&lt;br /&gt;
If an inserter moves items from inventory to inventory (for example from an assembler into a chest), or (as of v0.13) from an inventory to a belt, it is able to transport more items at once. The secret behind this is the [[Inserter item stack size bonus]] research.&lt;br /&gt;
&lt;br /&gt;
==Power Usage==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every movement&lt;br /&gt;
* The [[Burner inserter]] does not drain energy when idle, but uses more energy when it is active. It is quite useful for situations where the inserter does not need to move very often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inserter Speed==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
! Ticks per full turn&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner Inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.6&amp;lt;br/&amp;gt;1.284 || 1.667&amp;lt;br/&amp;gt;0.833 || 102&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.84&amp;lt;br/&amp;gt;1.8 || 1.191&amp;lt;br/&amp;gt;0.56 || 72&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2&amp;lt;br/&amp;gt;2.742 || 0.833&amp;lt;br/&amp;gt;0.416 || 52&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 ||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|Stack_filter_inserter|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;MAINTAINER NOTE: The below info (up to [[Inserters#See_also|See also]]) has not been updated to reflect v0.13. Values may not be correct, and should be re-tested.&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For an inserter removing items from a chest and placing them on a straight, empty belt ([https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=23409 experimentally measured to ±0.004], valid at least thru 0.12.33):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Items per [[Game-second]]&amp;lt;br/&amp;gt;Inserter facing East/West/South&lt;br /&gt;
! Items per Game-second&amp;lt;br/&amp;gt;Inserter facing North&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.588 || 0.579&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.831 || 0.820&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.153 || 1.129&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}} || 2.306 || 2.220&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|smart-inserter|Smart inserter}} || 2.306 || 2.220&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Actual rates may vary for different types of transfers (see also the note about inserter paths in the inserter speed section above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5253 Inserter Power Efficiency]: Movements per energy and exact power usage numbers. See also [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6258 this thread], where energy per movement is explained.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5400 Small Inserter Test]: Comparison if energy usage per item.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5524 Inserter heartbeats]: In some situations it is not possible to calculate the needed power usage.&lt;br /&gt;
===Special behavior===&lt;br /&gt;
* [[Inserters/Interaction with other Entities]]&lt;br /&gt;
* [[Inserter item stack size bonus]]: Inserter moves more than an item per turn.&lt;br /&gt;
* [[Inserter experiments]]&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>Reububble</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=134920</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=134920"/>
		<updated>2017-03-08T04:25:23Z</updated>

		<summary type="html">&lt;p&gt;Reububble: /* Calculations */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
Electricity and [[Liquids]] have many interactions and can be incredibly difficult to learn- this page documents several important components of electricity production. It is divided up into different topics that are important to keep in mind.&lt;br /&gt;
&lt;br /&gt;
== Steam power optimal ratios ==&lt;br /&gt;
&lt;br /&gt;
Each [[Steam engine]] needs roughly 1.31 [[Boiler]]s when running at full capacity.&lt;br /&gt;
&lt;br /&gt;
One [[Pump|offshore pump]] can satisfy 14 [[Boiler]]s and 10 [[Steam engine|steam engines]]. 13 boilers will work, but this tends to have issues recovering after coal shortages or other accidents.&lt;br /&gt;
&lt;br /&gt;
Each 10 steam engines need 2.5 [[electric mining drill]]s when running at full capacity.  This is calculated as follows: mining drills produce 0.525 [[coal]]/second.  Coal contains 8 MJ of energy, and boilers are 50% efficient, so every mining drill generates 2.1 MJ/second in the boilers.  To reach 5.1 MW you need 5.1/2.1 = about 2.5 mining drills.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5950 Research topic about energy]&lt;br /&gt;
* [[Liquids/Hot|Hot Liquids]]&lt;br /&gt;
* [[Liquids/Pipe physics]].&lt;br /&gt;
&lt;br /&gt;
== Hot liquids in tanks ==&lt;br /&gt;
&lt;br /&gt;
To equalize the needed throughput (different needs of energy between day and night for example), hot water from boilers can also be stored in [[Storage Tank|storage tanks]] and used by extra steam engines during peak times or during night (if solar is in place). This energy storage technique can be used instead of or in addition to [[Basic accumulator|accumulators]]. Hot liquids stored in tanks will never cool down.&lt;br /&gt;
&lt;br /&gt;
See [[Liquids/Hot#Storing_hot_liquids_as_energy_storage|about storing of hot liquids]] for examples on how to use this feature.&lt;br /&gt;
&lt;br /&gt;
== Solar Panels/Accumulators ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;close enough&amp;quot; ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible).&lt;br /&gt;
&lt;br /&gt;
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 blueprint demonstrating the 20:24 &amp;quot;close enough&amp;quot; ratio above.]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:28x28_accumulator_solar_panel_example.jpg|300px|thumb|top|A medium 28x28 blueprint with a nearly optimal ratio.]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:48x48_accumulator_solar_panel_example.jpg|300px|thumb|top|A large 48x48 blueprint with a nearly optimal ratio. It also contains a roboport in the center to repair itself and automatically construct adjacent blueprint copies.]]&lt;br /&gt;
|}&lt;br /&gt;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels =&lt;br /&gt;
    (day + dawn) * (night + dawn * (day + dawn) / game_day) / game_day&lt;br /&gt;
    * Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
which, given the default time lengths of: day = 17500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; the length of days, a simplified version of this equation can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 70 s * Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 0.002016 /s * game_day &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where game_day is the number of seconds in the game day which is 25000/60 s by default.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1865&lt;br /&gt;
&lt;br /&gt;
== Ensuring enough energy is produced ==&lt;br /&gt;
&lt;br /&gt;
Try this checklist before you completely revamp your power source. You may also use this to rectify negative feedback loops.&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[Electric network]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any size will work.&lt;br /&gt;
* Is hot water able to reach all steam engines?&lt;br /&gt;
* Do your pipes have water? Look at the glass windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [https://wiki.factorio.com/index.php?title=Pipe-to-Ground underground pipes] are connected together.&lt;br /&gt;
* Do you have enough [[Boiler]]s? The water temperature should reach 100 degrees. One of your burners should be reserve (not much used, no lights in the burner) when you need to restart the energy system.&lt;br /&gt;
&lt;br /&gt;
== Energy Storage ==&lt;br /&gt;
&lt;br /&gt;
See [[Basic accumulator]].&lt;br /&gt;
&lt;br /&gt;
Energy is available (or storable) from/to:&lt;br /&gt;
* [[Fuel]].&lt;br /&gt;
* Capacity in the [[Basic accumulator]]s.&lt;br /&gt;
* [[Liquids/Hot|Hot liquids]]. They can be created in the [[Boiler]] and stored in the [[Storage Tank]]. See below.&lt;br /&gt;
&lt;br /&gt;
See [[Units#Power]] for info on energy units.&lt;br /&gt;
&lt;br /&gt;
=== Storing hot water in tanks ===&lt;br /&gt;
&lt;br /&gt;
A completely filled tank with water at 100 degrees stores 212 Megajoules! This is the equivalent to 42 [[Basic accumulator]]s, but the tank needs only 3x3 tiles of space. This way you can store much more energy in a much smaller place: 23.5 MJ / [[Tile]] vs. 1.2 MJ / [[Tile]]&lt;br /&gt;
&lt;br /&gt;
The details are explained in [[Liquids/Pipe physics]]. Read more about this: [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6617&amp;amp;start=10#p52712 Yet another &amp;quot;Steam engine backup&amp;quot; solution (simple&amp;amp;low tech)].&lt;br /&gt;
&lt;br /&gt;
There are several advantages to storing energy in storage tanks vs. storing it in an [[Electricity/Storage|accumulator]]:&lt;br /&gt;
* You don&#039;t need to produce electrical energy first.&lt;br /&gt;
* The energy density per tile is much higher than it is with batteries.&lt;br /&gt;
* You won&#039;t get sudden blackouts when you&#039;re out of power. Instead, power goes out gradually as pressure drops.&lt;br /&gt;
&lt;br /&gt;
==== See also ====&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=9738 Hot water capacitor]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6665 Using steam as a backup]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3724 Handling Gigantic Energy Peaks]&lt;br /&gt;
* [[Liquids/Hot]].&lt;br /&gt;
&lt;br /&gt;
== Types of energy ==&lt;br /&gt;
&lt;br /&gt;
In factorio, there are two types of energy, Burner, and Electric.&lt;br /&gt;
&lt;br /&gt;
=== Burner ===&lt;br /&gt;
&lt;br /&gt;
Burner energy is energy obtained from burning [[Fuel]] in a machine, such as a [[Burner Mining Drill]], or [[Car]]. &lt;br /&gt;
&lt;br /&gt;
=== Electric ===&lt;br /&gt;
&lt;br /&gt;
Electricity is produced by generators, or energy storages when draining. It is an intangible energy that flows through power poles.&lt;br /&gt;
&lt;br /&gt;
Electricity is the only way to transport energy over long distances quickly. Electricity itself doesn&#039;t pollute, pollution comes either from burning fuel or consuming electricity. Different amounts of energy consumption yield differing amounts of pollution. &lt;br /&gt;
&lt;br /&gt;
Common sources of electric power are [[steam engine]]s, [[Basic accumulator]]s, or [[solar panel]]s.&lt;br /&gt;
&lt;br /&gt;
=== The electric priority ===&lt;br /&gt;
&lt;br /&gt;
Electricity is provided on a priority basis. When a draw for power is created, power will come from these machines, in order:&lt;br /&gt;
This means,&lt;br /&gt;
&lt;br /&gt;
* [[Solar panel]]- These will provide power first, if they do not satisfy the draw:&lt;br /&gt;
* [[Steam engine]]- Steam engines will start functioning, if the draw is still not satisfied:&lt;br /&gt;
* [[Basic accumulator]]- Lastly, the energy in accumulators will be consumed.&lt;br /&gt;
&lt;br /&gt;
This works in the opposite way as well: The accumulators are only filled if the demand of all other consumers are fulfilled. &lt;br /&gt;
&lt;br /&gt;
== Transmitting energy ==&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
Power poles are used to transmit energy. See [[Small electric pole]], [[Medium electric pole]], and [[Big electric pole]] for more info.&lt;br /&gt;
&lt;br /&gt;
==== Autoplacing poles ====&lt;br /&gt;
&lt;br /&gt;
It is possible to automatically place poles at maximum distance apart. To do this, left click and hold, then move the mouse or walk. The poles will automatically be placed the optimal distance apart.&lt;br /&gt;
&lt;br /&gt;
This works from a car or train as well, which enables placing the electric poles very quickly over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Cables (and Wires) ===&lt;br /&gt;
&lt;br /&gt;
When you place an electric pole it will automatically cable itself to other poles in range. These cables are &amp;quot;free&amp;quot; and do not consume any copper cable. If you remove these cables, you can regenerate them by removing and rebuilding the pole.&lt;br /&gt;
&lt;br /&gt;
You generally don&#039;t need to manually add copper wires, because any pole in range will be connected automatically by the free wires. Placing copper wire is only useful when precise control is needed, such as hooking up a [[power switch]] between two networks.&lt;br /&gt;
&lt;br /&gt;
==== Removing cables ====&lt;br /&gt;
Remove all cables from an electric pole by shift-left-clicking it. The pole will become an independent electric network. You can reconnect it to other poles by placing cables manually.&lt;br /&gt;
&lt;br /&gt;
==== Add cables or wires ====&lt;br /&gt;
A cable or wire can be added by holding [[Copper cable]] in your hand, left-clicking the base of one pole, then left-clicking the base of another. Use [[copper cable]] for the electric network, or [[red wire|red]]/[[green wire|green]] wires for the [[circuit network]]s. Note that the wire item is consumed when you make the connection; you will not get it back if you remove the pole&#039;s wires, or if you remove the pole itself.&lt;/div&gt;</summary>
		<author><name>Reububble</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=133562</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=133562"/>
		<updated>2016-12-29T03:05:10Z</updated>

		<summary type="html">&lt;p&gt;Reububble: /* Solar Panels/Accumulators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
Electricity and [[Liquids]] have many interactions and can be incredibly difficult to learn- this page documents several important components of electricity production. It is divided up into different topics that are important to keep in mind.&lt;br /&gt;
&lt;br /&gt;
== Steam power optimal ratios ==&lt;br /&gt;
&lt;br /&gt;
Each [[Steam engine]] needs roughly 1.31 [[Boiler]]s when running at full capacity.&lt;br /&gt;
&lt;br /&gt;
One [[Pump|offshore pump]] can satisfy 14 [[Boiler]]s and 10 [[Steam engine|steam engines]]. 13 boilers will work, but this tends to have issues recovering after coal shortages or other accidents.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5950 Research topic about energy]&lt;br /&gt;
* [[Liquids/Hot|Hot Liquids]]&lt;br /&gt;
* [[Liquids/Pipe physics]].&lt;br /&gt;
&lt;br /&gt;
== Hot liquids in tanks ==&lt;br /&gt;
&lt;br /&gt;
To equalize the needed throughput (different needs of energy between day and night for example), hot water from boilers can also be stored in [[Storage Tank|storage tanks]] and used by extra steam engines during peak times or during night (if solar is in place). This energy storage technique can be used instead of or in addition to [[Basic accumulator|accumulators]]. Hot liquids stored in tanks will never cool down.&lt;br /&gt;
&lt;br /&gt;
See [[Liquids/Hot#Storing_hot_liquids_as_energy_storage|about storing of hot liquids]] for examples on how to use this feature.&lt;br /&gt;
&lt;br /&gt;
== Solar Panels/Accumulators ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;close enough&amp;quot; ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible).&lt;br /&gt;
&lt;br /&gt;
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 blueprint demonstrating the 20:24 &amp;quot;close enough&amp;quot; ratio above.]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:28x28_accumulator_solar_panel_example.jpg|300px|thumb|top|A medium 28x28 blueprint with a nearly optimal ratio.]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:48x48_accumulator_solar_panel_example.jpg|300px|thumb|top|A large 48x48 blueprint with a nearly optimal ratio. It also contains a roboport in the center to repair itself and automatically construct adjacent blueprint copies.]]&lt;br /&gt;
|}&lt;br /&gt;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels =&lt;br /&gt;
    (day + dawn) * (night + dawn * (day + dawn) / game_day) / game_day&lt;br /&gt;
    * Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
which, given the default time lengths of: day = 17500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; the length of days, a simplified version of this equation can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 70 s * Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 0.002016 /s * game_day &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where game_day is the number of seconds in the game day which is 25000/60 s by default.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1865&lt;br /&gt;
&lt;br /&gt;
== Ensuring enough energy is produced ==&lt;br /&gt;
&lt;br /&gt;
Try this checklist before you completely revamp your power source. You may also use this to rectify negative feedback loops.&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[Electric network]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any size will work.&lt;br /&gt;
* Is hot water able to reach all steam engines?&lt;br /&gt;
* Do your pipes have water? Look at the glass windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [https://wiki.factorio.com/index.php?title=Pipe-to-Ground underground pipes] are connected together.&lt;br /&gt;
* Do you have enough [[Boiler]]s? The water temperature should reach 100 degrees. One of your burners should be reserve (not much used, no lights in the burner) when you need to restart the energy system.&lt;br /&gt;
&lt;br /&gt;
== Energy Storage ==&lt;br /&gt;
&lt;br /&gt;
See [[Basic accumulator]].&lt;br /&gt;
&lt;br /&gt;
Energy is available (or storable) from/to:&lt;br /&gt;
* [[Fuel]].&lt;br /&gt;
* Capacity in the [[Basic accumulator]]s.&lt;br /&gt;
* [[Liquids/Hot|Hot liquids]]. They can be created in the [[Boiler]] and stored in the [[Storage Tank]]. See below.&lt;br /&gt;
&lt;br /&gt;
See [[Units#Power]] for info on energy units.&lt;br /&gt;
&lt;br /&gt;
=== Storing hot water in tanks ===&lt;br /&gt;
&lt;br /&gt;
A completely filled tank with water at 100 degrees stores 212 Megajoules! This is the equivalent to 42 [[Basic accumulator]]s, but the tank needs only 3x3 tiles of space. This way you can store much more energy in a much smaller place: 23.5 MJ / [[Tile]] vs. 1.2 MJ / [[Tile]]&lt;br /&gt;
&lt;br /&gt;
The details are explained in [[Liquids/Pipe physics]]. Read more about this: [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6617&amp;amp;start=10#p52712 Yet another &amp;quot;Steam engine backup&amp;quot; solution (simple&amp;amp;low tech)].&lt;br /&gt;
&lt;br /&gt;
There are several advantages to storing energy in storage tanks vs. storing it in an [[Electricity/Storage|accumulator]]:&lt;br /&gt;
* You don&#039;t need to produce electrical energy first.&lt;br /&gt;
* The energy density per tile is much higher than it is with batteries.&lt;br /&gt;
* You won&#039;t get sudden blackouts when you&#039;re out of power. Instead, power goes out gradually as pressure drops.&lt;br /&gt;
&lt;br /&gt;
==== See also ====&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=9738 Hot water capacitor]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6665 Using steam as a backup]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3724 Handling Gigantic Energy Peaks]&lt;br /&gt;
* [[Liquids/Hot]].&lt;br /&gt;
&lt;br /&gt;
== Types of energy ==&lt;br /&gt;
&lt;br /&gt;
In factorio, there are two types of energy, Burner, and Electric.&lt;br /&gt;
&lt;br /&gt;
=== Burner ===&lt;br /&gt;
&lt;br /&gt;
Burner energy is energy obtained from burning [[Fuel]] in a machine, such as a [[Burner Mining Drill]], or [[Car]]. &lt;br /&gt;
&lt;br /&gt;
=== Electric ===&lt;br /&gt;
&lt;br /&gt;
Electricity is produced by generators, or energy storages when draining. It is an intangible energy that flows through power poles.&lt;br /&gt;
&lt;br /&gt;
Electricity is the only way to transport energy over long distances quickly. Electricity itself doesn&#039;t pollute, pollution comes either from burning fuel or consuming electricity. Different amounts of energy consumption yield differing amounts of pollution. &lt;br /&gt;
&lt;br /&gt;
Common sources of electric power are [[steam engine]]s, [[Basic accumulator]]s, or [[solar panel]]s.&lt;br /&gt;
&lt;br /&gt;
=== The electric priority ===&lt;br /&gt;
&lt;br /&gt;
Electricity is provided on a priority basis. When a draw for power is created, power will come from these machines, in order:&lt;br /&gt;
This means,&lt;br /&gt;
&lt;br /&gt;
* [[Solar panel]]- These will provide power first, if they do not satisfy the draw:&lt;br /&gt;
* [[Steam engine]]- Steam engines will start functioning, if the draw is still not satisfied:&lt;br /&gt;
* [[Basic accumulator]]- Lastly, the energy in accumulators will be consumed.&lt;br /&gt;
&lt;br /&gt;
This works in the opposite way as well: The accumulators are only filled if the demand of all other consumers are fulfilled. &lt;br /&gt;
&lt;br /&gt;
== Transmitting energy ==&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
Power poles are used to transmit energy. See [[Small electric pole]], [[Medium electric pole]], and [[Big electric pole]] for more info.&lt;br /&gt;
&lt;br /&gt;
==== Autoplacing poles ====&lt;br /&gt;
&lt;br /&gt;
It is possible to automatically place poles at maximum distance apart. To do this, left click and hold, then move the mouse or walk. The poles will automatically be placed the optimal distance apart.&lt;br /&gt;
&lt;br /&gt;
This works from a car or train as well, which enables placing the electric poles very quickly over long distances.&lt;br /&gt;
&lt;br /&gt;
=== Cables (and Wires) ===&lt;br /&gt;
&lt;br /&gt;
When you place an electric pole it will automatically cable itself to other poles in range. These cables are &amp;quot;free&amp;quot; and do not consume any copper cable. If you remove these cables, you can regenerate them by removing and rebuilding the pole.&lt;br /&gt;
&lt;br /&gt;
You generally don&#039;t need to manually add copper wires, because any pole in range will be connected automatically by the free wires. Placing copper wire is only useful when precise control is needed, such as hooking up a [[power switch]] between two networks.&lt;br /&gt;
&lt;br /&gt;
==== Removing cables ====&lt;br /&gt;
Remove all cables from an electric pole by shift-left-clicking it. The pole will become an independent electric network. You can reconnect it to other poles by placing cables manually.&lt;br /&gt;
&lt;br /&gt;
==== Add cables or wires ====&lt;br /&gt;
A cable or wire can be added by holding [[Copper cable]] in your hand, left-clicking the base of one pole, then left-clicking the base of another. Use [[copper cable]] for the electric network, or [[red wire|red]]/[[green wire|green]] wires for the [[circuit network]]s. Note that the wire item is consumed when you make the connection; you will not get it back if you remove the pole&#039;s wires, or if you remove the pole itself.&lt;/div&gt;</summary>
		<author><name>Reububble</name></author>
	</entry>
</feed>