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		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=219826</id>
		<title>Circuit network</title>
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		<updated>2026-09-04T20:06:10Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: There is now no limit to signals in a constant combinator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Circuit network (research).png|128px|right]]&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a storage tank containing 1000 crude oil will broadcast 1000 on the crude oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected storage tanks with 1000 crude oil each, the value of the crude oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Splitter||Splitters}} || [[Splitters]] ||&lt;br /&gt;
|| Can set the priority input and/or output sides on a condition.&lt;br /&gt;
Can set the filter based on a signal.&lt;br /&gt;
* Setting a filter will only work if &amp;quot;set output sides&amp;quot; is enabled and the condition for either left &#039;&#039;or&#039;&#039; right is true. If both sides are true, then the splitter will default to filtering the item to the left side.&lt;br /&gt;
* If there are multiple input signals that can be used as a filter, then the splitter will choose the item that appears first in the Factoriopedia.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Biochamber|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine has fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of the set recipe &lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes [[productivity]] crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All crafting machines can enable on a condition and set their recipe based on a signal. The machine, if not given a recipe signal, will use the main crafting recipe for the item/fluid (as shown in the Factoriopedia) ||&lt;br /&gt;
|-  &lt;br /&gt;
| {{Icon|Stone furnace}} {{Icon|Steel furnace}} {{Icon|Electric furnace}} {{Icon|Recycler}} || [[Furnace]]s and the [[Recycler]]{{SA}} || Furnace-style crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, but not fuel, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine requires fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of automatically determined recipe&lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes productivity crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All furnace-style crafting machines can enable on a condition&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Wooden chest}} {{Icon|Iron chest||Iron chest}} {{Icon|Steel chest||Steel chest}} || [[Chests]] || Can send its content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = [[File:Signal-V.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = [[File:Signal-D.png|24px]]&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions, and set its requests based on incoming signals.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} {{Icon|Buffer chest}} {{Icon|Storage chest}} {{Icon|Passive provider chest}} {{Icon|Active provider chest}} || [[Requester chest]], [[Buffer chest]], [[Storage chest]], [[Passive provider chest]], [[Active provider chest]] || Can send its contents to the circuit network. || Buffer and requester chests can have their requested items set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Can be enabled/disabled via a circuit network condition. When disabled, chests that provide items to the logistics network no longer provide those items. When disabled, chests that request items from the logistics network no longer request those items.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content and/or the fluid&#039;s temperature to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|24px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enable its planting and/or harvesting functions on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lab}} {{Icon|Biolab|space-age=yes}} || [[Lab]], [[Biolab]]{{SA}} || Can output its contents, the current technology cost, and technology level&lt;br /&gt;
|| Labs can set the current research on a condition.&lt;br /&gt;
* If set this way, players are prevented from switching research on the technology tree.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|24px]][[File:Signal-Yellow.png|24px]][[File:Signal-Green.png|24px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|24px]][[File:Signal-Yellow.png|24px]][[File:Signal-Green.png|24px]][[File:Signal-Blue.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || &lt;br /&gt;
Train stops can output:&lt;br /&gt;
* The contents, except fuel, of a stopped train&lt;br /&gt;
** Any fluid amounts are rounded down to the nearest full number, except when the fluid is &amp;lt; 1, then it is rounded to 1.&lt;br /&gt;
* The unique Train ID of a stopped train, defaulting to [[File:Signal-T.png|24px]]&lt;br /&gt;
* The number of trains en-route to the current stop, including the currently stopped train, defaulting to [[File:Signal-C.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
* Send the signal to the train, to use in wait conditions&lt;br /&gt;
* Enable the stop on a condition&lt;br /&gt;
** Disabled stops act as if their train limit = 0. Trains attempting to go here will enter the &amp;quot;Destination Full&amp;quot; state.&lt;br /&gt;
* Set the stop&#039;s train limit to the value of a control signal, defaulting to [[File:Signal-L.png|24px]]&lt;br /&gt;
* Set the stop&#039;s priority to the value of a control signal, defaulting to [[File:Signal-P.png|24px]]&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] ||&lt;br /&gt;
* &#039;&#039;Surface Mode&#039;&#039;: Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
* &#039;&#039;Universe Mode&#039;&#039;: Radars will transmit any signals passed to it to a particular selectable channel. The signal will be picked up by all other radars set to the same channel, even if they are on another planet or [[space platform]]{{SA}}&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pipe}} {{Icon|Pipe to ground}} || [[Pipe]]s, [[Underground pipe]]s || &lt;br /&gt;
*&#039;&#039;Pipe Mode&#039;&#039;: The pipe can output the contents of the individual pipe&lt;br /&gt;
*&#039;&#039;Pipeline&#039;&#039;: The pipe can output the contents of the entire pipeline&lt;br /&gt;
The pipe can output the fluid&#039;s current temperature&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Boiler}} || [[Boiler]] || The boiler can output its current fuel, including the fuel being burned || The boiler can be enabled on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heat exchanger}} || [[Heat exchanger]] || || The heat exchanger can be enabled on a condition||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Land mine}} || [[Land mine]] || || Land mines can be set to explode on a condition. This disables proximity-based triggering. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|400px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection. Wire will not be consumed by connect/disconnect operations.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red wires or two green wires will link if they touch. Use different colored wires to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire connection, place the same color wire over an existing connection.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts values on any of the channels for whatever networks it is connected to.  (It&#039;s not currently possible to specify whether a value should be on the red or green channel; to output different values, use two combinators, one for each color wire.)  Any item channel or [[#Virtual signals|virtual signal]] channel is available for use.&lt;br /&gt;
**Note that using two slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** &#039;&#039;Connecting&#039;&#039;: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** &#039;&#039;Feedback&#039;&#039;: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** &#039;&#039;Each&#039;&#039;:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**&#039;&#039;Multi-network&#039;&#039;: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:Virtual_Signals_dialog_box.png|thumb|Some of the Virtual Signals available for use in the circuit network in the base game]]&lt;br /&gt;
Virtual signals are special signals that do not correspond to game items or fluids. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
There are 177 virtual signals available (or 241 in [[Space Age]]{{SA}}) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines &amp;amp; arrows, information icons, every [[enemies|enemy]] variant, environmental features, and the signal for the planet [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Additionally, if the &amp;quot;Show parameters in selection lists&amp;quot; option is enabled under game Settings &amp;gt; Interface &amp;gt; Interaction, the Unsorted tab receives 10 special purple &amp;quot;parameter&amp;quot; icons which can be used for blueprint [[Blueprint#Parameterisation|parameterisation]].&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
[[File:Signal everything.png|24px]] &#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]]. A signal is present if it is nonzero, so &amp;quot;Everything ≠ 0&amp;quot; is always true.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output a signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
[[File:Signal anything.png|24px]] &#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]]. A signal is present if it is nonzero, so &amp;quot;Anything = 0&amp;quot; is always false.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precedence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
[[File:Signal each.png|24px]] &#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper plate&amp;quot; and &amp;quot;iron plate&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is &#039;&#039;not&#039;&#039; implicitly excluded. For example, &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; results in an output that includes &amp;quot;X&amp;quot; multiplied by itself.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If a [[decider combinator|decider]] condition is set that inputs and output each, but needs to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower {{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.67|&lt;br /&gt;
* Splitters can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.35|&lt;br /&gt;
* Furnaces can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.34|&lt;br /&gt;
* Extended the virtual signals, and unified/changed graphics of some of the existing ones.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Added selector combinator. It allows to select one of the signals, or the signal count from an input.&lt;br /&gt;
* Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network.&lt;br /&gt;
* Added editable description to combinator entities.&lt;br /&gt;
* Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.&lt;br /&gt;
* Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.&lt;br /&gt;
* Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Scrap&amp;diff=208065</id>
		<title>Scrap</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Scrap&amp;diff=208065"/>
		<updated>2024-12-18T21:47:34Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Correction - It is not a 40% chance to roll nothing, each resource has its own chance of being produced.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Scrap}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Scrap&#039;&#039;&#039; is a resource found on [[Fulgora]]{{SA}}. It needs to be recycled by hand or in the [[recycler]]{{SA}} to get usable products. &lt;br /&gt;
&lt;br /&gt;
When traveling further from the drop location the scrap piles will not get more dense with ore. The most dense scrap piles are found under the Fulgoran Vault Ruins. The amount under the vaults can range from a few million up to 70 million when on default settings. Making Scrap mines on the Vault Ruins the most rewarding. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scrap Recycling ==&lt;br /&gt;
&lt;br /&gt;
[[File:Scrap-recycling-recipe.png|frameless|alt=Recipe icon for recycling scrap|Scrap recycling recipe]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Recycling results&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Percent&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron gear wheel}}  || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}}  || 7%&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}}  || 6%&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}}  || 5%&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}}  || 4%&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}}  || 4%&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}}  || 4%&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}}  || 3%&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}}  || 3%&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}}  || 2%&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}}  || 1%&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}}  || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that each resource rolls independently; it is possible for a single craft to produce multiple resources.&lt;br /&gt;
&lt;br /&gt;
Further recycling of these products allows the player to also obtain the following resources out of scrap:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Resource&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Recycled from&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron plate}}&lt;br /&gt;
| {{Imagelink|Iron gear wheel}}, {{Imagelink|Battery}}, {{Imagelink|Electronic circuit}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper plate}}&lt;br /&gt;
| {{Imagelink|Low density structure}}, {{Imagelink|Copper cable}}, {{Imagelink|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Plastic bar}}&lt;br /&gt;
| {{Imagelink|Low density structure}}, {{Imagelink|Advanced circuit}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electronic circuit}}&lt;br /&gt;
| {{Imagelink|Processing unit}}, {{Imagelink|Advanced circuit}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone brick}}&lt;br /&gt;
| {{Imagelink|Concrete}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron ore}}&lt;br /&gt;
| {{Imagelink|Concrete}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Recycling cannot undo chemistry, which means that it is not possible to obtain crude/light/heavy oil, petroleum, lubricant, coal or sulfur from scrap.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Recycler]]{{SA}}&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Ice_platform&amp;diff=207981</id>
		<title>Ice platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Ice_platform&amp;diff=207981"/>
		<updated>2024-12-16T01:41:49Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Ice platform}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Ice platforms&#039;&#039;&#039; can be used to replace [[Aquilo]]&#039;s{{SA}} ammonia ocean with a dense ice float much in the same way that [[landfill]] works on other planets, with the caveat that it requires paving with [[concrete]] variants in order to support the operation of a vast majority of the game&#039;s buildings. Despite the flavor text stating that it &amp;quot;Will melt if exposed to heat&amp;quot;, ice platforms do not actually melt.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Terrain}}&lt;/div&gt;</summary>
		<author><name>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=207980</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=207980"/>
		<updated>2024-12-16T01:27:14Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Grammar cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Default_123456789.png|thumb|right|An example how the world generator might create a new map: Default settings with map seed 123456789]]&lt;br /&gt;
World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay — a new player is advised to start with the default settings before deciding to change their world.&lt;br /&gt;
__TOC__{{Clear}}&lt;br /&gt;
== Map generation presets ==&lt;br /&gt;
[[File:MapGeneratorOverview.png|thumb|right|400px|Overview of the map generation screen in Space Age]]&lt;br /&gt;
A preset may be chosen in the top left dropdown instead of manually configuring the generation. If playing in [[Space Age]]{{SA}}, presets will only change settings on [[Nauvis]].&lt;br /&gt;
=== Default ===&lt;br /&gt;
Normal settings. The recommended way to play Factorio.&lt;br /&gt;
&lt;br /&gt;
All sliders are set to the center position. Map height and width is unlimited, peaceful mode is disabled.&lt;br /&gt;
&lt;br /&gt;
All other settings are set to their defaults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion            !! Default !! Evolution        !! Default&lt;br /&gt;
|-                                      &lt;br /&gt;
| Enabled                    || Yes     || Enabled          || Yes    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum expansion distance || 7       || Time factor      || 40     &lt;br /&gt;
|-                                      &lt;br /&gt;
| Minimum group size         || 5       || Destroy factor   || 200    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum group size         || 20      || Pollution factor || 9      &lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || 4      &lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || 60     &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Recipes/Technology          !! Default&lt;br /&gt;
|-                                        &lt;br /&gt;
| Enabled                   || Yes     || Technology price multiplier || 1&lt;br /&gt;
|-                                        &lt;br /&gt;
| Absorption modifier       || 100%    &lt;br /&gt;
|-                                        &lt;br /&gt;
| Attack cost modifier      || 100%    &lt;br /&gt;
|-                                        &lt;br /&gt;
| Minimum damage to trees   || 60      &lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 10      &lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || 2%      &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rich resources ===&lt;br /&gt;
Resources patches on Nauvis have a larger richness, so you don&#039;t have to expand far.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources have 200% richness instead of 100%.&lt;br /&gt;
&lt;br /&gt;
=== Marathon ===&lt;br /&gt;
Technologies are more expensive.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Technology price multiplier 4.&lt;br /&gt;
&lt;br /&gt;
=== Death world ===&lt;br /&gt;
Biters are more dangerous and evolve faster.&lt;br /&gt;
&lt;br /&gt;
Difference from default: 200% enemy base frequency and 200% enemy base size on Nauvis, 75% starting area size, enemy evolution time factor is set to 200, pollution factor is set to 12. The pollution absorption and attack cost modifiers are set to 50% instead of 100%&lt;br /&gt;
&lt;br /&gt;
=== Death world marathon ===&lt;br /&gt;
Technologies are more expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran.&lt;br /&gt;
&lt;br /&gt;
Combines &amp;quot;Marathon&amp;quot; and &amp;quot;Death world&amp;quot; with some additional changes: Enemy evolution time factor is set to 150, pollution factor is set to 10. Attack cost modifier is set to 80% instead of 100% (50% for death world).&lt;br /&gt;
&lt;br /&gt;
=== Rail world ===&lt;br /&gt;
Resource patches are large and spread far apart, to encourage train systems. Biters won&#039;t create any new bases or re-expand into cleared territory.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources on Nauvis are set to 33% frequency and 300% size. Nauvis water is set to 200% scale and 150% coverage. The evolution time factor is set to 20 from 40 and enemy expansion is disabled.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon world ===&lt;br /&gt;
The map height is limited to only 128 tiles, which introduces a range of challenges and interesting situations.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Map height on all planets is limited to 128. Resources on Nauvis are set to 300% frequency, 50% size and 200% richness. Nauvis water is set to 25% coverage and size. Starting area size is increased to 300%. &lt;br /&gt;
&lt;br /&gt;
=== Lakes ===&lt;br /&gt;
Lakes with consistent size and cliffs that tend to follow the coastline. Forest paths are disabled. The same elevation as Factorio 1.1.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Tree coverage is set to 50%. This preset uses the map and cliff generation from version [[version history/1.1.0#1.1.0|1.1]]&lt;br /&gt;
&lt;br /&gt;
=== Island ===&lt;br /&gt;
A large island in an endless ocean. Forest paths are disabled.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Tree coverage is set to 50%. Terrain map type is set to island. This preset uses the map and cliff generation from version 1.1.&lt;br /&gt;
&lt;br /&gt;
== Manual configuration ==&lt;br /&gt;
It is possible experiment with different settings by opening the map preview, changing the settings and observing their effects. This makes it possible to directly observe what exactly particular settings modify in the world, beyond the textual descriptions provided on this page. If playing in [[Space Age]]{{SA}}, you can preview any planet by using the drop-down menu in the top right. There will also be additional settings for planet-specific settings, and each setting will show an icon telling which planet it affects.&lt;br /&gt;
&lt;br /&gt;
The seed is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. This means that even with the same generation settings, the world can look very different depending on the seed. If playing in Space Age, a single seed will effect all planets at once.&lt;br /&gt;
&lt;br /&gt;
All resources and terrain features can be disabled by unchecking the checkbox in front of them.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Frequency determines the number of resource patches in a given area. It does not affect resource patch size or richness. A setting of 200% frequency that means roughly double the patches can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of the resource patches. Setting the slider to 200% means the surface area of the patch is doubled.&lt;br /&gt;
&lt;br /&gt;
Richness defines the yield of every ore tile and every oil field. If richness is set to 200%, each ore tile and oil field contains about double the amount of ore/oil. Outside of this, resource patch richness increases by distance from the starting area.&lt;br /&gt;
&lt;br /&gt;
If playing in Space Age, resource settings can be changed for each planet individually, even if that resource appears on multiple planets. For example, [[coal]] can be configured differently for its appearences on Nauvis and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Setting the map type to island generates a single island around the spawn point and endless ocean beyond that. The normal map type generates endless terrain.&lt;br /&gt;
&lt;br /&gt;
Water scale changes how much space there is between lakes. The smaller the scale, the swampier the terrain. Higher scale leads to bigger oceans separated by bigger landmasses. Water coverage influences the overall amount of water. Reducing it generates small lakes, increasing it generates large oceans.&lt;br /&gt;
&lt;br /&gt;
The settings for trees behave in the same way. Higher scale increases the distance between forests while lower scale reduces it. High tree coverage allows to completely cover the world in trees, and low coverage nearly removes them from the world.&lt;br /&gt;
&lt;br /&gt;
Cliff frequency influences how many cliff lines there are in the world. Higher frequency means more cliffs, lower frequency reduces their number. The continuity setting changes how long and unbroken the cliff lines are. Low continuity leads to very short lines, high continuity to long, nearly unbroken lines of cliffs. Cliffs can be set separately for their appearances on [[Fulgora]]{{SA}} and [[Gleba]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
The moisture settings control the distribution of grass versus desert. Higher bias generates more grass, lower bias generates more desert. Higher scale increases the size of the grass/desert areas, low scale leads to small grass and desert patches.&lt;br /&gt;
&lt;br /&gt;
The terrain type setting controls the distribution of red desert versus sand. Higher bias generates more red desert, lower bias generates more sand. Higher scale increases the size of the red desert/sand areas, low scale leads to small red desert and sand patches.&lt;br /&gt;
&lt;br /&gt;
Vulcanus volcanism determines the distribution of lava compared to the mountains and ashlands on Vulcanus. Higher scale means more lava rivers, lower scale generates more mountains instead. Higher coverage means larger lava pools, smaller coverage means more ashlands.&lt;br /&gt;
&lt;br /&gt;
Gleba water control the distribution of swamps compared to the highlands on [[Gleba]]{{SA}}. Higher scale means more swamplands, lower scale generates more infrequent patches of highland. Higher coverage means larger bodies of deep water, lower coverage means less water and larger highlands.&lt;br /&gt;
&lt;br /&gt;
Gleba plants control the distribution of Gleba&#039;s many flora. It behaves similarly to Nauvis trees.&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
[[File:MapGeneratorEnemy.png|thumb|right|400px|The enemy tab]]&lt;br /&gt;
Frequency determines the number of enemy bases in a given area. It does not affect enemy base size. A setting of 200% frequency that means roughly double the enemy bases can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of enemy bases. Setting the slider to 200% means the surface area covered by the enemy bases is doubled. Bases can be changed for both Nauvis and Gleba individually.&lt;br /&gt;
&lt;br /&gt;
There are two ways to disable enemies alltogether: &amp;quot;no enemies mode&amp;quot;, or &amp;quot;peaceful mode&amp;quot;. Selecting either will disable some [[achievements]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No enemies&#039;&#039;&#039;: [[Enemies#Nests|Nests]] will still spawn, but no enemies themselves will spawn from them. [[Pollution]] will still effect the nests by increasing their health.&lt;br /&gt;
** In Space Age, on Vulcanus, Demolishers will also not spawn, and thus there will be no territories. On Gleba, destroying egg rafts will no longer spawn wrigglers. [[Pentapod egg]]{{SA}} and [[biter egg]]{{SA}} will no longer spawn their creatures upon spoiling, and will instead simply disappear. &lt;br /&gt;
* &#039;&#039;&#039;Peaceful mode&#039;&#039;&#039;: Enemies don&#039;t begin fights, only responding if the player (or a structure) fires at them. Only the enemies located near the fired shot are aggravated and they do not call other enemies to join them. The aggravated enemies primarily attack the structures and players that initiated the aggression and also the structures that block their paths. After destroying their targets, most of the time the aggravated enemies will return to being peaceful, but some of them continue a nonstop rampage where they target nearby structures (but not faraway ones). Additionally, when a map is in peaceful mode, the enemies will not [[Enemies#Expansions|expand]].&lt;br /&gt;
** In Space Age, Demolishers will not attack if you build in their territory, but will still destroy buildings if they are placed in its path.&lt;br /&gt;
&lt;br /&gt;
The starting area is an almost circular radius around the spawn point that does not contain enemy bases or demolisher territory. Increasing its size pushes the bases further out, while decreasing its size generates enemy bases closer to the spawn point. The size setting does not have any other effect.&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Expansions|Enemy expansion]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion setting    !! Description&lt;br /&gt;
|-                           &lt;br /&gt;
| Maximum expansion distance || The maximum distance enemies will look to expand from other enemy bases.&lt;br /&gt;
|-                           &lt;br /&gt;
| Minimum group size         || The minimum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size         || The maximum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || The minimum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || The maximum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Evolution|Evolution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Evolution setting !! Description&lt;br /&gt;
|-                  &lt;br /&gt;
| Time factor       || Controls how fast evolution increases over time.&lt;br /&gt;
|-                  &lt;br /&gt;
| Destroy factor    || Controls how fast evolution increases due to destroying enemy spawners.&lt;br /&gt;
|-                  &lt;br /&gt;
| Pollution factor  || Controls how fast evolution increases due to producing pollution.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
&lt;br /&gt;
The map width and height allows to generate maps with finite resources and area. It is possible to limit generation in only direction, alike the [[#Ribbon world|ribbon world]]. Technology price multiplier allows one to multiply the [[research|technology cost]].&lt;br /&gt;
&lt;br /&gt;
[[Pollution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution setting         !! Description&lt;br /&gt;
|-                       &lt;br /&gt;
| Absorption modifier       || Modifier of how much pollution is absorbed by trees and tiles.&lt;br /&gt;
|-&lt;br /&gt;
| Attack cost modifier      || Modifier of how much pollution is absorbed by enemy attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum damage to trees   || Trees have 4 different stages of the progression towards being destroyed by pollution. Any pollution above this amount starts the process of moving a tree towards a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || Trees have 4 different stages of the progression towards being destroyed by pollution. This value specifies how much pollution is absorbed when moving to a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || The amount of pollution diffused into neighboring chunks per second.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map exchange string ===&lt;br /&gt;
&lt;br /&gt;
A map exchange string generally looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;gt;&amp;gt;&amp;gt;eNp1UTGIE0EU/WMu3F4EUUjhgR4prrDZJTlFJRyZURAR0d7Oz&lt;br /&gt;
   WYiA5udOLsLnhaX4kptxEaraz3hOgu7wIEoKBxa2UVsLFROBC0U4&lt;br /&gt;
   p+dnWSNdw/+583/f97/fwbgGLhAADGgAEPqzAXSD/HI8JRZJZD9P&lt;br /&gt;
   leuVNyGtC0EKu1wV4qwGK3wiPfW3LYfc6NozBFKRv8qMFaOExnlE&lt;br /&gt;
   WDPtrZoOVGcx3igxgb0cKr8SKQ9c1eL5aOSGIcebCxlNl6H2nisD&lt;br /&gt;
   dkIC0YAtpIQjOWYOx7IKFEydGOeJCK61fTTO8228OMFt+416hqn9&lt;br /&gt;
   ivpKn475VGw1uylYSL6oeDKqXtnNc6dnL3RkyJOUsUzZccKuweW7&lt;br /&gt;
   ave8E5nKAeh6HYBahfQLuotCJB71e3LH+8+osTs5bGc7OWRYdtGr&lt;br /&gt;
   lhynR2YWrbkTEHHdP9RIKZpgi3yKodNiUlu6CQhD74+3/z1crdF/&lt;br /&gt;
   jz9/u5a+yYljUvVb3sr2y1MzusVDk3ck8caL+wqYDVHNE99oOTtG&lt;br /&gt;
   40vlJT1jap27Dy64dUSkKNHkG3eR1c7AXa0lpWpMtLN8NNu8smS9&lt;br /&gt;
   3R2D3yIVS2+pN0r7bKGk8lITm8wk1icZvHqChTbd6bLvbYddwqtZ&lt;br /&gt;
   2b4/w+KK8xElgsPX9F9OhP3uTQZAl9wd96e2DorwRT4wTu/vYd/A&lt;br /&gt;
   dl73Kk=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using {{Keybinding|ctrl|V}}) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated.&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the map exchange string button in the upper right corner and copying the string from the window that pops up.&lt;br /&gt;
&lt;br /&gt;
For a technical description of the map exchange string, see [[map exchange string format]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Starting area ===&lt;br /&gt;
&lt;br /&gt;
There is a second internal starting area that is completely separate from the starting area that can be changed in the enemy settings tab. This starting area always has a constant size and affects the spawning of resources, cliffs and water directly at the spawn. The map generation logic makes sure that there is always at least one patch of [[coal]], [[iron ore]], [[copper ore]], and [[stone]] each. Furthermore, there is always a lake in the starting area, even when water is turned off, and there are never any cliffs there. [[Uranium ore]] and [[crude oil]] do not spawn in the starting area. The richness of the ore patches is slightly influenced by the frequency setting.[https://forums.factorio.com/viewtopic.php?p=432592#p432592]&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width — see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new [[Map_structure#Chunk|chunk]] of the map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
==== Invisible chunks (fog of war) ====&lt;br /&gt;
&lt;br /&gt;
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while [[artillery turret]]s and [[artillery wagon|wagon]]s may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
==== Charting (removing fog of war) ====&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is [[Radar#Charting|charted]], which means when it is &amp;quot;touched&amp;quot; by a radar. This can be either the player&#039;s internal radar, which is always available and continually charts chunks around the player, or the [[radar]] entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it.&lt;br /&gt;
&lt;br /&gt;
==== Maximum map size and used memory ====&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200 [[Time#Seconds|game-minutes]] (ca 3.3 hours real time) to reach that border from the center when riding a [[locomotive|train]] fueled with [[rocket fuel|rocket]] or [[nuclear fuel]]. This makes the world essentially endless for practical purposes. The generated chunks are fully mapped and stored in the player&#039;s RAM, which is the practical limiting factor of exploration.&lt;br /&gt;
&lt;br /&gt;
Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added &amp;quot;No enemies&amp;quot; setting that disables enemy unit spawning from enemy spawners, map gen, and items. Does not disable enemy spawners.&lt;br /&gt;
* Added &amp;quot;Lakes&amp;quot; map generation preset&lt;br /&gt;
* Map generation system reworked}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.44|&lt;br /&gt;
* The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* Added cliffs.&lt;br /&gt;
* New terrains and new terrain generation.&lt;br /&gt;
* Trees can now be configured in the generate-map GUI.&lt;br /&gt;
* Terrain can be configured in the generate map GUI.&lt;br /&gt;
* Biters scale less with distance and there are generally less biters.&lt;br /&gt;
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.7|&lt;br /&gt;
* Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Map generator algorithm changed, further resource field now have greater richness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Flying_robot_frame&amp;diff=206900</id>
		<title>Infobox:Flying robot frame</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Flying_robot_frame&amp;diff=206900"/>
		<updated>2024-11-22T14:42:21Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = flying-robot-frame&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|recipe = Time, 20 + Battery, 2 + Electric engine unit, 1 + Electronic circuit, 3 + Steel plate, 1&lt;br /&gt;
|total-raw = Time, 23.75 + Battery, 2 + Copper plate, 4.5 + Electric engine unit, 1 + Iron plate, 3 + Steel plate, 1&lt;br /&gt;
|required-technologies = Robotics&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|rocket-capacity = 150 (3 {{Translation|stacks}})&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|consumers = Construction robot + Logistic robot + Utility science pack&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Copper_cable&amp;diff=206899</id>
		<title>Infobox:Copper cable</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Copper_cable&amp;diff=206899"/>
		<updated>2024-11-22T14:41:45Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|required-technologies = Electronics&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = copper-cable&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|image = copper_cable_entity&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|rocket-capacity = 4000 (20 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 0.5 + Copper plate, 1 = Copper cable, 2&lt;br /&gt;
|producers = Assembling machine + Player + Foundry + Electromagnetic plant&lt;br /&gt;
|consumers = Advanced circuit + Arithmetic combinator + Beacon + Big electric pole + Constant combinator + Decider combinator + Electronic circuit + Medium electric pole + Power switch + Programmable speaker + Small electric pole + Lamp + Substation&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Iron_stick&amp;diff=206898</id>
		<title>Infobox:Iron stick</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Iron_stick&amp;diff=206898"/>
		<updated>2024-11-22T14:41:26Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|required-technologies = Circuit network + Concrete + Electric energy distribution 1 + Railway&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = iron-stick&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=100&lt;br /&gt;
|rocket-capacity = 2000 (20 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 0.5 + Iron plate, 1 = Iron stick, 2&lt;br /&gt;
|producers = Assembling machine + Player + Foundry&lt;br /&gt;
|consumers = Big electric pole + Medium electric pole + Programmable speaker + Rail + Refined concrete + Train stop&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Iron_gear_wheel&amp;diff=206897</id>
		<title>Infobox:Iron gear wheel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Iron_gear_wheel&amp;diff=206897"/>
		<updated>2024-11-22T14:41:04Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = iron-gear-wheel&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=100&lt;br /&gt;
|rocket-capacity = 1000 (10 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 0.5 + Iron plate, 2&lt;br /&gt;
|producers = Assembling machine + Player + Foundry&lt;br /&gt;
|consumers = Artillery turret + Artillery wagon + Assembling machine 1 + Assembling machine 2 + Automation science pack + Bulk inserter + Burner inserter + Burner mining drill + Cargo wagon + Centrifuge + Chemical plant + Combat shotgun + Defender capsule + Electric mining drill + Engine unit + Express splitter + Express transport belt + Express underground belt + Fast splitter + Fast transport belt + Fast underground belt + Flamethrower + Flamethrower turret + Fluid wagon + Gun turret + Inserter + Lab + Long-handed inserter + Offshore pump + Oil refinery + Personal roboport + Pumpjack + Radar + Repair pack + Roboport + Rocket launcher + Shotgun + Steam engine + Steam turbine + Submachine gun + Tank + Transport belt&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Ice&amp;diff=206896</id>
		<title>Infobox:Ice</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Ice&amp;diff=206896"/>
		<updated>2024-11-22T14:40:09Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Add stack count for rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = ice&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|rocket-capacity = 1000 (20 {{Translation|stacks}})&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|consumers = Cryogenic science pack + Ice melting + Ice platform + Space science pack&lt;br /&gt;
|producers = Scrap recycling + Ammoniacal solution separation + Oxide asteroid crushing + Advanced oxide asteroid crushing&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Raw_fish&amp;diff=206895</id>
		<title>Infobox:Raw fish</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Raw_fish&amp;diff=206895"/>
		<updated>2024-11-22T14:39:29Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|consumers = Spidertron&lt;br /&gt;
|mining-time = 0.4&lt;br /&gt;
|prototype-type = capsule&lt;br /&gt;
|internal-name = raw-fish&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|health = {{Quality|20|26|32|38|50}}&lt;br /&gt;
|image = water_with_fish&lt;br /&gt;
|restores = {{Quality|80|104|128|152|200}}&lt;br /&gt;
|spoil-time = {{Quality|2h 5m 50s|2h 43m 34s|3h 21m 20s|3h 59m 5s|5h 14m 35s}}&lt;br /&gt;
|spoil-result = Spoilage&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|rocket-capacity = 300 (3 {{Translation|stacks}})&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|space-age-consumers = Spidertron + Fish breeding + Nutrients from fish&lt;br /&gt;
|space-age-producers = Biochamber&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Uranium_ore&amp;diff=206894</id>
		<title>Infobox:Uranium ore</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Uranium_ore&amp;diff=206894"/>
		<updated>2024-11-22T14:38:32Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|map-color = 00b200&lt;br /&gt;
|prototype-type = resource&lt;br /&gt;
|internal-name = uranium-ore&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|image = uranium ore daynight anim.gif&lt;br /&gt;
|mining-time = 2&lt;br /&gt;
|producers=Electric mining drill&lt;br /&gt;
| stack-size = 50&lt;br /&gt;
|rocket-capacity = 200 (4 {{Translation|stacks}})&lt;br /&gt;
|consumers = Uranium processing&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Stone&amp;diff=206893</id>
		<title>Infobox:Stone</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Stone&amp;diff=206893"/>
		<updated>2024-11-22T14:37:50Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|map-color = b09868&lt;br /&gt;
|prototype-type = resource&lt;br /&gt;
|internal-name = stone&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|image = stone_entity&lt;br /&gt;
|mining-time = 1&lt;br /&gt;
|producers = Manual + Mining drill + Foundry&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|rocket-capacity = 500 (10 {{Translation|stacks}})&lt;br /&gt;
|consumers = Landfill + Rail + Stone brick + Stone furnace + Holmium solution + Electrolyte&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Coal&amp;diff=206892</id>
		<title>Infobox:Coal</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Coal&amp;diff=206892"/>
		<updated>2024-11-22T14:37:31Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|map-color = 000000&lt;br /&gt;
|prototype-type = resource&lt;br /&gt;
|internal-name = coal&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|image = coal_entity&lt;br /&gt;
|mining-time = 1&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|rocket-capacity = 500 (10 {{Translation|stacks}})&lt;br /&gt;
|fuel-value=4 MJ burner&lt;br /&gt;
|vehicle-acceleration = 100%&lt;br /&gt;
|producers = Manual + Mining drill&lt;br /&gt;
|consumers = Coal liquefaction + Explosives + Grenade + Plastic bar + Poison capsule + Slowdown capsule&lt;br /&gt;
|used-as-fuel-by = Burner inserter + Burner mining drill + Boiler + Stone furnace + Steel furnace + Locomotive + Car + Tank&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Wood&amp;diff=206891</id>
		<title>Infobox:Wood</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Wood&amp;diff=206891"/>
		<updated>2024-11-22T14:37:05Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = wood&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
| mining-time = 0.5 &amp;lt;small&amp;gt;({{Translation|dead tree}})&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;0.55 &amp;lt;small&amp;gt;({{Translation|tree}})&amp;lt;/small&amp;gt;&lt;br /&gt;
| fuel-value  = 2 {{Translation|MJ}} burner&lt;br /&gt;
|vehicle-acceleration = 100%&lt;br /&gt;
|consumers = Combat shotgun + Shotgun + Small electric pole + Wooden chest&lt;br /&gt;
| stack-size = 100&lt;br /&gt;
|rocket-capacity = 500 (5 {{Translation|stacks}})&lt;br /&gt;
|used-as-fuel-by = Burner inserter + Burner mining drill + Boiler + Stone furnace + Steel furnace + Locomotive + Car + Tank &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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=206890</id>
		<title>Aquilo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=206890"/>
		<updated>2024-11-22T14:33:58Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Small grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:aquilo_preview.png|210px|right]]&#039;&#039;&#039;Aquilo&#039;&#039;&#039; a desolate, freezing ocean planet. Its surface consists solely of a vast ocean of liquid ammonia, with the occasional floating iceberg.&lt;br /&gt;
&lt;br /&gt;
Progression wise, Aquilo is meant to be visited after establishing factories on all the previous planets as research on Aquilo requires the research from [[Gleba]], [[Vulcanus]] and [[Fulgora]] to be unlocked.&lt;br /&gt;
&lt;br /&gt;
=== Required Research === &lt;br /&gt;
{{NavboxIconLink|Planet_discovery_Aquilo_(research)|Planet Discovery Aquilo}}&lt;br /&gt;
&lt;br /&gt;
=== Exclusive items ===&lt;br /&gt;
The following items are unlocked on Aquilo:&lt;br /&gt;
*{{NavboxIconLink|Cryogenic plant}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Cryogenic science pack}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Fusion generator}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Fusion reactor}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Railgun turret}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Railgun}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Captive biter spawner}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Portable fusion reactor}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aquilo Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 20 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 10&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 01%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 300&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
In terms of directly exploitable natural resources, Aquilo has:&lt;br /&gt;
* {{NavboxIconLink|Ammoniacal solution}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Lithium brine}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Fluorine}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Crude oil}}&lt;br /&gt;
&lt;br /&gt;
With crude oil being the only non-exclusive resource to Aquilo, excluding ice obtained from [[Lithium Ice Formation]].&lt;br /&gt;
&lt;br /&gt;
Stone, iron and copper (and coal if desired) need to be imported from other planets as Aquilo lacks ways to obtain these from the environment.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* {{NavboxIconLink|Water}} can be obtained via {{NavboxIconLink|Ammoniacal solution separation}} and {{NavboxIconLink|Ice melting}}&lt;br /&gt;
* {{NavboxIconLink|Stone}} is not available and must be shipped in from other planets&lt;br /&gt;
* {{NavboxIconLink|Iron ore}} is not available and must be shipped in from other planets&lt;br /&gt;
* {{NavboxIconLink|Copper ore}} is not available and must be shipped in from other planets&lt;br /&gt;
* {{NavboxIconLink|Coal}} is not available and must be shipped in from other planets&lt;br /&gt;
* {{NavboxIconLink|Crude oil}} can be obtained using pumpjacks as normal&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Freezing ===&lt;br /&gt;
Aquilo is brutally cold. Most entities will freeze and stop working unless heated by a [[heat pipe]] in an adjacent tile. Heat can be generated by the [[nuclear reactor]] or [[heating tower]]. Buildings also cannot be placed on the surface of the iceberg itself; [[concrete]] (or its variants) must be placed underneath as an insulator. The harshly low temperature will also make [[construction robot]]s and [[logistic robot]]s much weaker, making them consume 5 times more power than normal.&lt;br /&gt;
&lt;br /&gt;
Once a building is attached to an adjacent [[heat pipe]], it will consume heat energy to maintain it&#039;s state, reducing the energy (and temperature) in the [[heat pipe]]. &lt;br /&gt;
&lt;br /&gt;
The following Entities are immune from freezing:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest}} {{Icon|Iron chest}} {{Icon|Steel chest}} {{Icon|Active provider chest}} {{Icon|Passive provider chest}} {{Icon|Storage chest}} {{Icon|Buffer chest}} {{Icon|Requester chest}} || Chests&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner inserter}} {{Icon|Boiler}} {{Icon|Stone furnace}} {{Icon|Steel furnace}} || Burner Entities&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Small electric pole}} {{Icon|Medium electric pole}} {{Icon|Big electric pole}} {{Icon|Substation}} || Electric Poles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Straight rail}} {{Icon|Rail ramp}} {{Icon|Rail support}} {{Icon|Train stop}} {{Icon|Rail signal}} {{Icon|Rail chain signal}} || Rail Pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Locomotive}} {{Icon|Cargo wagon}} {{Icon|Fluid wagon}} {{Icon|Artillery wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Car}} {{Icon|Tank}} {{Icon|Spidertron}} || Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Construction robot}} {{Icon|Logistic robot}} {{Icon|Defender capsule}} {{Icon|Distractor capsule}} {{Icon|Destroyer capsule}} || Bots&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || Lamps&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon|Constant combinator}} {{Icon|Programmable speaker}} {{Icon|Display panel}} || Circuit Network Inputs and Outputs&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solar panel}} {{Icon|Accumulator}} {{Icon|Fusion reactor}} {{Icon|Fusion generator}} || Solar and Fusion Power Generation&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heat exchanger}} {{Icon|Heating tower}} || Heat Generators&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heat pipe}} || Heat Pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || Offshore Pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lightning rod}} {{Icon|Lightning collector}} || Lightning collectors&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub}} {{Icon|Cargo bay}} || Space Cargo Hub and Bays&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wall}} {{Icon|Gate}} || Walls and Gates&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Flamethrower turret}} {{Icon|Tesla turret}} || Flamethrower and Tesla Turrets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Solar ===&lt;br /&gt;
Aquilo is also far from the sun, and so [[solar panel]]s only output at 1% of their rate on Nauvis, or 0.6 kW during the day.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
{{NavboxIconLink|Aquilo}} is connected to 2 other planets, {{NavboxIconLink|Gleba}}{{SA}} and {{NavboxIconLink|Fulgora}}{{SA}}, along with the {{NavboxIconLink|Solar system edge}}{{SA}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Gleba}}{{SA}}|| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Fulgora}}{{SA}}|| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Solar system edge}}{{SA}}|| 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Aquilo.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Gleba }} to {{NavboxIconLink|Aquilo}}&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Fulgora}} to {{NavboxIconLink|Aquilo}}&lt;br /&gt;
| [[File:Asteroid_chart_Aquilo_Solar_System_Edge.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Aquilo}} to {{NavboxIconLink|Solar system edge}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Big&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 60%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Metallic asteroid chunk}} {{SA}}|| 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Carbonic asteroid chunk}} {{SA}}|| 2 &lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Oxide asteroid chunk}} {{SA}}|| 20&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Promethium asteroid chunk}} {{SA}}|| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| .10&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| 0&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0.25&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
aquilo_landscape.png|Example landscape of Aquilo.&lt;br /&gt;
aquilo_landscape_main_menu.png|Aquilo seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{NavboxIconLink|Fulgora}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Gleba}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Nauvis}}&lt;br /&gt;
* {{NavboxIconLink|Vulcanus}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Space platform}} {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In mythology, Aquilo is the Roman god of the north wind, storms, and winter.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=206889</id>
		<title>Aquilo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=206889"/>
		<updated>2024-11-22T14:33:19Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Add a hopefully complete table of entities not affected by freezing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:aquilo_preview.png|210px|right]]&#039;&#039;&#039;Aquilo&#039;&#039;&#039; a desolate, freezing ocean planet. Its surface consists solely of a vast ocean of liquid ammonia, with the occasional floating iceberg.&lt;br /&gt;
&lt;br /&gt;
Progression wise, Aquilo is meant to be visited after establishing factories on all the previous planets as research on Aquilo requires the research from [[Gleba]], [[Vulcanus]] and [[Fulgora]] to be unlocked.&lt;br /&gt;
&lt;br /&gt;
=== Required Research === &lt;br /&gt;
{{NavboxIconLink|Planet_discovery_Aquilo_(research)|Planet Discovery Aquilo}}&lt;br /&gt;
&lt;br /&gt;
=== Exclusive items ===&lt;br /&gt;
The following items are unlocked on Aquilo:&lt;br /&gt;
*{{NavboxIconLink|Cryogenic plant}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Cryogenic science pack}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Fusion generator}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Fusion reactor}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Railgun turret}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Railgun}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Captive biter spawner}}{{SA}}&lt;br /&gt;
*{{NavboxIconLink|Portable fusion reactor}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aquilo Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 20 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 10&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 01%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 300&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
In terms of directly exploitable natural resources, Aquilo has:&lt;br /&gt;
* {{NavboxIconLink|Ammoniacal solution}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Lithium brine}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Fluorine}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Crude oil}}&lt;br /&gt;
&lt;br /&gt;
With crude oil being the only non-exclusive resource to Aquilo, excluding ice obtained from [[Lithium Ice Formation]].&lt;br /&gt;
&lt;br /&gt;
Stone, iron and copper (and coal if desired) need to be imported from other planets as Aquilo lacks ways to obtain these from the environment.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* {{NavboxIconLink|Water}} can be obtained via {{NavboxIconLink|Ammoniacal solution separation}} and {{NavboxIconLink|Ice melting}}&lt;br /&gt;
* {{NavboxIconLink|Stone}} is not available and must be shipped in from other planets&lt;br /&gt;
* {{NavboxIconLink|Iron ore}} is not available and must be shipped in from other planets&lt;br /&gt;
* {{NavboxIconLink|Copper ore}} is not available and must be shipped in from other planets&lt;br /&gt;
* {{NavboxIconLink|Coal}} is not available and must be shipped in from other planets&lt;br /&gt;
* {{NavboxIconLink|Crude oil}} can be obtained using pumpjacks as normal&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Freezing ===&lt;br /&gt;
Aquilo is brutally cold. Most entities will freeze and stop working unless heated by a [[heat pipe]] in an adjacent tile. Heat can be generated by the [[nuclear reactor]] or [[heating tower]]. Buildings also cannot be placed on the surface of the iceberg itself; [[concrete]] (or its variants) must be placed underneath as an insulator. The harshly low temperature will also make [[construction robot]]s and [[logistic robot]]s much weaker, making them consume 5 times more power than normal.&lt;br /&gt;
&lt;br /&gt;
Once a building is attached to an adjacent [[heat pipe]], it will consume heat energy to maintain it&#039;s state, reducing the energy (and temperature) in the [[heat pipe]]. &lt;br /&gt;
&lt;br /&gt;
Following Entities are immune from freezing:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest}} {{Icon|Iron chest}} {{Icon|Steel chest}} {{Icon|Active provider chest}} {{Icon|Passive provider chest}} {{Icon|Storage chest}} {{Icon|Buffer chest}} {{Icon|Requester chest}} || Chests&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner inserter}} {{Icon|Boiler}} {{Icon|Stone furnace}} {{Icon|Steel furnace}} || Burner Entities&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Small electric pole}} {{Icon|Medium electric pole}} {{Icon|Big electric pole}} {{Icon|Substation}} || Electric Poles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Straight rail}} {{Icon|Rail ramp}} {{Icon|Rail support}} {{Icon|Train stop}} {{Icon|Rail signal}} {{Icon|Rail chain signal}} || Rail Pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Locomotive}} {{Icon|Cargo wagon}} {{Icon|Fluid wagon}} {{Icon|Artillery wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Car}} {{Icon|Tank}} {{Icon|Spidertron}} || Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Construction robot}} {{Icon|Logistic robot}} {{Icon|Defender capsule}} {{Icon|Distractor capsule}} {{Icon|Destroyer capsule}} || Bots&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || Lamps&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon|Constant combinator}} {{Icon|Programmable speaker}} {{Icon|Display panel}} || Circuit Network Inputs and Outputs&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solar panel}} {{Icon|Accumulator}} {{Icon|Fusion reactor}} {{Icon|Fusion generator}} || Solar and Fusion Power Generation&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heat exchanger}} {{Icon|Heating tower}} || Heat Generators&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heat pipe}} || Heat Pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || Offshore Pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lightning rod}} {{Icon|Lightning collector}} || Lightning collectors&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub}} {{Icon|Cargo bay}} || Space Cargo Hub and Bays&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wall}} {{Icon|Gate}} || Walls and Gates&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Flamethrower turret}} {{Icon|Tesla turret}} || Flamethrower and Tesla Turrets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Solar ===&lt;br /&gt;
Aquilo is also far from the sun, and so [[solar panel]]s only output at 1% of their rate on Nauvis, or 0.6 kW during the day.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
{{NavboxIconLink|Aquilo}} is connected to 2 other planets, {{NavboxIconLink|Gleba}}{{SA}} and {{NavboxIconLink|Fulgora}}{{SA}}, along with the {{NavboxIconLink|Solar system edge}}{{SA}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Gleba}}{{SA}}|| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Fulgora}}{{SA}}|| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Solar system edge}}{{SA}}|| 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Aquilo.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Gleba }} to {{NavboxIconLink|Aquilo}}&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Fulgora}} to {{NavboxIconLink|Aquilo}}&lt;br /&gt;
| [[File:Asteroid_chart_Aquilo_Solar_System_Edge.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Aquilo}} to {{NavboxIconLink|Solar system edge}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Big&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 60%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Metallic asteroid chunk}} {{SA}}|| 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Carbonic asteroid chunk}} {{SA}}|| 2 &lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Oxide asteroid chunk}} {{SA}}|| 20&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Promethium asteroid chunk}} {{SA}}|| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| .10&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| 0&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0.25&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
aquilo_landscape.png|Example landscape of Aquilo.&lt;br /&gt;
aquilo_landscape_main_menu.png|Aquilo seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{NavboxIconLink|Fulgora}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Gleba}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Nauvis}}&lt;br /&gt;
* {{NavboxIconLink|Vulcanus}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Space platform}} {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In mythology, Aquilo is the Roman god of the north wind, storms, and winter.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Electric_engine_unit&amp;diff=206567</id>
		<title>Infobox:Electric engine unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Electric_engine_unit&amp;diff=206567"/>
		<updated>2024-11-17T14:31:38Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = electric-engine-unit&lt;br /&gt;
|total-raw = Time, 12.5 + Copper plate, 3 + Engine unit, 1 + Iron plate, 2 + Lubricant, 15&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|rocket-capacity=400 (8 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 10 + Electronic circuit, 2 + Engine unit, 1 + Lubricant, 15&lt;br /&gt;
|required-technologies = Electric engine&lt;br /&gt;
|producers = Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers = Exoskeleton + Flying robot frame + Power armor + Power armor MK2 + Rocket silo&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Engine_unit&amp;diff=206566</id>
		<title>Infobox:Engine unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Engine_unit&amp;diff=206566"/>
		<updated>2024-11-17T14:31:07Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = engine-unit&lt;br /&gt;
|total-raw = Time, 11.5 + Iron plate, 4 + Steel plate, 1&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|rocket-capacity=400 (8 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 10 + Iron gear wheel, 1 + Pipe, 2 + Steel plate, 1&lt;br /&gt;
|required-technologies = Engine&lt;br /&gt;
|producers = Assembling machine&lt;br /&gt;
|consumers = Artillery wagon + Car + Chemical science pack + Electric engine unit + Flamethrower turret + Locomotive + Pump + Tank&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Processing_unit&amp;diff=206565</id>
		<title>Infobox:Processing unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Processing_unit&amp;diff=206565"/>
		<updated>2024-11-17T14:30:34Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = processing-unit&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=100&lt;br /&gt;
|rocket-capacity=300 (3 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 10 + Advanced circuit, 2 + Electronic circuit, 20 + Sulfuric acid, 5&lt;br /&gt;
|total-raw = Time, 54 + Copper plate, 40 + Iron plate, 24 + Plastic bar, 4 + Sulfuric acid, 5&lt;br /&gt;
|required-technologies = Processing unit&lt;br /&gt;
|producers = Assembling machine 2 + Assembling machine 3 + Electromagnetic plant &lt;br /&gt;
|consumers = Atomic bomb + Personal battery MK2 + Cargo landing pad + Discharge defense + Efficiency module 2 + Efficiency module 3 + Energy shield MK2 + Exoskeleton + Portable fission reactor + Personal laser defense + Personal roboport MK2 + Power armor + Power armor MK2 + Productivity module 2 + Productivity module 3 + Rocket part + Rocket silo + Satellite + Speed module 2 + Speed module 3 + Spidertron + Utility science pack&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Advanced_circuit&amp;diff=206564</id>
		<title>Infobox:Advanced circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Advanced_circuit&amp;diff=206564"/>
		<updated>2024-11-17T14:30:00Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = advanced-circuit&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|rocket-capacity=1000 (5 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 6 + Copper cable, 4 + Electronic circuit, 2 + Plastic bar, 2&lt;br /&gt;
|total-raw = Time, 9.5 + Copper plate, 5 + Iron plate, 2 + Plastic bar, 2&lt;br /&gt;
|required-technologies = Advanced circuit&lt;br /&gt;
|producers = Assembling machine + Electromagnetic plant + Player&lt;br /&gt;
|consumers = Active provider chest + Artillery turret + Artillery wagon + Beacon + Belt immunity equipment + Buffer chest + Bulk inserter + Centrifuge + Chemical science pack + Distractor capsule + Efficiency module + Efficiency module 2 + Efficiency module 3 + Electric furnace + Energy shield + Express splitter + Logistic robot + Modular armor + Nightvision + Nuclear reactor + Passive provider chest + Personal roboport + Processing unit + Productivity module + Productivity module 2 + Productivity module 3 + Requester chest + Roboport + Selector combinator + Portable solar panel + Speed module + Speed module 2 + Speed module 3 + Storage chest + Substation + Tank&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Electronic_circuit&amp;diff=206563</id>
		<title>Infobox:Electronic circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Electronic_circuit&amp;diff=206563"/>
		<updated>2024-11-17T14:28:07Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|required-technologies = Electronics&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = electronic-circuit&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|rocket-capacity=2000 (10 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 0.5 + Copper cable, 3 + Iron plate, 1&lt;br /&gt;
|total-raw = Time, 1.25 + Copper plate, 1.5 + Iron plate, 1&lt;br /&gt;
|producers = Assembling machine + Electromagnetic plant + Player &lt;br /&gt;
|consumers = Active provider chest + Advanced circuit + Arithmetic combinator + Assembling machine 1 + Assembling machine 2 + Beacon + Buffer chest + Bulk inserter + Chemical plant + Constant combinator + Construction robot + Decider combinator + Defender capsule + Display panel + Efficiency module + Electric engine unit + Electric mining drill + Fast inserter + Fast splitter + Flying robot frame + Gate + Inserter + Lab + Laser turret + Locomotive + Oil refinery + Passive provider chest + Poison capsule + Power switch + Processing unit + Productivity module + Programmable speaker + Pumpjack + Radar + Rail chain signal + Rail signal + Repair pack + Requester chest + Rocket launcher + Slowdown capsule + Lamp + Solar panel + Speed module + Splitter + Storage chest + Train stop&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Steel_plate&amp;diff=206562</id>
		<title>Infobox:Steel plate</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Steel_plate&amp;diff=206562"/>
		<updated>2024-11-17T14:27:22Z</updated>

		<summary type="html">&lt;p&gt;SavvyWolf: Rocket capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = steel-plate&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|recipe = Time, 16 + Iron plate, 5&lt;br /&gt;
|required-technologies = Steel processing&lt;br /&gt;
|stack-size=100&lt;br /&gt;
|rocket-capacity=400 (4 {{Translation|stacks}})&lt;br /&gt;
|producers     = Furnace&lt;br /&gt;
|consumers = Artillery turret + Artillery wagon + Assembling machine 2 + Barrel + Personal battery + Beacon + Belt immunity equipment + Big electric pole + Cannon shell + Car + Cargo landing pad + Cargo wagon + Centrifuge + Chemical plant + Cluster grenade + Combat shotgun + Discharge defense + Electric furnace + Energy shield + Engine unit + Exoskeleton + Explosive cannon shell + Flamethrower + Flamethrower ammo + Flamethrower turret + Fluid wagon + Flying robot frame + Gate + Heat exchanger + Heat pipe + Heavy armor + Land mine + Laser turret + Locomotive + Low density structure + Medium electric pole + Modular armor + Nightvision + Nuclear reactor + Oil refinery + Personal roboport + Piercing rounds magazine + Piercing shotgun shells + Poison capsule + Power armor + Pump + Pumpjack + Rail + Refined concrete + Roboport + Rocket silo + Slowdown capsule + Solar panel + Portable solar panel + Steel chest + Steel furnace + Storage tank + Substation + Tank + Train stop&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>SavvyWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=206551</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=206551"/>
		<updated>2024-11-17T11:38:02Z</updated>

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