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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ssilk</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-06-07T20:50:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Energy_and_work&amp;diff=142491</id>
		<title>Energy and work</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Energy_and_work&amp;diff=142491"/>
		<updated>2017-07-19T20:38:54Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Factorio simulates many aspects of real physics and the quite correct use of energy is one important aspect.&lt;br /&gt;
&lt;br /&gt;
Energy and work are directly dependent.&lt;br /&gt;
&lt;br /&gt;
== Game physics is not reality ==&lt;br /&gt;
&lt;br /&gt;
The Factorio Game physics is quite realistic, but simplified. Please do not compare this definition to those of [http://en.wikipedia.org/wiki/Work_%28physics%29 real physic]. See also the [[Talk:Energy and Work|Talk-page]].&lt;br /&gt;
&lt;br /&gt;
Another explanation can be found in the [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33963 Forum]&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work is &amp;quot;stored energy&amp;quot; or the &amp;quot;result of using power&amp;quot;. If you divide the work into parts and release the parts in some time you have energy.&lt;br /&gt;
&lt;br /&gt;
Work is measured in [[Units#Work|Joules]], which is one Watt over the time of one second.&lt;br /&gt;
&lt;br /&gt;
See [[Units#Work]].&lt;br /&gt;
&lt;br /&gt;
=== Types of work ===&lt;br /&gt;
&lt;br /&gt;
Work is available (or storable) as&lt;br /&gt;
* [[Fuel]].&lt;br /&gt;
* Capacity in the [[Basic accumulator]]s.&lt;br /&gt;
* [[Steam]]. It can be created in [[boiler]]s or [[heat exchanger]]s and stored in the [[Storage Tank]].&lt;br /&gt;
&lt;br /&gt;
== Energy / Power ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy is the &amp;quot;ability to do work&amp;quot;. The speed of this doing needs more or less power. The faster something works, the more power is needed, but the result (the work) is the same. In Factorio this is also used a lot to [[Mining drill#Mining_Speed_Formula|calculate, how much time is needed to produce stuff]].&lt;br /&gt;
&lt;br /&gt;
Energy is measured in [[Units#Power|Watts]], nearly every device in Factorio needs energy to work. Energy is produced by  [[Electric system|Generators]], [[Boiler]]- or other burner- (or motor-driven) devices (like the car or train).&lt;br /&gt;
&lt;br /&gt;
See [[Units#Power]].&lt;br /&gt;
&lt;br /&gt;
=== Types of energy ===&lt;br /&gt;
&lt;br /&gt;
==== [[Fuel|Fuel-based]] (Boiler, Burner) ====&lt;br /&gt;
&lt;br /&gt;
[[Fuel]] contains a certain amount of energy. The fuel is burned and produces energy (which is converted into movement or heat) and [[Pollution]] is emitted.&lt;br /&gt;
&lt;br /&gt;
There are [[Fuel#Burner devices to be fueled directly|some devices]], which can use fuel directly.&lt;br /&gt;
&lt;br /&gt;
==== [[Electric system|Electricity]] ====&lt;br /&gt;
&lt;br /&gt;
[[Electric system|Electricity]] is produced by [[Electric system|Generators]]. The [[Electric system|distribution]] is made over an [[Electric system|Electric network]], and it is used by [[Electric system|Consumer]]s.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the single parts! The whole process is also explained as [[Electric system|Power Production]].&lt;br /&gt;
&lt;br /&gt;
Electricity is the only way to transport energy over long distances. [[Electric system|Electricity]] itself doesn&#039;t pollute, the pollution comes either from burning fuel or consuming electricity.&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=134294</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=134294"/>
		<updated>2017-01-28T17:55:28Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Achievements&#039;&#039; are a new feature added in 0.13. They keep track of notable milestones obtained while playing. Achievements are available both in the [http://store.steampowered.com/app/427520/ Steam] and DRM-free versions of the game, such as downloading from the factorio site.&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
&lt;br /&gt;
Achievements will be disabled on use of the [[Console]] or installing mods. If mods are installed, a separate instance of achievements will be used, and earned achievements will not register with Steam.&lt;br /&gt;
&lt;br /&gt;
== List of all achievements ==&lt;br /&gt;
&#039;&#039;Tip: This is a very large table. Use {{keybinding|CTRL|F}} on most browsers to find specific achievements easily.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Achievement !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Automated cleanup || [[File:automated-cleanup-achievement.png|64x64px]] || De-construct 100 objects with the [[construction robot]]s.&lt;br /&gt;
|-&lt;br /&gt;
| Circuit veteran 1 || [[File:circuit-veteran-1-achievement.png|64x64px]] ||Produce 1.0k [[Advanced circuit]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Computer age 1 ||[[File:computer-age-1-achievement.png|64x64px]] || Produce 500 [[Processing unit]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| You&#039;ve got a package ||[[File:you-have-got-a-package-achievement.png|64x64px]] || Supply the player by [[logistic robot]].&lt;br /&gt;
|-&lt;br /&gt;
| Eco unfriendly ||[[File:eco-unfriendly-achievement.png|64x64px]] || Research [[Oil processing]].&lt;br /&gt;
|-&lt;br /&gt;
| Iron throne 1||[[File:iron-throne-1-achievement.png|64x64px]] ||Produce 20k [[Iron plate]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| It stinks and they don&#039;t like it|| [[File:it-stinks-and-they-dont-like-it-achievement.png|64x64px]]||Trigger an alien attack by pollution.&lt;br /&gt;
|-&lt;br /&gt;
| Mass production 1||[[File:mass-production-1-achievement.png|64x64px]] ||Produce 10k [[Electronic circuit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| Solaris||[[File:solaris-achievement.png|64x64px]] || Produce more than 10 GJ energy per hour without the usage of [[Steam engine]].&lt;br /&gt;
|-&lt;br /&gt;
| Automated construction || [[File:automated-construction-achievement.png|64x64px]]||Construct 100 machines using robots.&lt;br /&gt;
|-&lt;br /&gt;
| Circuit veteran 2||[[File:circuit-veteran-2-achievement.png|64x64px]] ||Produce 10k [[Advanced circuit]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Circuit veteran 3|| [[File:circuit-veteran-3-achievement.png|64x64px]]||Produce 25k [[Advanced circuit]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Computer age 3|| [[File:computer-age-3-achievement.png|64x64px]]|| Produce 5k [[Processing unit]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Computer age 2|| [[File:computer-age-2-achievement.png|64x64px]]|| Produce 1.0k [[Processing unit]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Delivery service ||[[File:delivery-service-achievement.png|64x64px]] || Supply the player with 10k items delivered by the [[logistic robot]]s.&lt;br /&gt;
|-&lt;br /&gt;
| Getting on track||[[File:getting-on-track-achievement.png|64x64px]] ||Build a [[Diesel locomotive]].&lt;br /&gt;
|-&lt;br /&gt;
| Getting on track like a pro||[[File:getting-on-track-like-a-pro-achievement.png|64x64px]] ||Build a [[Diesel locomotive]] within first 1 hour and 30 minutes of the game.&lt;br /&gt;
|-&lt;br /&gt;
| Golem|| [[File:golem-achievement.png|64x64px]]||Take 500 [[damage]] in one hit and survive.&lt;br /&gt;
|-&lt;br /&gt;
| Iron throne 2|| [[File:iron-throne-2-achievement.png|64x64px]]||Produce 200k [[Iron plate]]s per hour&lt;br /&gt;
|-&lt;br /&gt;
| Iron throne 3||[[File:iron-throne-3-achievement.png|64x64px]] ||Produce 400k [[Iron plate]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Lazy bastard || [[File:lazy-bastard-achievement.png|64x64px]]||Win the game by crafting no more than 111 items manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[Logistic network]] embargo||[[File:logistic-network-embargo-achievement.png|64x64px]] ||Win the game without building [[Active provider chest]] and [[requester chest]].&lt;br /&gt;
|-&lt;br /&gt;
| Mass production 2||[[File:mass-production-2-achievement.png|64x64px]] ||Produce 1M [[electronic circuit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| Mass production 3||[[File:mass-production-3-achievement.png|64x64px]] ||Produce 20M [[Electronic circuit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| Minions||[[File:minions-achievement.png|64x64px]] ||Get 100 combat robots following you&lt;br /&gt;
|-&lt;br /&gt;
| Smoke me a kipper, I&#039;ll be back for breakfast|| [[File:smoke-me-a-kipper-i-will-be-back-for-breakfast-achievement.png|64x64px]]||Finish the game.&lt;br /&gt;
|-&lt;br /&gt;
| No time for chit-chat||[[File:no-time-for-chitchat-achievement.png|64x64px]] ||Finish the game in 15 hours&lt;br /&gt;
|-&lt;br /&gt;
| There is no spoon|| [[File:there-is-no-spoon-achievement.png|64x64px]]||Finish the game in 8 hours&lt;br /&gt;
|-&lt;br /&gt;
| Pyromaniac||[[File:pyromaniac-achievement.png|64x64px]] ||Destroy 10k trees with fire&lt;br /&gt;
|-&lt;br /&gt;
| Raining bullets|| [[File:raining-bullets-achievement.png|64x64px]]||Win the game without building [[Laser turret]].&lt;br /&gt;
|-&lt;br /&gt;
| Run forrest run ||[[File:run-forrest-run-achievement.png|64x64px]] ||Destroy 100 trees by impact.&lt;br /&gt;
|-&lt;br /&gt;
| So long and thanks for all the fish|| [[File:so-long-and-thanks-for-all-the-fish-achievement.png|64x64px]]|| {{spoiler|button-text=Spoiler! Click to view.|message=Send a raw fish into space via rocket.}}&lt;br /&gt;
|-&lt;br /&gt;
| Steam all the way||[[File:steam-all-the-way-achievement.png|64x64px]] ||Win the game without using a [[solar panel]].&lt;br /&gt;
|-&lt;br /&gt;
| Streamrolled|| [[File:steamrolled-achievement.png|64x64px]]||Destroy 10 [[Spawners]] by impact.&lt;br /&gt;
|-&lt;br /&gt;
| Tech maniac||[[File:tech-maniac-achievement.png|64x64px]] ||Research all technologies&lt;br /&gt;
|-&lt;br /&gt;
| Trans factorio express|| [[File:trans-factorio-express-achievement.png|64x64px]]||Have a [[Train]] plans a path 1000 tiles long.&lt;br /&gt;
|-&lt;br /&gt;
| Watch your step||[[File:watch-your-step-achievement.png|64x64px]] ||Get killed by moving Locomotive.&lt;br /&gt;
|-&lt;br /&gt;
| You are doing it right!|| [[File:you-are-doing-it-right-achievement.png|64x64px]]||Construct more machines using robots than manually.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to Re-Enable Achievements ==&lt;br /&gt;
&lt;br /&gt;
See this [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=29709&amp;amp;start=20 forum thread].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=133462</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=133462"/>
		<updated>2016-12-21T23:24:02Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], make up the systems of item transportation in&lt;br /&gt;
Factorio. &lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport [[Items]]. By developer design, all transport belts run without using energy.&lt;br /&gt;
This is to reduce complexity and allow belts to be placed outside of electricity networks.&lt;br /&gt;
&lt;br /&gt;
== All types of Transport belts ==&lt;br /&gt;
&lt;br /&gt;
Below is a chart of all the Transport Belts present and available for use in Factorio. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput ([[Items]] per [[game-second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}}&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Basic underground belt}}&lt;br /&gt;
| {{imagelink|basic-splitter|Basic splitter}} &lt;br /&gt;
| 13.333&lt;br /&gt;
| [[Logistics 1]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}&lt;br /&gt;
| {{imagelink|fast-splitter|Fast splitter}} &lt;br /&gt;
| 26.666&lt;br /&gt;
| [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} &lt;br /&gt;
| 40.0 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tiers of belts ==&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. [[Transport belt|The basic type]] has a yellow color and is&lt;br /&gt;
the slowest. [[Fast transport belt|Next tier up]] has a red color, and is twice is fast as the yellow tier. [[Express transport belt|The third]] and final tier is colored blue and is three times as fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics of belts ==&lt;br /&gt;
&lt;br /&gt;
This section describes the mechanics of transport belts.&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or with&lt;br /&gt;
some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[science pack 3]].  Un-merging a mixed belt is&lt;br /&gt;
fairly easy too, since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_merge.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second picture is better described in &#039;&#039;&#039;[[Underground_belts/More_uses|More uses of Underground Belt]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Belt balance ===&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show how to do this:&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt Throughput ===&lt;br /&gt;
&lt;br /&gt;
Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves.  &lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts.  &lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed * density. It describes how many items pass by in a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
* More density &lt;br /&gt;
&lt;br /&gt;
Sometimes items have little spaces next to each other that aren&#039;t big enough for other items to fit&lt;br /&gt;
in. In this case reordering the items can still increase the density. This can be done by temporarily increasing the&lt;br /&gt;
belt speed on a single tile or by merging 2 lanes with an inserter.&lt;br /&gt;
&lt;br /&gt;
The gif below shows the problem with a low density belt, and the right shows how it can be rectified. (Notice the red belt) &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_density.gif|top|300px]]&lt;br /&gt;
&lt;br /&gt;
* More speed &lt;br /&gt;
&lt;br /&gt;
If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite&lt;br /&gt;
easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density&lt;br /&gt;
and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found.&lt;br /&gt;
In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
&lt;br /&gt;
* More belts &lt;br /&gt;
&lt;br /&gt;
Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add [[splitter]]s to balance items between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Belt Tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement&lt;br /&gt;
speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can&lt;br /&gt;
be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be&lt;br /&gt;
moved.  This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when&lt;br /&gt;
placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more&lt;br /&gt;
turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage are [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]].&lt;br /&gt;
So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the&lt;br /&gt;
belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more&lt;br /&gt;
effective. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Placement ===&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_notplace.gif|300px|top]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_doplace.gif|300px|top]]&lt;br /&gt;
| [[File:Transport_belts_replace.gif|300px|top]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While conveyor belts can be placed in a line by clicking and dragging the mouse, it is often easier to hold the mouse down and move your character. Conveyor belts can be rotated after being placed by hovering over them with an empty hand and pressing {{keybinding|r}}, or by building over them with another conveyor belt. Conveyor belts can also be upgraded in this manner, by placing the another belt over top of it.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2x1 tile that split incoming [[Item]]s on belts&lt;br /&gt;
from one input to two outputs, in a 50/50 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of splitters ==&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts, and two output belts. If the splitter receives items on one belt, it will split the&lt;br /&gt;
input evenly between it&#039;s two sides.&lt;br /&gt;
&lt;br /&gt;
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on it&#039;s other&lt;br /&gt;
output.&lt;br /&gt;
&lt;br /&gt;
* Splitters can also take two inputs and one output. &lt;br /&gt;
&lt;br /&gt;
The output will be an even mix of both the inputs. This can be&lt;br /&gt;
used to efficiently merge two belts together. When it does this, the items will not be shuffled.&lt;br /&gt;
&lt;br /&gt;
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will&lt;br /&gt;
become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
However, when both belts are at full capacity, the splitter will prefer one side, and use the other to fill gaps. This&lt;br /&gt;
behavior is due to the game being unable to fairly reverse-split the belts. Explained by the developers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;But there are fundamental problems with equal joining. How exactly will you define it?  Once you have an available&lt;br /&gt;
item to move to the belt on the left belt, you would have to wait, if some other item on the right belt doesn&#039;t&lt;br /&gt;
arrive, as it would be the time for the right belt to be activated.  But how long do you wait? And once you wait you&lt;br /&gt;
limit the throughput of the splitter.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to prioritize input from certain belts, such as from a storage.&lt;br /&gt;
&lt;br /&gt;
=== Diving/Weightng ===&lt;br /&gt;
&lt;br /&gt;
See [[Splitters/Weighted_splitters|Weighted Splitters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)&lt;br /&gt;
* You can cross other underground stuff (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 4 [[tile]]s.&lt;br /&gt;
* An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)&lt;br /&gt;
* If you mine an underground belt, up to 20 items are recovered, the remaining items in the underground are placed into your inventory.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This last fact is important, because it can be used to do some tricks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More information in &#039;&#039;&#039;[[Underground_belts/More_uses|More uses of Underground Belt]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitter]]&lt;br /&gt;
* [[Transport belt]]&lt;br /&gt;
* [[Time]]&lt;br /&gt;
* [[Items]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=133461</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=133461"/>
		<updated>2016-12-21T23:20:04Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], make up the systems of item transportation in&lt;br /&gt;
Factorio. &lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport [[Items]]. By developer design, all transport belts run without using energy.&lt;br /&gt;
This is to reduce complexity and allow belts to be placed outside of electricity networks.&lt;br /&gt;
&lt;br /&gt;
== All types of Transport belts ==&lt;br /&gt;
&lt;br /&gt;
Below is a chart of all the Transport Belts present and available for use in Factorio. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput ([[Items]] per [[game-second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}}&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Basic underground belt}}&lt;br /&gt;
| {{imagelink|basic-splitter|Basic splitter}} &lt;br /&gt;
| 13.333&lt;br /&gt;
| [[Logistics 1]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}&lt;br /&gt;
| {{imagelink|fast-splitter|Fast splitter}} &lt;br /&gt;
| 26.666&lt;br /&gt;
| [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} &lt;br /&gt;
| 40.0 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tiers of belts ==&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. [[Transport belt|The basic type]] has a yellow color and is&lt;br /&gt;
the slowest. [[Fast transport belt|Next tier up]] has a red color, and is twice is fast as the yellow tier. [[Express transport belt|The third]] and final tier is colored blue and is three times as fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics of belts ==&lt;br /&gt;
&lt;br /&gt;
This section describes the mechanics of transport belts.&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or with&lt;br /&gt;
some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[science pack 3]].  Un-merging a mixed belt is&lt;br /&gt;
fairly easy too, since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_merge.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second picture is better described in &#039;&#039;&#039;[[Underground_belts/More_uses|More uses of Underground Belt]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Belt balance ===&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show how to do this:&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt Throughput ===&lt;br /&gt;
&lt;br /&gt;
Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves.  &lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts.  &lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed * density. It describes how many items pass by in a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
* More density &lt;br /&gt;
&lt;br /&gt;
Sometimes items have little spaces next to each other that aren&#039;t big enough for other items to fit&lt;br /&gt;
in. In this case reordering the items can still increase the density. This can be done by temporarily increasing the&lt;br /&gt;
belt speed on a single tile or by merging 2 lanes with an inserter.&lt;br /&gt;
&lt;br /&gt;
The gif below shows the problem with a low density belt, and the right shows how it can be rectified. (Notice the red belt) &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_density.gif|top|300px]]&lt;br /&gt;
&lt;br /&gt;
* More speed &lt;br /&gt;
&lt;br /&gt;
If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite&lt;br /&gt;
easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density&lt;br /&gt;
and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found.&lt;br /&gt;
In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
&lt;br /&gt;
* More belts &lt;br /&gt;
&lt;br /&gt;
Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add [[splitter]]s to balance items between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Belt Tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement&lt;br /&gt;
speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can&lt;br /&gt;
be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be&lt;br /&gt;
moved.  This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when&lt;br /&gt;
placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more&lt;br /&gt;
turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage are [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]].&lt;br /&gt;
So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the&lt;br /&gt;
belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more&lt;br /&gt;
effective. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Placement ===&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_notplace.gif|300px|top]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_doplace.gif|300px|top]]&lt;br /&gt;
| [[File:Transport_belts_replace.gif|300px|top]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While conveyor belts can be placed in a line by clicking and dragging the mouse, it is often easier to hold the mouse down and move your character. Conveyor belts can be rotated after being placed by hovering over them with an empty hand and pressing {{keybinding|r}}, or by building over them with another conveyor belt. Conveyor belts can also be upgraded in this manner, by placing the another belt over top of it.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2x1 tile that split incoming [[Item]]s on belts&lt;br /&gt;
from one input to two outputs, in a 50/50 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of splitters ==&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts, and two output belts. If the splitter receives items on one belt, it will split the&lt;br /&gt;
input evenly between it&#039;s two sides.&lt;br /&gt;
&lt;br /&gt;
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on it&#039;s other&lt;br /&gt;
output.&lt;br /&gt;
&lt;br /&gt;
* Splitters can also take two inputs and one output. &lt;br /&gt;
&lt;br /&gt;
The output will be an even mix of both the inputs. This can be&lt;br /&gt;
used to efficiently merge two belts together. When it does this, the items will not be shuffled.&lt;br /&gt;
&lt;br /&gt;
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will&lt;br /&gt;
become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
However, when both belts are at full capacity, the splitter will prefer one side, and use the other to fill gaps. This&lt;br /&gt;
behavior is due to the game being unable to fairly reverse-split the belts. Explained by the developers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;But there are fundamental problems with equal joining. How exactly will you define it?  Once you have an available&lt;br /&gt;
item to move to the belt on the left belt, you would have to wait, if some other item on the right belt doesn&#039;t&lt;br /&gt;
arrive, as it would be the time for the right belt to be activated.  But how long do you wait? And once you wait you&lt;br /&gt;
limit the throughput of the splitter.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to prioritize input from certain belts, such as from a storage.&lt;br /&gt;
&lt;br /&gt;
=== Diving/Weightng ===&lt;br /&gt;
&lt;br /&gt;
See [[Splitters/Weighted_splitters|Weighted Splitters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)&lt;br /&gt;
* You can cross other underground stuff (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 4 [[tile]]s.&lt;br /&gt;
* An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)&lt;br /&gt;
* If you mine an underground belt, up to 20 items are recovered, the remaining items in the underground are placed into your inventory.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This last fact is important, because it can be used to do some tricks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitter]]&lt;br /&gt;
* [[Transport belt]]&lt;br /&gt;
* [[Time]]&lt;br /&gt;
* [[Items]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=133459</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=133459"/>
		<updated>2016-12-21T23:18:57Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], make up the systems of item transportation in&lt;br /&gt;
Factorio. &lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport [[Items]]. By developer design, all transport belts run without using energy.&lt;br /&gt;
This is to reduce complexity and allow belts to be placed outside of electricity networks.&lt;br /&gt;
&lt;br /&gt;
== All types of Transport belts ==&lt;br /&gt;
&lt;br /&gt;
Below is a chart of all the Transport Belts present and available for use in Factorio. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput ([[Items]] per [[game-second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}}&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Basic underground belt}}&lt;br /&gt;
| {{imagelink|basic-splitter|Basic splitter}} &lt;br /&gt;
| 13.333&lt;br /&gt;
| [[Logistics 1]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}&lt;br /&gt;
| {{imagelink|fast-splitter|Fast splitter}} &lt;br /&gt;
| 26.666&lt;br /&gt;
| [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} &lt;br /&gt;
| 40.0 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tiers of belts ==&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. [[Transport belt|The basic type]] has a yellow color and is&lt;br /&gt;
the slowest. [[Fast transport belt|Next tier up]] has a red color, and is twice is fast as the yellow tier. [[Express transport belt|The third]] and final tier is colored blue and is three times as fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics of belts ==&lt;br /&gt;
&lt;br /&gt;
This section describes the mechanics of transport belts.&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or with&lt;br /&gt;
some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[science pack 3]].  Un-merging a mixed belt is&lt;br /&gt;
fairly easy too, since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_merge.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second picture is better described in &#039;&#039;&#039;[[Underground_belts/More_uses|More uses of Underground Belt]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of this [[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Belt balance ===&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show how to do this:&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt Throughput ===&lt;br /&gt;
&lt;br /&gt;
Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves.  &lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts.  &lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed * density. It describes how many items pass by in a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
* More density &lt;br /&gt;
&lt;br /&gt;
Sometimes items have little spaces next to each other that aren&#039;t big enough for other items to fit&lt;br /&gt;
in. In this case reordering the items can still increase the density. This can be done by temporarily increasing the&lt;br /&gt;
belt speed on a single tile or by merging 2 lanes with an inserter.&lt;br /&gt;
&lt;br /&gt;
The gif below shows the problem with a low density belt, and the right shows how it can be rectified. (Notice the red belt) &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_density.gif|top|300px]]&lt;br /&gt;
&lt;br /&gt;
* More speed &lt;br /&gt;
&lt;br /&gt;
If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite&lt;br /&gt;
easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density&lt;br /&gt;
and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found.&lt;br /&gt;
In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
&lt;br /&gt;
* More belts &lt;br /&gt;
&lt;br /&gt;
Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add [[splitter]]s to balance items between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Belt Tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement&lt;br /&gt;
speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can&lt;br /&gt;
be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be&lt;br /&gt;
moved.  This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when&lt;br /&gt;
placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more&lt;br /&gt;
turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage are [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]].&lt;br /&gt;
So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the&lt;br /&gt;
belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more&lt;br /&gt;
effective. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Placement ===&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_notplace.gif|300px|top]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_doplace.gif|300px|top]]&lt;br /&gt;
| [[File:Transport_belts_replace.gif|300px|top]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While conveyor belts can be placed in a line by clicking and dragging the mouse, it is often easier to hold the mouse down and move your character. Conveyor belts can be rotated after being placed by hovering over them with an empty hand and pressing {{keybinding|r}}, or by building over them with another conveyor belt. Conveyor belts can also be upgraded in this manner, by placing the another belt over top of it.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2x1 tile that split incoming [[Item]]s on belts&lt;br /&gt;
from one input to two outputs, in a 50/50 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of splitters ==&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts, and two output belts. If the splitter receives items on one belt, it will split the&lt;br /&gt;
input evenly between it&#039;s two sides.&lt;br /&gt;
&lt;br /&gt;
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on it&#039;s other&lt;br /&gt;
output.&lt;br /&gt;
&lt;br /&gt;
* Splitters can also take two inputs and one output. &lt;br /&gt;
&lt;br /&gt;
The output will be an even mix of both the inputs. This can be&lt;br /&gt;
used to efficiently merge two belts together. When it does this, the items will not be shuffled.&lt;br /&gt;
&lt;br /&gt;
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will&lt;br /&gt;
become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
However, when both belts are at full capacity, the splitter will prefer one side, and use the other to fill gaps. This&lt;br /&gt;
behavior is due to the game being unable to fairly reverse-split the belts. Explained by the developers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;But there are fundamental problems with equal joining. How exactly will you define it?  Once you have an available&lt;br /&gt;
item to move to the belt on the left belt, you would have to wait, if some other item on the right belt doesn&#039;t&lt;br /&gt;
arrive, as it would be the time for the right belt to be activated.  But how long do you wait? And once you wait you&lt;br /&gt;
limit the throughput of the splitter.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to prioritize input from certain belts, such as from a storage.&lt;br /&gt;
&lt;br /&gt;
=== Diving/Weightng ===&lt;br /&gt;
&lt;br /&gt;
See [[Splitters/Weighted_splitters|Weighted Splitters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)&lt;br /&gt;
* You can cross other underground stuff (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 4 [[tile]]s.&lt;br /&gt;
* An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)&lt;br /&gt;
* If you mine an underground belt, up to 20 items are recovered, the remaining items in the underground are placed into your inventory.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This last fact is important, because it can be used to do some tricks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitter]]&lt;br /&gt;
* [[Transport belt]]&lt;br /&gt;
* [[Time]]&lt;br /&gt;
* [[Items]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=133458</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=133458"/>
		<updated>2016-12-21T23:05:18Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], make up the systems of item transportation in&lt;br /&gt;
Factorio. &lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport [[Items]]. By developer design, all transport belts run without using energy.&lt;br /&gt;
This is to reduce complexity and allow belts to be placed outside of electricity networks.&lt;br /&gt;
&lt;br /&gt;
== All types of Transport belts ==&lt;br /&gt;
&lt;br /&gt;
Below is a chart of all the Transport Belts present and available for use in Factorio. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput ([[Items]] per [[game-second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}}&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Basic underground belt}}&lt;br /&gt;
| {{imagelink|basic-splitter|Basic splitter}} &lt;br /&gt;
| 13.333&lt;br /&gt;
| [[Logistics 1]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}&lt;br /&gt;
| {{imagelink|fast-splitter|Fast splitter}} &lt;br /&gt;
| 26.666&lt;br /&gt;
| [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} &lt;br /&gt;
| 40.0 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
== Tiers of belts ==&lt;br /&gt;
&lt;br /&gt;
There are 3 different tiers of belts available for use. [[Transport belt|The basic type]] has a yellow color and is&lt;br /&gt;
the slowest. [[Fast transport belt|Next tier up]] has a red color, and is twice is fast as the yellow tier. [[Express transport belt|The third]] and final tier is colored blue and is three times as fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics of belts ==&lt;br /&gt;
&lt;br /&gt;
This section describes the mechanics of transport belts.&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or with&lt;br /&gt;
some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[science pack 3]].  Un-merging a mixed belt is&lt;br /&gt;
fairly easy too, since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_merge.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]].&lt;br /&gt;
&lt;br /&gt;
=== Belt balance ===&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show how to do this:&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt Throughput ===&lt;br /&gt;
&lt;br /&gt;
Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves.  &lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts.  &lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed * density. It describes how many items pass by in a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
* More density &lt;br /&gt;
&lt;br /&gt;
Sometimes items have little spaces next to each other that aren&#039;t big enough for other items to fit&lt;br /&gt;
in. In this case reordering the items can still increase the density. This can be done by temporarily increasing the&lt;br /&gt;
belt speed on a single tile or by merging 2 lanes with an inserter.&lt;br /&gt;
&lt;br /&gt;
The gif below shows the problem with a low density belt, and the right shows how it can be rectified. (Notice the red belt) &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_density.gif|top|300px]]&lt;br /&gt;
&lt;br /&gt;
* More speed &lt;br /&gt;
&lt;br /&gt;
If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite&lt;br /&gt;
easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density&lt;br /&gt;
and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found.&lt;br /&gt;
In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
&lt;br /&gt;
* More belts &lt;br /&gt;
&lt;br /&gt;
Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add [[splitter]]s to balance items between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Belt Tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement&lt;br /&gt;
speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can&lt;br /&gt;
be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be&lt;br /&gt;
moved.  This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when&lt;br /&gt;
placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more&lt;br /&gt;
turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage are [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]].&lt;br /&gt;
So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the&lt;br /&gt;
belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more&lt;br /&gt;
effective. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Placement ===&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_notplace.gif|300px|top]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_doplace.gif|300px|top]]&lt;br /&gt;
| [[File:Transport_belts_replace.gif|300px|top]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While conveyor belts can be placed in a line by clicking and dragging the mouse, it is often easier to hold the mouse down and move your character. Conveyor belts can be rotated after being placed by hovering over them with an empty hand and pressing {{keybinding|r}}, or by building over them with another conveyor belt. Conveyor belts can also be upgraded in this manner, by placing the another belt over top of it.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2x1 tile that split incoming [[Item]]s on belts&lt;br /&gt;
from one input to two outputs, in a 50/50 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of splitters ==&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts, and two output belts. If the splitter receives items on one belt, it will split the&lt;br /&gt;
input evenly between it&#039;s two sides.&lt;br /&gt;
&lt;br /&gt;
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on it&#039;s other&lt;br /&gt;
output.&lt;br /&gt;
&lt;br /&gt;
* Splitters can also take two inputs and one output. &lt;br /&gt;
&lt;br /&gt;
The output will be an even mix of both the inputs. This can be&lt;br /&gt;
used to efficiently merge two belts together. When it does this, the items will not be shuffled.&lt;br /&gt;
&lt;br /&gt;
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will&lt;br /&gt;
become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
However, when both belts are at full capacity, the splitter will prefer one side, and use the other to fill gaps. This&lt;br /&gt;
behavior is due to the game being unable to fairly reverse-split the belts. Explained by the developers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;But there are fundamental problems with equal joining. How exactly will you define it?  Once you have an available&lt;br /&gt;
item to move to the belt on the left belt, you would have to wait, if some other item on the right belt doesn&#039;t&lt;br /&gt;
arrive, as it would be the time for the right belt to be activated.  But how long do you wait? And once you wait you&lt;br /&gt;
limit the throughput of the splitter.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to prioritize input from certain belts, such as from a storage.&lt;br /&gt;
&lt;br /&gt;
Diving/Weightng&lt;br /&gt;
&lt;br /&gt;
See [[Splitters/Weighted_splitters|Weighted Splitters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)&lt;br /&gt;
* You can cross other underground stuff (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 4 [[tile]]s.&lt;br /&gt;
* An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)&lt;br /&gt;
* If you mine an underground belt, up to 20 items are recovered, the remaining items in the underground are placed into your inventory.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This last fact is important, because it can be used to do some tricks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitter]]&lt;br /&gt;
* [[Transport belt]]&lt;br /&gt;
* [[Time]]&lt;br /&gt;
* [[Items]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=133457</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=133457"/>
		<updated>2016-12-21T22:57:32Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], make up the systems of item transportation in&lt;br /&gt;
Factorio. &lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport [[Items]]. By developer design, all transport belts run without using energy.&lt;br /&gt;
This is to reduce complexity and allow belts to be placed outside of electricity networks.&lt;br /&gt;
&lt;br /&gt;
== All types of Transport belts ==&lt;br /&gt;
&lt;br /&gt;
Below is a chart of all the Transport Belts present and available for use in Factorio. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput ([[Items]] per [[game-second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}}&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Basic underground belt}}&lt;br /&gt;
| {{imagelink|basic-splitter|Basic splitter}} &lt;br /&gt;
| 13.333&lt;br /&gt;
| [[Logistics 1]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}&lt;br /&gt;
| {{imagelink|fast-splitter|Fast splitter}} &lt;br /&gt;
| 26.666&lt;br /&gt;
| [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} &lt;br /&gt;
| 40.0 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
== Tiers of belts ==&lt;br /&gt;
&lt;br /&gt;
There are 3 different tiers of belts available for use. [[Transport belt|The basic type]] has a yellow color and is&lt;br /&gt;
the slowest. [[Fast transport belt|Next tier up]] has a red color, and is twice is fast as the yellow tier. [[Express transport belt|The third]] and final tier is colored blue and is three times as fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics of belts ==&lt;br /&gt;
&lt;br /&gt;
This section describes the mechanics of transport belts.&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or with&lt;br /&gt;
some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[science pack 3]].  Un-merging a mixed belt is&lt;br /&gt;
fairly easy too, since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_merge.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]].&lt;br /&gt;
&lt;br /&gt;
=== Belt balance ===&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show how to do this:&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt Throughput ===&lt;br /&gt;
&lt;br /&gt;
Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves.  &lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts.  &lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed * density. It describes how many items pass by in a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
* More density &lt;br /&gt;
&lt;br /&gt;
Sometimes items have little spaces next to each other that aren&#039;t big enough for other items to fit&lt;br /&gt;
in. In this case reordering the items can still increase the density. This can be done by temporarily increasing the&lt;br /&gt;
belt speed on a single tile or by merging 2 lanes with an inserter.&lt;br /&gt;
&lt;br /&gt;
The gif below shows the problem with a low density belt, and the right shows how it can be rectified. (Notice the red belt) &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_density.gif|top|300px]]&lt;br /&gt;
&lt;br /&gt;
* More speed &lt;br /&gt;
&lt;br /&gt;
If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite&lt;br /&gt;
easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density&lt;br /&gt;
and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found.&lt;br /&gt;
In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
&lt;br /&gt;
* More belts &lt;br /&gt;
&lt;br /&gt;
Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add [[splitter]]s to balance items between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Belt physics ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement&lt;br /&gt;
speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can&lt;br /&gt;
be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be&lt;br /&gt;
moved.  This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when&lt;br /&gt;
placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more&lt;br /&gt;
turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage are [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]].&lt;br /&gt;
So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the&lt;br /&gt;
belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more&lt;br /&gt;
effective. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Placement ===&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_notplace.gif|300px|top]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_doplace.gif|300px|top]]&lt;br /&gt;
| [[File:Transport_belts_replace.gif|300px|top]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While conveyor belts can be placed in a line by clicking and dragging the mouse, it is often easier to hold the mouse down and move your character. Conveyor belts can be rotated after being placed by hovering over them with an empty hand and pressing {{keybinding|r}}, or by building over them with another conveyor belt. Conveyor belts can also be upgraded in this manner, by placing the another belt over top of it.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2x1 tile that split incoming [[Item]]s on belts&lt;br /&gt;
from one input to two outputs, in a 50/50 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of splitters ==&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts, and two output belts. If the splitter receives items on one belt, it will split the&lt;br /&gt;
input evenly between it&#039;s two sides.&lt;br /&gt;
&lt;br /&gt;
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on it&#039;s other&lt;br /&gt;
output.&lt;br /&gt;
&lt;br /&gt;
* Splitters can also take two inputs and one output. &lt;br /&gt;
&lt;br /&gt;
The output will be an even mix of both the inputs. This can be&lt;br /&gt;
used to efficiently merge two belts together. When it does this, the items will not be shuffled.&lt;br /&gt;
&lt;br /&gt;
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will&lt;br /&gt;
become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
However, when both belts are at full capacity, the splitter will prefer one side, and use the other to fill gaps. This&lt;br /&gt;
behavior is due to the game being unable to fairly reverse-split the belts. Explained by the developers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;But there are fundamental problems with equal joining. How exactly will you define it?  Once you have an available&lt;br /&gt;
item to move to the belt on the left belt, you would have to wait, if some other item on the right belt doesn&#039;t&lt;br /&gt;
arrive, as it would be the time for the right belt to be activated.  But how long do you wait? And once you wait you&lt;br /&gt;
limit the throughput of the splitter.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to prioritize input from certain belts, such as from a storage.&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)&lt;br /&gt;
* You can cross other underground stuff (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 4 [[tile]]s.&lt;br /&gt;
* An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)&lt;br /&gt;
* If you mine an underground belt, up to 20 items are recovered, the remaining items in the underground are placed into your inventory.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This last fact is important, because it can be used to do some tricks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitter]]&lt;br /&gt;
* [[Transport belt]]&lt;br /&gt;
* [[Time]]&lt;br /&gt;
* [[Items]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Express_transport_belt&amp;diff=133456</id>
		<title>Express transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Express_transport_belt&amp;diff=133456"/>
		<updated>2016-12-21T22:48:04Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{:Express transport belt/infobox}}&lt;br /&gt;
The [[Express transport belt]] is the most advanced variant of the [[Basic transport belt]]. Its available when [[Logistics 3]] has been [[Research|researched]]. Its behaviour is exactly the same as the [[Basic transport belt]] at triple speed. Making an express transport belt is costly and should be used mainly in places where high throughput is needed. &lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;[[Transport_belts|Transport belts]]&#039;&#039;&#039; for more general information about transport belts.&lt;br /&gt;
&lt;br /&gt;
[[File:Express_transport_belt_fulldensity.gif|right|300px|thumb| 9 [[Fast inserter]] per side will fill an express belt to max. density.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. throughput ([[Items]] per [[game-second]]*)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Speed ([[Tile|Tiles]] per [[game-second]])*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. density ([[Items]] per [[Tile|tile]])*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required [[Research|technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} || 40.0 || 5.625 || 7.111 || [[Logistics 3]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;*See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Production Layouts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
This is a hacky way to do this, but I&#039;ll leave it for now. -Gangsir&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Design&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Input: ([[Items]] per [[game-second]])&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | [[File:Express_Transport_belt_layout1.jpg|top|400px]] &lt;br /&gt;
|{{icon|iron plate|21.5}}&amp;amp;nbsp;{{icon|Lubricant|2}} &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Output: ([[Items]] per [[game-second]])&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|{{icon|express transport belt|1}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Transport belt is now connectible to the [[circuit network]]. &lt;br /&gt;
* Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Items on transport belts don&#039;t go off the belt at the end, so the transport belt has to go directly in front of the required inserter.&lt;br /&gt;
* Optimised the transport belt movement.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Items marked for deconstruction cannot be moved by belts anymore. &lt;br /&gt;
* Reduced the CPU load caused by big counts of [[inserters]] loading/unloading transport belts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express belts are now made from the slower variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.7|&lt;br /&gt;
* Belts to be deconstructed no longer accept items. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.6|&lt;br /&gt;
* New transport belt graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* [[Express transport belt]] now takes 15 [[Iron gear wheel]]s to craft. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Transport belt doesn&#039;t pull player out of the edge of it (like items), so player won&#039;t be almost trapped on faster transport belts. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Better movement on transport belts in turns and crossings. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Cross connections of transport belt of the same type are disabled. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.2|&lt;br /&gt;
* When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_transport_belt&amp;diff=133455</id>
		<title>Fast transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_transport_belt&amp;diff=133455"/>
		<updated>2016-12-21T22:45:07Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{:Fast transport belt/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Fast transport belt&#039;&#039;&#039; is a faster variant of the [[Basic transport belt]]. It&#039;s available when [[Logistics 2]] has been [[Research|researched]]. Its behaviour is exactly the same as the [[Basic transport belt]] at double speed. &amp;lt;br /&amp;gt; &lt;br /&gt;
See &#039;&#039;&#039;[[Belt transport system]]&#039;&#039;&#039; for more general information about transport belts. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. throughput ([[Items]] per [[game-second]])*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Speed ([[Tile|Tiles]] per [[game-second]])*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. density ([[Items]] per [[Tile|tile]])*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required [[Research|technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}} || 26.66 || 3.75 || 7.111 || [[Logistics 2]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fast_transport_belt_fulldensity.gif|right|300px|thumb|6 [[Fast inserter]]s per side will fill a fast transport belt to max. density]]&lt;br /&gt;
&lt;br /&gt;
[[File:Fast_Transport_belt_layout1.jpg|right|top|thumb|300px|Input:{{icon|iron plate|11.5}} / per game second. Output: {{icon|fast transport belt|1}} / per game second.]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Transport belt is now connectible to the [[circuit network]]. &lt;br /&gt;
* Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Items on transport belts don&#039;t go off the belt at the end, so the transport belt has to go directly in front of the required inserter.&lt;br /&gt;
* Optimised the transport belt movement.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Items marked for deconstruction cannot be moved by belts anymore. &lt;br /&gt;
* Reduced the CPU load caused by big counts of [[inserters]] loading/unloading transport belts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express belts are now made from the slower variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.7|&lt;br /&gt;
* Belts to be deconstructed no longer accept items. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.6|&lt;br /&gt;
* New transport belt graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* [[Express transport belt]] now takes 15 [[Iron gear wheel]]s to craft. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Transport belt doesn&#039;t pull player out of the edge of it (like items), so player won&#039;t be almost trapped on faster transport belts. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Better movement on transport belts in turns and crossings. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Cross connections of transport belt of the same type are disabled. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.2|&lt;br /&gt;
* When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=133454</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=133454"/>
		<updated>2016-12-21T22:40:39Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
&lt;br /&gt;
In Factorio, every item on screen is a real object in memory and follows the rules of the Game engine. For simulation games, this is not typical; it&#039;s much more common to generalize. Best examples are the older versions of SimCity, where the simulation doesn&#039;t simulate every inhabitant of the city.&lt;br /&gt;
&lt;br /&gt;
The reason for that is CPU-performance. Real-time game-physics for up to tens of thousands of objects at the same time is not typical for a simulation game. The Factorio Game engine creates an exact and reproducible simulation of the Factorio world, so exact that it can be used to measure some astonishing behavior of belts.&lt;br /&gt;
&lt;br /&gt;
== What to measure ==&lt;br /&gt;
Some stats can be measured for belts:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039; (or area). Items have a collision box of 0.28125 x 0.28125 [[tile]]s. So, 10 items laying in a single row on a belt non moving take the length of 2.8125 tiles.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles/sec or tiles/min. Note that internally it&#039;s measured in tiles per tick (1/60 sec). The speed of basic belt is 0.03125 tiles per tick (1/32) or 1.875 [[tile]]s per [[Game-second]].&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. The density is &#039;&#039;items per tile&#039;&#039;. How many items can lay on a tile or in conjunction with belts: how many items can lay in a row/lane. There are in average 3.5555556 items per lane or 7.11 (32/9*2) on a tile of belt (2 lanes). Which means in practical terms that on a fully compressed belt there can be either 6, 7 or 8 items during one tick.&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per minute are moved from one tile to the next. Measured in items/sec or better items/min. That is for basic belt density (items per tile) multiplied with speed (tiles per second): (1/32 tiles/tick) / (9/32 items/tile) = 0.111111111 items per tick or 6.666666667 items per second for one lane. For two lanes it is then 13.33 items/second.&lt;br /&gt;
&lt;br /&gt;
== How to calculate these numbers yourself ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
Belts have two &#039;&#039;lanes&#039;&#039;: The left and right lane.&lt;br /&gt;
&lt;br /&gt;
Each lane of a belt consists out of 32 &#039;&#039;&#039;slots&#039;&#039;&#039;. A slot is just a virtual position on the belt with the width of 1/32 tiles (= 0.03125 tiles).&lt;br /&gt;
&lt;br /&gt;
An item that is put on a belt (on a lane) takes 9 slots of space. This shows the size of items: 0.28125 x 0.28125 [[tile]]s (9/32 = 0.28125). 32/9 items (3.55 items) can fit on one lane of one belt. Essentially, up to 8 items can fit on one belt at any tick.&lt;br /&gt;
&amp;lt;pre&amp;gt; &lt;br /&gt;
Step by step movement of an item on a belt-lane. &amp;lt;---*---&amp;gt; represents an item, and the slots it consumes.&lt;br /&gt;
  &lt;br /&gt;
   |==============================|  &amp;lt;-----  32 slots&lt;br /&gt;
1  &amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---* 4 items&lt;br /&gt;
2  &amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;--- 3 items&lt;br /&gt;
3  -&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;-- 3 items&lt;br /&gt;
4  --&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;- 3 items&lt;br /&gt;
5  ---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt; 3 items&lt;br /&gt;
6  *---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt; 4 items&lt;br /&gt;
7  -*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*--- 4 items&lt;br /&gt;
8  --*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*-- 4 items&lt;br /&gt;
9  ---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*- 4 items&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Speed: Each [[Game-tick|tick]] an item on a belt (the 9 slots it takes) is moved by one slot. &lt;br /&gt;
&lt;br /&gt;
=== Curves ===&lt;br /&gt;
The inner lane has 13.5 slots, compared to the outer 37 slots. In the end, 6 or 7 items can be in a curving belt at once.&lt;br /&gt;
&lt;br /&gt;
Yes, the interior has a fractional slot: every odd interior curve is 14 slots and every even interior curve is 13 slots.&lt;br /&gt;
&lt;br /&gt;
=== The faster belts ===&lt;br /&gt;
To obtain higher speeds on higher tier belts, the quantity of slots that each item moves per tick is multiplied. For [[Fast transport belt]]s two slots, for [[Express transport belt]]s 3 slots. That explains why fast belts are exactly 2 times faster, than basic and express belt is 3 times faster than basic.&lt;br /&gt;
&lt;br /&gt;
=== Good to know, but practically useless ===&lt;br /&gt;
&lt;br /&gt;
The least common multiple of 9 and 32 is 288. After 9 tiles, the slots are repeating their positions. If you place some inserters every 9 tiles and move them in exact sync (via circuit network) you can fill a belt without the trick of using a [[splitter]] or underground-belt.&lt;br /&gt;
&lt;br /&gt;
For more information around this subject you might read this article: [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685&amp;amp;hilit=belts+pipes Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
The data here is taken from the transport-belt prototypes (Version 13.3 and above).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (two lanes) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.33&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |800.00&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.66&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1600.00&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.00&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2400.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We assume here that the density of items is always equal and maximum compressed (see above), so the transported amount should reflect the speed.&lt;br /&gt;
&lt;br /&gt;
For measured results see &#039;&#039;&#039;[[Transport_belt_experiments|Transport belt experiments]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;&#039;This is outdated and should be outsourced from this article but not deleted, because it is an interesting fact.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Kept for historical purposes, expand to view&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
; Theory &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.2 or older&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.39125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |803.475&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.7825&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1606.95&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.17375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2410.425&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Measured Results for v0.11 or Older &lt;br /&gt;
&lt;br /&gt;
With Factorio v0.12 new belt physics was introduced. Before that the items where moved as real objects (which means, they need to look forward, if there is space to move), with 0.12 the items are moved &amp;quot;per lane&amp;quot;. Also the physics in curves changed so that curves are now not longer have lower throughput.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a &amp;quot;timer&amp;quot; which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1144&amp;amp;start=10#p8361 forum article]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple straight belt&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| percent of awaited&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 719&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11.98&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1184&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 19.73&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|This is NOT double as fast as basic! it&#039;s only 1.65 times faster&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1775&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 29.58&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|About 2.5 times faster than basic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right, see down into next chapter)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 477-486&lt;br /&gt;
| About 1.5 times slower. This is because the &#039;&#039;&#039;inner lane&#039;&#039;&#039; of a belt in a turn has only the half speed.&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 786-792&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1038-1042&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right), but faster belt at the edges&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic with fast edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 674-683&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast with express edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1058-1061&lt;br /&gt;
|The fast belt with express edge seems to be faster, than pure express belt!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Comments to the results&lt;br /&gt;
&lt;br /&gt;
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).&lt;br /&gt;
&lt;br /&gt;
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.&lt;br /&gt;
&lt;br /&gt;
The reaction-distance for items on a basic belt is&lt;br /&gt;
  (1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles&lt;br /&gt;
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer&lt;br /&gt;
&lt;br /&gt;
Overview for all belts:&lt;br /&gt;
  Basic:   0.28 tiles + 0.03125 tiles = 0.31125 tiles =&amp;gt; 11.2%&lt;br /&gt;
  Fast:    0.28 tiles + 0.0625 tiles  = 0.3425 tiles  =&amp;gt; 22.3%&lt;br /&gt;
  Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles =&amp;gt; 33.5%&lt;br /&gt;
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn&#039;t explain the results for express belt. This is part of further research.&lt;br /&gt;
&lt;br /&gt;
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.&lt;br /&gt;
&lt;br /&gt;
(This may explain the discrepancy in transported items, but don&#039;t use the numbers for real calculations, because they need to be redone!)&lt;br /&gt;
(This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3630 )&lt;br /&gt;
&lt;br /&gt;
A possible reason for this: http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817 Yellow splitters are as fast as blue belts]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=7043 Fast belts have lower density, than other belts]&lt;br /&gt;
&lt;br /&gt;
* [http://www.conveyorbeltguide.com/ Some general information about real conveyor belts]&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685 Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1213&amp;amp;p=8450&amp;amp;hilit=physics#p8450|Factorio and real physics]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belt&amp;diff=133452</id>
		<title>Transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belt&amp;diff=133452"/>
		<updated>2016-12-21T22:37:15Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Transport belt/infobox}}&lt;br /&gt;
The &#039;&#039;&#039;Basic Transport Belt&#039;&#039;&#039; is the easiest and cheapest method of automatic item transportation. It is available from the beginning of the game, without any [[research]]. See &#039;&#039;&#039;[[Belt transport system]]&#039;&#039;&#039; for more general information about transport belts.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. throughput ([[Items]] per [[game-second]])*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Speed ([[Tile|Tiles]] per [[game-second]])*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. density ([[Items]] per [[Tile|tile]])*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required [[Research|technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}} || 13.33 || 1.875 || 7.111 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;*See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
[[File:Basic_transport_belt_fulldensity.gif|right|400px|thumb|3 [[fast inserter]]s per side will fill a basic transport belt to maximum density.]]&lt;br /&gt;
&lt;br /&gt;
Stepping on a transport belt will convey the [[player]] in the direction of the transport belt, at a somewhat slow speed. The player can fight the movement, or run with it to speed up. This can be used for transportation over short distances faster than running.&lt;br /&gt;
&lt;br /&gt;
==Production Layouts==&lt;br /&gt;
[[Iron gear wheel]]s take the same amount of time to manufacture as transport belts, so one gear [[Assembling machine 1|assembler]] can supply one belt assembler at full capacity, provided they are the same tier. An example is below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Design&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Input: ([[Items]] per [[game-second]])&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | [[File:Transport_belt_layout1.jpg|top|400px]] &lt;br /&gt;
|&lt;br /&gt;
{{icon|iron plate|3}} &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Output: ([[Items]] per [[game-second]])&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{{icon|transport belt|2}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Transport belt is now connectible to the [[circuit network]]. &lt;br /&gt;
* Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Items on transport belts don&#039;t go off the belt at the end, so the transport belt has to go directly in front of the required inserter.&lt;br /&gt;
* Optimised the transport belt movement.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Items marked for deconstruction cannot be moved by belts anymore. &lt;br /&gt;
* Reduced the CPU load caused by big counts of [[inserters]] loading/unloading transport belts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express belts are now made from the slower variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.7|&lt;br /&gt;
* Belts to be deconstructed no longer accept items. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.6|&lt;br /&gt;
* New transport belt graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* [[Express transport belt]] now takes 15 [[Iron gear wheel]]s to craft. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Transport belt doesn&#039;t pull player out of the edge of it (like items), so player won&#039;t be almost trapped on faster transport belts. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Better movement on transport belts in turns and crossings. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Cross connections of transport belt of the same type are disabled. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.2|&lt;br /&gt;
* When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Fast transport belt]]&lt;br /&gt;
** [[Fast splitter]]&lt;br /&gt;
* [[Express transport belt]]&lt;br /&gt;
** [[Express splitter]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
{{C|Transport network}}&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Worker_robot_speed_(research)&amp;diff=133413</id>
		<title>Worker robot speed (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Worker_robot_speed_(research)&amp;diff=133413"/>
		<updated>2016-12-13T20:16:35Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Worker robot speed (research)/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Worker robot speed&#039;&#039;&#039; bonus applies to [[logistic robot]]s and [[construction robot]]s.&lt;br /&gt;
The basic speed of logistic robots is 0.05 tiles/tick (3 tiles per second) and for construction robots 0.06 tiles/tick (3.6 tiles per second).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative&amp;lt;br&amp;gt;effect&amp;lt;sup&amp;gt;&amp;lt;i&amp;gt;[1]&amp;lt;/i&amp;gt;&amp;lt;/sup&amp;gt; !! Relative&amp;lt;br&amp;gt;effect&amp;lt;sup&amp;gt;&amp;lt;i&amp;gt;[2]&amp;lt;/i&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|worker-robots-speed-research|1|worker robot speed}} Worker robot speed&amp;amp;nbsp;1 || {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;50&amp;lt;/big&amp;gt; || 35% || 35% || 35%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|worker-robots-speed-research|2|worker robot speed}} Worker robot speed&amp;amp;nbsp;2 || {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;100&amp;lt;/big&amp;gt; || 40% || 75% || 29.6%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|worker-robots-speed-research|3|worker robot speed}} Worker robot speed&amp;amp;nbsp;3 || {{icon|time|60}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;150&amp;lt;/big&amp;gt; || 45% || 120% || 25.7%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|worker-robots-speed-research|4|worker robot speed}} Worker robot speed&amp;amp;nbsp;4 || {{icon|time|60}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;250&amp;lt;/big&amp;gt; || 55% || 175% || 25%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|worker-robots-speed-research|5|worker robot speed}} Worker robot speed&amp;amp;nbsp;5 || {{icon|time|60}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;500&amp;lt;/big&amp;gt; || 65% || 240% || 23.6%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;lt;i&amp;gt;[1]&amp;lt;/i&amp;gt;&amp;lt;/sup&amp;gt; percent bonus compared to bot without speed research&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;lt;i&amp;gt;[2]&amp;lt;/i&amp;gt;&amp;lt;/sup&amp;gt; percent bonus compared to bot with speed research of previous tier&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Research#Technologies|Technologies]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=133399</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=133399"/>
		<updated>2016-12-09T14:45:39Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
In Factorio every item on screen is a real object in memory and follows the rules of the [[Game engine]]. For simulation games, this is not typical; it&#039;s much more common to generalize. Best examples are the older versions of SimCity, where the the simulation doesn&#039;t simulate every inhabitant of the city.&lt;br /&gt;
&lt;br /&gt;
The reason for that is just CPU-performance. Real-time game-physics for up to 100,000 of objects at the same time is not typical for a simulation game. And the Factorio [[Game engine]] creates an exact and reproducible simulation of the Factorio world and it is so exact, that it can be used, to measure some astonishing behavior of belts.&lt;br /&gt;
&lt;br /&gt;
== What to measure ==&lt;br /&gt;
Some things can be measured for belts:&lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039; (or area). Items have a collision box of 0.28125 x 0.28125 [[tile]]s. So 10 items laying in a single row on a belt, non moving, take length of 2.8125 tiles.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles/sec or tiles/min. Note, that internaly it&#039;s measured in tiles per tick (1/60 sec). The speed of basic belt is 0.03125 tiles per tick (1/32) or 1.875 [[tile]]s per [[Game-second]].&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. The density is &#039;&#039;items per tile&#039;&#039;. How many items can lay on a tile or in conjuction with belts: how many items can lay in a row/lane. There are in average 3.5555556 items per lane or 7,111111111 (32/9*2) on a tile of belt (=2 lanes). Which means in practical terms, that on a fully compressed belt there can be either 6, 7 or 8 items during one tick.&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per minute are moved from one tile to the next. Measured in items/sec or better items/min. That is for basic belt density (items per tile) multiplied with speed (tiles per second): (1/32 tiles/tick) / (9/32 items/tile) = 0,111111111 items per tick or 6,666666667 items per second for one lane. For two lanes it is then 13,333333333 items/second.&lt;br /&gt;
&lt;br /&gt;
=== How to calculate this numbers yourself ===&lt;br /&gt;
&lt;br /&gt;
==== Basic belt ====&lt;br /&gt;
Belts have two &#039;&#039;lanes&#039;&#039;: Left and right lane.&lt;br /&gt;
&lt;br /&gt;
Each lane of a belt consists out of 32 &#039;&#039;&#039;slots&#039;&#039;&#039;. A slot is just a virtual position on the belt with the width of 1/32 tiles (= 0.03125 tiles).&lt;br /&gt;
&lt;br /&gt;
An item, that is put on a belt (on a lane) takes 9 slots of space. This explains the size of items: 0.28125 x 0.28125 [[tile]]s (9/32 = 0.28125). Which means also, that 32/9 items (3,555555556 items) can fit on one lane of one belt. Which means: Either 3 or 4 items fit on one lane of a belt (32/9 × 2), which means either 6, 7 or 8 items fit on one belt (two lanes)!&lt;br /&gt;
&lt;br /&gt;
      Step by step movement of an item on a belt-lane.&lt;br /&gt;
    &lt;br /&gt;
     |==============================|  &amp;lt;-----  32 slots&lt;br /&gt;
  1  &amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---* 4 items&lt;br /&gt;
  2  &amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;--- 3 items&lt;br /&gt;
  3  -&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;-- 3 items&lt;br /&gt;
  4  --&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;- 3 items&lt;br /&gt;
  5  ---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt; 3 items&lt;br /&gt;
  6  *---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt; 4 items&lt;br /&gt;
  7  -*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*--- 4 items&lt;br /&gt;
  8  --*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*-- 4 items&lt;br /&gt;
  9  ---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*- 4 items&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Speed: Each [[Game-tick|tick]] an item on a belt (the 9 slots it takes) is moved by one slot. That explains the speed of a basic belt: 0.03125 tiles per tick (1/32).&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
The inner lane has 13.5 slots the outer 37 slots. Which means in the end, that either 6 or 7 items can be in curves.&lt;br /&gt;
&lt;br /&gt;
Yes, the interior has a fractional slot: every odd interior curve is 14 slots and every even interior curve is 13 slots.&lt;br /&gt;
&lt;br /&gt;
==== The faster belts ====&lt;br /&gt;
For that the number of slots, that an item is moved per tick is just multiplied. For [[Fast transport belt]]s two slots, for [[Express transport belt]]s 3 slots. That explains, why fast belts are exactly 2 times faster, than basic and express belt is 3 times faster than basic.&lt;br /&gt;
&lt;br /&gt;
==== Good to know, but practically useless ====&lt;br /&gt;
&lt;br /&gt;
The least common multiple of 9 and 32 is 288. That is 9 * 32, which means: After 9 tiles the slots are repeating their positions. Which means: if you place some inserters every 9 tiles and move them in exact sync (via circuit network) you can fill a belt without the trick of using a splitter or undergroud-belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information around this subject you might read this article: [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685&amp;amp;hilit=belts+pipes Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
The data here is taken from the transport-belt prototypes (Version 13.3 and above).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (two lanes) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.33&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |800.00&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.66&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1600.00&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.00&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2400.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We assume here, that the density of items is always equal and maximum compressed (see above), so the transported amount should reflect the speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&#039;&#039;&#039;This is outdated and should be outsourced from this article but not deleted, cause it is an interesting fact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.2 or older&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.39125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |803.475&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.7825&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1606.95&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.17375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2410.425&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Measured Results for v0.11 or Older ==&lt;br /&gt;
&lt;br /&gt;
With Factorio v0.12 new belt physics was introduced. Before that the items where moved as real objects (which means, they need to look forward, if there is space to move), with 0.12 the items are moved &amp;quot;per lane&amp;quot;. Also the physics in curves changed so that curves are now not longer have lower throughput.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a &amp;quot;timer&amp;quot; which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1144&amp;amp;start=10#p8361 forum article]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple straight belt&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| percent of awaited&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 719&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11.98&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1184&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 19.73&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|this is NOT double as fast as basic! it&#039;s only 1,65 times faster - see comments down&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1775&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 29.58&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|about 2.5 times faster than basic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right, see down into next chapter)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 477-486&lt;br /&gt;
| About 1.5 times slower. This is because the &#039;&#039;&#039;inner lane&#039;&#039;&#039; of a belt in a turn has only the half speed.&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 786-792&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1038-1042&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right), but faster belt at the edges&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic with fast edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 674-683&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast with express edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1058-1061&lt;br /&gt;
|The fast belt with express edge seems to be faster, than pure express belt!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comments to the results ===&lt;br /&gt;
&lt;br /&gt;
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).&lt;br /&gt;
&lt;br /&gt;
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.&lt;br /&gt;
&lt;br /&gt;
The reaction-distance for items on a basic belt is&lt;br /&gt;
  (1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles&lt;br /&gt;
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer&lt;br /&gt;
&lt;br /&gt;
Overview for all belts:&lt;br /&gt;
  Basic:   0.28 tiles + 0.03125 tiles = 0.31125 tiles =&amp;gt; 11.2%&lt;br /&gt;
  Fast:    0.28 tiles + 0.0625 tiles  = 0.3425 tiles  =&amp;gt; 22.3%&lt;br /&gt;
  Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles =&amp;gt; 33.5%&lt;br /&gt;
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn&#039;t explain the results for express belt. This is part of further research.&lt;br /&gt;
&lt;br /&gt;
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.&lt;br /&gt;
&lt;br /&gt;
(This may explain the discrepancy in transported items, but don&#039;t use the numbers for real calculations, because they need to be redone!)&lt;br /&gt;
(This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3630 )&lt;br /&gt;
&lt;br /&gt;
A possible reason for this: http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817 Yellow splitters are as fast as blue belts]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=7043 Fast belts have lower density, than other belts]&lt;br /&gt;
&lt;br /&gt;
* [http://www.conveyorbeltguide.com/ Some general information about real conveyor belts]&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685 Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1213&amp;amp;p=8450&amp;amp;hilit=physics#p8450|Factorio and real physics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Transport network]] [[Category: Moving ground]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=133325</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=133325"/>
		<updated>2016-12-05T17:32:12Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
World generation is, in short, a number of settings which define what the world will look like once generated. 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;
&lt;br /&gt;
==How it works==&lt;br /&gt;
: [[File:MapGeneratorOverview.png]]&lt;br /&gt;
A more technical explanation of world generation mechanics is that the map generator generates most parts of the world with an algorithm named &amp;quot;Perlin Noise&amp;quot;. In short, it works a bit like the waves in the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Water-ocean-waves-sea-high-resolution-pictures.jpg|thumb|left|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level defines the existing (or non-existing) features of some type of terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player should also know that the map is not generated at game start. Only the parts they see are generated, everything else is not. The map will be generated gradually as the player explores more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves.&lt;br /&gt;
&lt;br /&gt;
What this means is that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit. If the player decreases frequency then each of the deposits has less resources in total (because it covers less area), but per tile of a deposit there will be the same number of resources.&lt;br /&gt;
Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High frequency&#039;&#039;: For Terrain segmentation it means: Many different types of terrain, forest, desert and swamp could be within 10 tiles or less. Recommended for players interested in the different biomes of the world.&lt;br /&gt;
For resources: Patches of resources are very common but frequently small and wear out quickly. Recommended for players who are willing to constantly reset equipment in exchange for a constant supply of resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low frequency&#039;&#039;: For Terrain segmentation it means: Big landscapes, vast areas typically only with forests. Recommended for players who want to consistently experience what they have near their spawn point.&lt;br /&gt;
For resources: Resource patches are fairly rare but almost always very large and rich in resources. Recommended for players who don&#039;t want to move equipment often or who prefer to explore the world.&lt;br /&gt;
&lt;br /&gt;
In short: Low terrain segmentation means large areas with same terrain. High terrain segmentation is the opposite, the terrain changing nature often. Typically huge forests vs. lots of small woods.&lt;br /&gt;
&lt;br /&gt;
This also causes enemy bases to appear more often using the same distribution rules as ores and biomes- however, this can lead to rapid [[enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes enemy bases to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&lt;br /&gt;
&lt;br /&gt;
====Richness====&lt;br /&gt;
This defines the actual content of each generated ore patch, oil field, and [[Enemies]]&#039; base drops, through changing the &amp;quot;height&amp;quot; of the wave.&lt;br /&gt;
&lt;br /&gt;
Note that with bases this does not make them more difficult, but rather increases the [[Alien artifact]] yield.&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
* Terrain segmentation: How often the terrain changes between biomes. This can include water, so beware of lower settings as they can limit world size artificially.&lt;br /&gt;
* Water: How water is generated on each map. Be warned that, since water is currently impassible except over lighter regions of water, this can potentially create very small or hard to navigate maps.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these change.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc. from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although conditions may vary- the player may spawn completely isolated from the rest of the world! &lt;br /&gt;
&lt;br /&gt;
The player may choose to make this area small or remove it entirely, however, this is not recommended as this opens the possibility of spawning in an impossible situation, or even in a biter nest.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game.&lt;br /&gt;
&lt;br /&gt;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console#Useful_commands_.28cheats.29|Console commands]].&lt;br /&gt;
&lt;br /&gt;
===Map-width and -height===&lt;br /&gt;
If the player limits the width and/or height they may generate maps with finite resources and area. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge.&lt;br /&gt;
&lt;br /&gt;
===Map seed / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
; Map Seed:&lt;br /&gt;
: Random number generator seed&lt;br /&gt;
; Map Exchange String&lt;br /&gt;
: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. Know that &#039;random number&#039; is really a misnomer in Factorio and on computers in general, as they aren&#039;t really random, instead being calculated with complicated algorithms that require a seed as startng value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It&#039;s up to chance.&lt;br /&gt;
&lt;br /&gt;
====Map Exchange String====&lt;br /&gt;
A string generally looks like so: &lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
There is a thread for exchanging new strings: http://www.factorioforums.com/forum/viewtopic.php?f=36&amp;amp;t=5807&lt;br /&gt;
&lt;br /&gt;
=====Where can I use this string?=====&lt;br /&gt;
It can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
=====Where can I get this string from?=====&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator or send it to a friend.&lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [[Types/AutoplaceSpecification#Noise|more detailed description]] is in the API document.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources.&lt;br /&gt;
The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them.&lt;br /&gt;
&lt;br /&gt;
This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
==Generating new Chunks==&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width - see above.&lt;br /&gt;
&lt;br /&gt;
Because it is technically endless, the whole map isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed.&lt;br /&gt;
&lt;br /&gt;
===Generating Invisible Chunks (Fog of War)===&lt;br /&gt;
&lt;br /&gt;
Around the visible chunks a perimeter of three chunks wide range of invisible chunks are generated (not for the limited parts).&lt;br /&gt;
&lt;br /&gt;
Invisible chunks are also generated if you produce very much pollution; the games generates so much (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
Reason: This is for the natives, so that they can attack you from places, that you cannot see yet. This is also know as &amp;quot;fog of war&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Charting (Make Invisible Chunks Visible on Map)===&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible the part of the players map keeps black. This changes, when a chunk is &#039;&#039;&#039;[[Radar#Charting|charted]]&#039;&#039;&#039;, which means when it is &amp;quot;touched&amp;quot; by radar. Either the players internal radar, which is always available, or the &#039;&#039;&#039;[[Radar]]&#039;&#039;&#039; entity. When a visible chunk is generated there might be also invisible generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
===Limited Maps===&lt;br /&gt;
&lt;br /&gt;
The player can limit the map size (&#039;&#039;&#039;limited width and height&#039;&#039;&#039;). Note that the player can also limit only the width or only the height, so they may generate &amp;quot;stripes&amp;quot; of land. For example, one could generate a map only 20 tiles high, but endless long!&lt;br /&gt;
&lt;br /&gt;
A map is not bigger than this, there are also no invisible chunks generated beyond that limits.&lt;br /&gt;
&lt;br /&gt;
Everything around the map-limits &#039;&#039;&#039;is considered water&#039;&#039;&#039;. The player can place a [[Pump]] at the edge of such a map and it will suck water out of nothing.&lt;br /&gt;
&lt;br /&gt;
===For Explorers===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. It generally makes no difference &#039;&#039;&#039;when&#039;&#039;&#039; these chunks are generated. Note, that if you go for example east, that for every generated chunk a perimeter of 3 more chunks are generated. That means a lot of work for the CPU. The map generation runs in &amp;quot;background&amp;quot; so it is possible, that the player &amp;quot;overruns&amp;quot; the map generator, if he drives very, very fast.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrat with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrat-tiles). This is between the size of India and Australia. It would take around 240 [[game-second|game-minutes]] (=4 hours) by train to reach that border from the center. So we can speak here from &amp;quot;endless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area, that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much, if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, that is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
==== Maps bigger than the active available RAM?====&lt;br /&gt;
&lt;br /&gt;
Maps don&#039;t need to be stored completely in active RAM. Because in case of very large maps it is quite uncertain, that a chunk changes over time, there is currently not the need to keep all chunks in RAM; for example players reported games, which need 12 GB of RAM, but they had only 8, the remaining 4 GB had been swapped out to disk. It takes then of course long to load or save such a game, but it is possible to play those games without performance issue. ([https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=29566 How to store 4 trillion square tiles of map in just 8 GB RAM])&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7331 The Map Generator hates your guts, or dude where is my coal?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=133324</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=133324"/>
		<updated>2016-12-05T17:32:10Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Radar/infobox}}&lt;br /&gt;
The radar triggers charting of the map of the force it belongs to.&lt;br /&gt;
&lt;br /&gt;
It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. Radar has a high [[Electric network|power]] demand (300kW) so a radar indirectly contributes to [[Pollution]] when powered by [[Boiler]]s and [[Steam engine|steam engines]]. The radar will be attacked by enemies that come within very close range, like turrets, but will not attract biters from long range like polluting structures do. &lt;br /&gt;
The radar will show enemy lifeforms and structures, as well as trains, cars, and other players in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radar continuously charts a charting area of 100x100 [[tile]]s, AKA a 7x7 [[Chunk]] (224x224 [[Tile]]s) area, centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations. &lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. &lt;br /&gt;
20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radar charts one distant [[Chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the Radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored chunks first, represented by the black areas on the map.&lt;br /&gt;
* One chunk scan takes 10 MJ of energy to complete. Since the Radar draws 300 kW of power, it takes 10 MJ / 300 kW = 33.333... seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29x29 chunks around the Radar, excluding the nearby 7x7 chunk.&lt;br /&gt;
** With a total number of 797 chunks (29x29 - 7x7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.&lt;br /&gt;
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.&lt;br /&gt;
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that a new alien nest will appear in a previously scanned chunk; just because you don&#039;t see it on the map, don&#039;t be taken unawares.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Something easily missed is that Radars give a line of sight around them, this is good for keeping tabs on distant bases if they get attacked and to see how big the attack is. The radar&#039;s LOS updates once every second, so keeping one or two around your base could prove to be an early warning system. Keep in mind the update rate for the LOS of the radar is not the same as the rate at which the radar will reveal unexplored terrain, which updates once every ~30 seconds. You can see the LOS given in the image below, taken from map view.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Coverage.jpg|upright=3]]&lt;br /&gt;
&lt;br /&gt;
== Charting ==&lt;br /&gt;
&lt;br /&gt;
If a [[chunk]] is &#039;&#039;&#039;scanned&#039;&#039;&#039; by a radar or player, the image of that chunk that is copied into the map of the players of this surface [[Lua/Force|force]] (every force has it&#039;s own map).&lt;br /&gt;
&lt;br /&gt;
This procedure is called &amp;quot;charting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Charting Process ====&lt;br /&gt;
&lt;br /&gt;
If the contents of a chunk changes between two ticks, the content of that chunk is &amp;quot;charted&amp;quot; into the map. The map is just a bitmap, a picture. See below. You can see the entities moving, you can see enemies walking. Every entity is represented by one ore more pixels. Not every entity is drawn. What&#039;s drawn and in which color etc. is configurable and there are also mods, that changes this.&lt;br /&gt;
&lt;br /&gt;
Charting of very much chunks that change each tick might have an impact on game-performance.&lt;br /&gt;
&lt;br /&gt;
==== Charting Decay Time / Fog of War ====&lt;br /&gt;
&lt;br /&gt;
Once a scan for a chunk is triggered, it keeps actively charted for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;. This effect can also be seen in the map of the chunk highlighted and dims within 10 seconds to dark-grey.&lt;br /&gt;
&lt;br /&gt;
If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is not longer updated. What you see after that time is the last charted picture for that chunk (also called &amp;quot;fog of war&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Once a new scan has been triggered the chunk keeps again charted for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
===== Charting of Vehicles =====&lt;br /&gt;
&lt;br /&gt;
Even in the fog of war you can see the last charted position of vehicles. Trains last positions are not charted, cause they normally always move.&lt;br /&gt;
&lt;br /&gt;
==== The Map ====&lt;br /&gt;
That is just a bitmap (graphics). The map for each force is stored with a save. Uncharted areas (never charted before) keep black and are not saved.&lt;br /&gt;
&lt;br /&gt;
===== Invisible (black) parts of the Map =====&lt;br /&gt;
&lt;br /&gt;
The [[World_generator#Generating_new_Chunks|World Generator]] creates a &amp;quot;border&amp;quot; of invisble chunks around each chunk, that becomes active at some time. Active chunks are in general those, that become charted or those, that are active, because the pollution spreads on them. Which means for the normal case: Once you chart a formerly invisible chunk then automatically one to eight new chunks are generated.&lt;br /&gt;
&lt;br /&gt;
==== Charting-Area vs. Charted Chunks ====&lt;br /&gt;
For example: A [[radar]] actively charts an &#039;&#039;charting-area&#039;&#039; of 100x100 tiles. This means: Each chunk, that is &#039;&#039;&#039;touched&#039;&#039;&#039; by the charting-area is charted. Which means, that you nearly always chart a bigger area than defined in charting-area.&lt;br /&gt;
&lt;br /&gt;
==== Visible Area vs. Charted ====&lt;br /&gt;
Like in reality there is a difference between what a player can &amp;quot;see&amp;quot; and what of that is charted. A player can see a much bigger area (use for example this [[console]]-command: &amp;quot;/c game.player.zoom=0.1&amp;quot;), than what is charted. This depends in normal game for example on your screen-resolution. The charting has nothing to do with that, it depends only on charting area.&lt;br /&gt;
&lt;br /&gt;
==== Charting entities ====&lt;br /&gt;
The default game has two sources of triggering charting: The [[player]] and [[radar]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New Graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|Unknown, presumed 0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3925 Self sufficient radar outpost].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5793 Self defending independent radar layout].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;p=53660#p53660 Forum Radar Build Thread].&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Electric network]] [[Category: Combat]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=133323</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=133323"/>
		<updated>2016-12-05T16:48:55Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Radar/infobox}}&lt;br /&gt;
The radar triggers charting of the map of the force it belongs to.&lt;br /&gt;
&lt;br /&gt;
It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. Radar has a high [[Electric network|power]] demand (300kW) so a radar indirectly contributes to [[Pollution]] when powered by [[Boiler]]s and [[Steam engine|steam engines]]. The radar will be attacked by enemies that come within very close range, like turrets, but will not attract biters from long range like polluting structures do. &lt;br /&gt;
The radar will show enemy lifeforms and structures, as well as trains, cars, and other players in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radar continuously charts a charting area of 100x100 [[tile]]s, AKA a 7x7 [[Chunk]] (224x224 [[Tile]]s) area, centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations. &lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. &lt;br /&gt;
20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radar charts one distant [[Chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the Radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored chunks first, represented by the black areas on the map.&lt;br /&gt;
* One chunk scan takes 10 MJ of energy to complete. Since the Radar draws 300 kW of power, it takes 10 MJ / 300 kW = 33.333... seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29x29 chunks around the Radar, excluding the nearby 7x7 chunk.&lt;br /&gt;
** With a total number of 797 chunks (29x29 - 7x7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.&lt;br /&gt;
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.&lt;br /&gt;
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that a new alien nest will appear in a previously scanned chunk; just because you don&#039;t see it on the map, don&#039;t be taken unawares.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Something easily missed is that Radars give a line of sight around them, this is good for keeping tabs on distant bases if they get attacked and to see how big the attack is. The radar&#039;s LOS updates once every second, so keeping one or two around your base could prove to be an early warning system. Keep in mind the update rate for the LOS of the radar is not the same as the rate at which the radar will reveal unexplored terrain, which updates once every ~30 seconds. You can see the LOS given in the image below, taken from map view.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Coverage.jpg|upright=3]]&lt;br /&gt;
&lt;br /&gt;
== Charting ==&lt;br /&gt;
&lt;br /&gt;
If a [[chunk]] is &#039;&#039;&#039;scanned&#039;&#039;&#039; by a radar or player, the image of that chunk that is copied into the map of the players of this surface [[Lua/Force|force]] (every force has it&#039;s own map).&lt;br /&gt;
&lt;br /&gt;
This procedure is called &amp;quot;charting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Charting Process ====&lt;br /&gt;
&lt;br /&gt;
If the contents of a chunk changes between two ticks, the content of that chunk is &amp;quot;charted&amp;quot; into the map. The map is just a bitmap, a picture. See below. You can see the entities moving, you can see enemies walking. Every entity is represented by one ore more pixels. Not every entity is drawn. What&#039;s drawn and in which color etc. is configurable and there are also mods, that changes this.&lt;br /&gt;
&lt;br /&gt;
Charting of very much chunks that change each tick might have an impact on game-performance.&lt;br /&gt;
&lt;br /&gt;
==== Charting Decay Time / Fog of War ====&lt;br /&gt;
&lt;br /&gt;
Once a scan for a chunk is triggered, it keeps actively charted for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;. This effect can also be seen in the map of the chunk highlighted and dims within 10 seconds to dark-grey.&lt;br /&gt;
&lt;br /&gt;
If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is not longer updated. What you see after that time is the last charted picture for that chunk (also called &amp;quot;fog of war&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Once a new scan has been triggered the chunk keeps again charted for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
===== Charting of Vehicles =====&lt;br /&gt;
&lt;br /&gt;
Even in the fog of war you can see the last charted position of vehicles. Trains last positions are not charted, cause they normally always move.&lt;br /&gt;
&lt;br /&gt;
==== The Map ====&lt;br /&gt;
That is just a bitmap (graphics). The map for each force is stored with a save. Uncharted areas (never charted before) keep black and are not saved.&lt;br /&gt;
&lt;br /&gt;
==== Charting-Area vs. Charted Chunks ====&lt;br /&gt;
For example: A [[radar]] actively charts an &#039;&#039;charting-area&#039;&#039; of 100x100 tiles. This means: Each chunk, that is &#039;&#039;&#039;touched&#039;&#039;&#039; by the charting-area is charted. Which means, that you nearly always chart a bigger area than defined in charting-area.&lt;br /&gt;
&lt;br /&gt;
==== Visible Area vs. Charted ====&lt;br /&gt;
Like in reality there is a difference between what a player can &amp;quot;see&amp;quot; and what of that is charted. A player can see a much bigger area (use for example this [[console]]-command: &amp;quot;/c game.player.zoom=0.1&amp;quot;), than what is charted. This depends in normal game for example on your screen-resolution. The charting has nothing to do with that, it depends only on charting area.&lt;br /&gt;
&lt;br /&gt;
==== Charting entities ====&lt;br /&gt;
The default game has two sources of triggering charting: The [[player]] and [[radar]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New Graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|Unknown, presumed 0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3925 Self sufficient radar outpost].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5793 Self defending independent radar layout].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;p=53660#p53660 Forum Radar Build Thread].&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Electric network]] [[Category: Combat]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Transport_use_cases&amp;diff=133286</id>
		<title>Tutorial:Transport use cases</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Transport_use_cases&amp;diff=133286"/>
		<updated>2016-12-04T14:03:42Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sublinks}}&lt;br /&gt;
This page compares the three main [[Transport]] methods: [[Belt transport system]] (conveyor belts), [[Railway]] (trains) and [[Logistic robot|Logistic robots]]. Note, that there are two more useful methods to transport stuff: The characters [[Inventory]] and the [[Vehicles/Car]]. (Especially the car has an extremely high capacity and can be used instead of trains - of course you need to drive everything yourself, see the chapter about the car).&lt;br /&gt;
&lt;br /&gt;
The best choice depends on the context in which they are used. For example on the amount of resources you need to transport, or how far away they are.&lt;br /&gt;
&lt;br /&gt;
== Comparison of Belts, Trains and Logistic Robots ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=10% | &lt;br /&gt;
! width=30% | Belts&lt;br /&gt;
! width=30% | Trains&lt;br /&gt;
! width=30% | Logistic Robots&lt;br /&gt;
|-&lt;br /&gt;
| Throughput&lt;br /&gt;
| Constant, low for one belt, precisely calculable, limited&lt;br /&gt;
| Extremely high, fast, not easily calculable but constant, nearly unlimited if enough space, &lt;br /&gt;
| High in small areas, not calculable/chaotic, unlimited if enough bots, cannot be optimized, terrible over long distances and bulk goods&lt;br /&gt;
|-&lt;br /&gt;
| Space required&lt;br /&gt;
| Small for simple products, large for complicated product chains&lt;br /&gt;
| Large due to train stations and bends. There is a difference in using [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=35806 Rollon-Rolloff-Stations (lot of space) or Terminus (much smaller)].&lt;br /&gt;
| Small for complex products.&lt;br /&gt;
|-&lt;br /&gt;
| Optimization &lt;br /&gt;
| Highly optimizable. Source of never ending fun.&lt;br /&gt;
| Seldom really needed - better rebuild or built more tracks. For larger networks you can get some trouble with deadlocks/gridlocks, if not optimized, using chain signals. Optimize train stations: connect either with belts (complex) or with logistic bots (recommended). &lt;br /&gt;
| Optimize placing of roboports (for charging) and used number of ports vs. number of bots in the air.&lt;br /&gt;
|-&lt;br /&gt;
| Parallelization&lt;br /&gt;
| High. Two parallel belts have the doubled throughput as one. Cost is also only double. On the other hand: Afford to build that doubles also.&lt;br /&gt;
| Extreme. Two parallel tracks can transport 5-10 times more trains than one, cause if a track is blocked the trains can choose the other free track and so they don&#039;t need to stop. The afford to build two tracks in parallel is lower than doubled.&lt;br /&gt;
| Not so good. Doubling the amount of bots from one to two surely doubles the throughput, but doubling robots from 500 to 1000 can result in complete chaos. &lt;br /&gt;
|-&lt;br /&gt;
| Initial costs&lt;br /&gt;
| Very small as long as conveyor belts are short. Still good with parallel belts. Larger when making express transport belts. Expensive with express; which should be used for special cases only.&lt;br /&gt;
| Considerable amount of material is needed for initial locomotive. Small costs (when compared to the increase of transport) for making rails.&lt;br /&gt;
| Roboports and especially bots require a lot of resources to make. Logistic bot upgrades are very expensive, but needed and must be calculated into the total costs. Maintaining costs a lot of time.&lt;br /&gt;
|-&lt;br /&gt;
| Use of energy&lt;br /&gt;
| Gratis. Free. Always an object of discussion. ;)&lt;br /&gt;
| Low. The usage of fuel is currently very affordable.&lt;br /&gt;
| High. The roboports need a lot of energy and the bots take even more energy, as more are in the air. This can be a big problem, but is normally not an issue.&lt;br /&gt;
|-&lt;br /&gt;
| Items in transit vs. duration of transport&lt;br /&gt;
| Bad. 100 tiles of belts stores about 700 items if fully loaded, but takes with basic belts 56 seconds for transport. With express belt, this is only 3 times faster.&lt;br /&gt;
| Very good. Lot of items transported in very short time.&lt;br /&gt;
| Chaotic. When jammed it can happen, that the most important items are unreachable in the air.&lt;br /&gt;
|-&lt;br /&gt;
| Maintenance costs&lt;br /&gt;
| None&lt;br /&gt;
| Some fuel needed&lt;br /&gt;
| Considerable amount of electricity needed&lt;br /&gt;
|-&lt;br /&gt;
| Pollution&lt;br /&gt;
| None&lt;br /&gt;
| Some&lt;br /&gt;
| None, indirectly caused by use of electricity.&lt;br /&gt;
|-&lt;br /&gt;
| Best used for&lt;br /&gt;
| High throughput, bulk-goods (ores, some intermediates), small to medium distance. Examples include raw materials and simple products.&lt;br /&gt;
| High throughput, long distance. Examples include transporting ores or plates from resource fields to main factory area.&lt;br /&gt;
| Extremely high throughput over very short distances (&amp;lt; 50 tiles), low to medium throughput over medium distance (50-500), catastrophic over long distance. Best used in main factory area for complex products like modules and advanced circuits. Also best used for products needed in smaller quantities like placeable structures and ammunition. Unbeatable for train station (loading/unloading chests).&lt;br /&gt;
|-&lt;br /&gt;
| Most annoying problems&lt;br /&gt;
| Left/right lane problems (part of the game), splitting off the right amount of items.&lt;br /&gt;
| Deadlock situations (in complicated crossings), complex train-station and signal setup.&lt;br /&gt;
| Blocking of roboports by waiting for charging, &amp;quot;stupid&amp;quot; behavior that far away bots are used, instead of near and vice versa, Robots that take a &amp;quot;shortage&amp;quot; and cross a native village.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Experts ==&lt;br /&gt;
&lt;br /&gt;
=== Belts ===&lt;br /&gt;
&lt;br /&gt;
* practical up to distances of 500 tiles (to compare: a radar station watches up to 200 tiles (100 tiles &amp;quot;radius&amp;quot;)).&lt;br /&gt;
* connect small resource-fields to the factory area, as the capacity of a belt is limited to about 700 items per minute in the best case, when using basic belts. With fast or express belt, this is higher (up to 1750) but the price is gigantic. Using multiple parallel belts is costly, but with basic belts still affordable over long distances.&lt;br /&gt;
* Conveyor belts are best for working within an automated facility for &#039;&#039;&#039;bulk goods&#039;&#039;&#039;. Transporting ore, plates, circuit boards, etc over short or medium distances. &lt;br /&gt;
* they store over a long distance a not to be underestimated number of items (about 12 per tile, with two lanes, so you can calculate over 500 tiles with 6000 items!). This storage is out of reach and could be counted as wasted, until it is transported.&lt;br /&gt;
&lt;br /&gt;
Note: the length of 500 tiles is just a &amp;quot;rule of thumb&amp;quot;, and comes from these facts:&lt;br /&gt;
* It takes nearly 5 minutes (4.44) for an item to run from one end to the other ([[Basic belt]]).&lt;br /&gt;
* A belt with 500 tiles stores about 3571 items (about a chest of resources).&lt;br /&gt;
* The fact, that about after this length it makes sense to use train.&lt;br /&gt;
&lt;br /&gt;
The advantages of belts are:&lt;br /&gt;
* coming to transport-performance, belts deliver very constantly&lt;br /&gt;
* easy calculations possible (e. g. is belt able to transport output of all mines)&lt;br /&gt;
* basic belts are cheap compared to tracks and it is built faster&lt;br /&gt;
* you see how much items are on the belt&lt;br /&gt;
* you can use the belt as an open storage: you can store about 72 items in a length of 10 belts, when using both lanes (but for long belts this is a big disadvantage!)&lt;br /&gt;
* &lt;br /&gt;
Disadvantages:&lt;br /&gt;
* limited transport capacity, cause limited throughput.&lt;br /&gt;
* slow. This is a problem with verily long belts because it takes a while to fill the belt. The items on the belt cannot be used. A belt with length of 100 holds 714 items for 56 seconds. With trains this is much lower (10 seconds) and as long as they are not loaded into a wagon, they still can be used.&lt;br /&gt;
* items on the belts are &amp;quot;lost items&amp;quot; until they are transported.&lt;br /&gt;
&lt;br /&gt;
Belts have the best short-distance throughput for continuous, direct-to-factory transportation. &#039;&#039;&#039;This is especially true, if you use basic belts in parallel, cause this combination has an incredible high throughput at low costs.&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
&lt;br /&gt;
* Trains should be used to get items from big and distant resource fields. Nothing can compare with it, especially, when thinking about speed. The planning is difficult and the building itself is currently tedious. (tip: use the train to build the rails, this is much faster: sit in the train and build the next rail before you, hold mouse, start driving slowly. You can use it also to build the power poles like so).&lt;br /&gt;
* Trains are for linking separate factory assemblies together over long distances. This additionally lets you &#039;take a ride&#039; out to outposts that require attention.&lt;br /&gt;
&lt;br /&gt;
Smelt ore locally and ship the plates via train, you can double your wagon capacity and route directly to a storage yard or factory. See also [[Transport/Compress_by_Pre-production]].&lt;br /&gt;
&lt;br /&gt;
Some interesting thread: [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6799&amp;amp;p=53609#53609 Long distance transport].&lt;br /&gt;
&lt;br /&gt;
=== Logistic robots ===&lt;br /&gt;
&lt;br /&gt;
* Logistic robots should be used in a limited area with dense building placement In most cases this is the main factory area. With some updates the logistic bots can handle enormous amounts of items. &lt;br /&gt;
* Bots are terrible at long distances and bulk goods: It&#039;s not a good idea use bots for ore-transport or from/to furnaces. It is possible to use them for this task, but don&#039;t await, that this works perfect; there are some difficulties cause they do not optimize their work. Some players take that problems as challenge.&lt;br /&gt;
* They do a perfect job on bulk-goods, if they can charge between their jobs, which is the case on train-stations: Train comes in, train is unloaded, bots transports to the target chests, bots charge. Next rain comes in.&lt;br /&gt;
* Bots do a perfect job, if you use them for random transport of expensive products; transport intermediate products to where they&#039;re needed within the local network, especially if it&#039;s completely impractical to route a belt for the job.&lt;br /&gt;
&lt;br /&gt;
Bots, while great at moving sparse items with slow production speeds, are a very costly thing to integrate with high-volume affairs like mining/smelting because they need frequent breaks to recharge.&lt;br /&gt;
&lt;br /&gt;
The exception is the incredible benefit they offer to train stations because of the space/logistical challenge of routing and load-balancing belts around the train tracks, especially since it isn&#039;t necessarily &#039;constant flow&#039;, offering them time to recharge.&lt;br /&gt;
&lt;br /&gt;
== Seeing from throughput side ==&lt;br /&gt;
&lt;br /&gt;
A [[Basic transport belt]] cannot transport much more than 700 item/minute and an [[Express transport belt]] (the fastest) not more than 1750 (see above). Now compare that with a locomotive: a [[Cargo wagon]] can deliver 2000 items (ores) &#039;&#039;&#039;per wagon&#039;&#039;&#039;! And if you smelt the resources at your outpost and transport intermediate plates (copper, iron) you can transport 4000 per wagon. So when speaking from throughput, you need to swap to train or make multiple parallel belts.&lt;br /&gt;
&lt;br /&gt;
This picture might change when you developed [[Logistic robot]]s. But that is not true! They can&#039;t be beaten for relatively small areas, especially with their researched bonuses, and they have some kind of intelligence; they try to deliver all requests as equally as possible.&lt;br /&gt;
&lt;br /&gt;
But bots are terrible at long distances and bulk goods. Here are some calculations, which explain the problem (all calculations are assumed with full upgrade for the logistic bots!):&lt;br /&gt;
&lt;br /&gt;
Needed robots to transport 3000 items per minute over a distance of 50 tiles you need: &lt;br /&gt;
 Robot speed:                     3 tiles/sec (basic speed) * 1.4 (logistic speed bonus) = 4.2 tiles/sec&lt;br /&gt;
 Needed time for one transport:   100 tiles / 4.2 tiles/sec = 24 secs&lt;br /&gt;
 Need robots per minute:          24 secs / 60 secs = you need 0.4 bots to transport one item per minute over 50 tiles.&lt;br /&gt;
 Because of Logistic robot cargo: 0.4 bots / 5 items per transport = 0.08 bots to transport one item per minute&lt;br /&gt;
 Total:                           3000 items * 0.08 bots/per item = 240 bots&lt;br /&gt;
240 is a high, but still very realistic number for a logistic network with 4-5 roboports.&lt;br /&gt;
&lt;br /&gt;
Needed robots to transport 3000 items per minute over a distance of 500 tiles you need: &lt;br /&gt;
 Needed time for one transport:   1000 tiles / 4.2 tiles/sec = 240 secs&lt;br /&gt;
 Need robots per minute:          240 secs / 60 secs = you need 4 bots to transport one item per minute over 500 tiles.&lt;br /&gt;
 Because of Logistic robot cargo: 4 bots / 5 items per transport = 0.8 bots to transport one item per minute&lt;br /&gt;
 Total:                           3000 items * 0.8 bots/per item = 2400 bots&lt;br /&gt;
&lt;br /&gt;
2400 bots need a quite big amount of resources to produce, not accounted the needed research (for bots, speed/stacksize bonuses), number of roboports and the needed energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That leaves conveyors and trains.&lt;br /&gt;
&lt;br /&gt;
Trains are faster than belts and offer better logistic control as you go between logistic networks.&lt;br /&gt;
&lt;br /&gt;
Belts simply take forever, and you may wind up with a lot of asset tied up with simply being &#039;in transit&#039;. You should see items sitting on a belt as &amp;quot;non-useable storage&amp;quot;. Backed up belts can be a good thing for buffer space, but long belts are just inefficient, or better: You loose the control over the other end, due to the long gap; the resources on the other side could be long depleted, but you see it only five minutes later.&lt;br /&gt;
&lt;br /&gt;
=== Or in other words ===&lt;br /&gt;
The afford, to squeeze out the last 20% of belt-performance rises depending on distance and total amount and at some point the train will win. But in your central factory area the bots will never be beaten. On the other hand: in small areas, and for simple throughput of one type of item (furnace iron ore to iron-plates for example) we can place some belts in parallel, which is cheap and efficient (uses no energy) and when using parallel belts we reach also enormous throughput. For later game, the [[Fast transport belt]] is a good compromise between cost and efficiency, and the [[Express transport belt]]s should be use only for short sections.&lt;br /&gt;
&lt;br /&gt;
=== Or in more other words ===&lt;br /&gt;
The amount of robots you need is directly dependent on the density you built. The central part of your factory should be dense, cause not only throughput is important here, but also speed: How fast can an item be produced in total (including the transportation time).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3948 Discussion about using conveyor belts vs. trains]. There are some interesting tips in this thread.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5478 More trains vs. longer trains]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5715 Deciding which items to re-make and which to keep on belts?]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Cargo_wagon&amp;diff=133278</id>
		<title>Infobox:Cargo wagon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Cargo_wagon&amp;diff=133278"/>
		<updated>2016-12-04T13:25:24Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
| category = Machinery&lt;br /&gt;
| category-name = Machine&lt;br /&gt;
|health        =600&lt;br /&gt;
|stack-size    =5&lt;br /&gt;
|storage-size       =40&lt;br /&gt;
|recipe        =time, 0.5 + iron plate, 20 + steel plate, 20 + iron gear wheel, 10&lt;br /&gt;
|total-raw          =time, 5.5 + iron plate, 40 + steel plate, 20&lt;br /&gt;
|required-technologies =Automated rail transportation&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cargo_wagon&amp;diff=133277</id>
		<title>Cargo wagon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cargo_wagon&amp;diff=133277"/>
		<updated>2016-12-04T13:23:29Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Cargo wagon/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cargo wagon&#039;&#039;&#039; is used in conjunction with [[Diesel locomotive]]s to form [[Train]]s for the [[Railway network]].&lt;br /&gt;
&lt;br /&gt;
A wagon is used to transport items and can be filled and emptied like a chest, but with many more inserters at the same time. Up to 12 inserters per wagon are possible (from both sides).&lt;br /&gt;
The [[Inserter item stack size]] is important to fill the wagon fast!&lt;br /&gt;
&lt;br /&gt;
In manual-mode cargo wagons can only be filled or emptied when they are not moving and horizontally or vertically orientated. In automated-mode it is the same, but additionally they can only filled/empty, when stopped on a train-stop (not on a signal). A spot where inserters are prepositioned to transfer cargo for wagons is called a [[Railway_network/Train_station|train station]].&lt;br /&gt;
&lt;br /&gt;
== Stack limitation ==&lt;br /&gt;
&lt;br /&gt;
Wagons have a [[Storage/Stack#Stack limitation|stack limitation]] option the same way chests do, which is useful if you need to limit the number of transported items for some reason.&lt;br /&gt;
&lt;br /&gt;
== Stack filter ==&lt;br /&gt;
&lt;br /&gt;
Each stack in the cargo wagon can be filtered. This works in the same way as the quick bar (toolbelt); the default key to define or remove the filter is the middle mouse button.&lt;br /&gt;
&lt;br /&gt;
This can be used to transport different items in one wagon.  For example, you could transport both empty and full oil barrels in one wagon; at the train stations, the barrels would be handled using smart inserters for each kind of barrel.  This is discussed in the forum thread [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=68288&amp;amp;p=53467&amp;amp;hilit=Filter#p53467 Tired of babysitting expansions? Auto-supply w/ trains!].&lt;br /&gt;
&lt;br /&gt;
== Compressing items ==&lt;br /&gt;
&lt;br /&gt;
A cargo wagon can be filled with 2000 items of ores ([[Copper ore|copper]], [[Iron ore|iron]], [[Coal|coal]]...) or 4000 items of processed plates ([[Copper plate|copper plates]], [[Iron plate|iron plates]], [[Steel bar|steel]]). This makes preprocessing your ores into plates (near the mines) a useful strategy, before you transport it to your factory.  See [[Transport/Compress by Pre-production]] for a more detailed discussion of this concept.&lt;br /&gt;
&lt;br /&gt;
== Use as big chest ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the cargo wagon as a &amp;quot;big chest&amp;quot;: Place rails, put an unmoving wagon on it and inserters around. The advantages of this construction are:&lt;br /&gt;
* Cargo can be transferred with many more inserters than with a chest, bypassing the limitations of the [[Inserter item stack size bonus|inserter stack size bonus]].&lt;br /&gt;
* Items are transported instantly over the length of the wagon.  Correctly configured, this is faster than a transport belt.&lt;br /&gt;
&lt;br /&gt;
For examples of this, see these forum threads:&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3537 Solar panel factory]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=7568 Cargo wagon sourced RGB circuits production facility]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8551 Mass production with ZERO belts and robots]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Diesel locomotive]]&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
{{C|Railway network}}&lt;br /&gt;
{{C|Vehicle}}&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cargo_wagon&amp;diff=133276</id>
		<title>Cargo wagon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cargo_wagon&amp;diff=133276"/>
		<updated>2016-12-04T13:20:29Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Cargo wagon/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cargo wagon&#039;&#039;&#039; is used in conjunction with [[Diesel locomotive]]s to form [[Train]]s for the [[Railway network]].&lt;br /&gt;
&lt;br /&gt;
A wagon is used to transport items and can be filled and emptied like a chest, but with many more inserters at the same time. Up to 12 inserters per wagon are possible (from both sides).&lt;br /&gt;
The [[Inserter item stack size]] is important to fill the wagon fast!&lt;br /&gt;
&lt;br /&gt;
Cargo wagons can only be filled or emptied when they are not moving. In automated-mode they can only filled/empty, when stopped on a train-stop (not on a signal). A spot where inserters are prepositioned to transfer cargo for wagons is called a [[Railway_network/Train_station|train station]].&lt;br /&gt;
&lt;br /&gt;
== Stack limitation ==&lt;br /&gt;
&lt;br /&gt;
Wagons have a [[Storage/Stack#Stack limitation|stack limitation]] option the same way chests do, which is useful if you need to limit the number of transported items for some reason.&lt;br /&gt;
&lt;br /&gt;
== Stack filter ==&lt;br /&gt;
&lt;br /&gt;
Each stack in the cargo wagon can be filtered. This works in the same way as the quick bar (toolbelt); the default key to define or remove the filter is the middle mouse button.&lt;br /&gt;
&lt;br /&gt;
This can be used to transport different items in one wagon.  For example, you could transport both empty and full oil barrels in one wagon; at the train stations, the barrels would be handled using smart inserters for each kind of barrel.  This is discussed in the forum thread [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=68288&amp;amp;p=53467&amp;amp;hilit=Filter#p53467 Tired of babysitting expansions? Auto-supply w/ trains!].&lt;br /&gt;
&lt;br /&gt;
== Compressing items ==&lt;br /&gt;
&lt;br /&gt;
A cargo wagon can be filled with 2000 items of ores ([[Copper ore|copper]], [[Iron ore|iron]], [[Coal|coal]]...) or 4000 items of processed plates ([[Copper plate|copper plates]], [[Iron plate|iron plates]], [[Steel bar|steel]]). This makes preprocessing your ores into plates (near the mines) a useful strategy, before you transport it to your factory.  See [[Transport/Compress by Pre-production]] for a more detailed discussion of this concept.&lt;br /&gt;
&lt;br /&gt;
== Use as big chest ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the cargo wagon as a &amp;quot;big chest&amp;quot;: Place rails, put an unmoving wagon on it and inserters around. The advantages of this construction are:&lt;br /&gt;
* Cargo can be transferred with many more inserters than with a chest, bypassing the limitations of the [[Inserter item stack size bonus|inserter stack size bonus]].&lt;br /&gt;
* Items are transported instantly over the length of the wagon.  Correctly configured, this is faster than a transport belt.&lt;br /&gt;
&lt;br /&gt;
For examples of this, see these forum threads:&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3537 Solar panel factory]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=7568 Cargo wagon sourced RGB circuits production facility]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8551 Mass production with ZERO belts and robots]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Diesel locomotive]]&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
{{C|Railway network}}&lt;br /&gt;
{{C|Vehicle}}&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=133260</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=133260"/>
		<updated>2016-12-03T23:00:17Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Radar/infobox}}&lt;br /&gt;
The radar triggers charting of the map of the force it belongs to.&lt;br /&gt;
&lt;br /&gt;
It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. Radar has a high [[Electric network|power]] demand (300kW) so a radar indirectly contributes to [[Pollution]] when powered by [[Boiler]]s and [[Steam engine|steam engines]]. The radar will be attacked by enemies that come within very close range, like turrets, but will not attract biters from long range like polluting structures do. &lt;br /&gt;
The radar will show enemy lifeforms and structures, as well as trains, cars, and other players in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radar continuously charts a charting area of 100x100 [[tile]]s. Which mean, that you most times chart 7x7 [[Chunk]] (224x224 [[Tile]]s), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations. &lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. &lt;br /&gt;
20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radar charts one distant [[Chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the Radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored chunks first, represented by the black areas on the map.&lt;br /&gt;
* One chunk scan takes 10 MJ of energy to complete. Since the Radar draws 300 kW of power, it takes 10 MJ / 300 kW = 33.333... seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29x29 chunks around the Radar, excluding the nearby 7x7 chunk.&lt;br /&gt;
** With a total number of 797 chunks (29x29 - 7x7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.&lt;br /&gt;
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.&lt;br /&gt;
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that a new alien nest will appear in a previously scanned chunk; just because you don&#039;t see it on the map, don&#039;t be taken unawares.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Something easily missed is that Radars give a line of sight around them, this is good for keeping tabs on distant bases if they get attacked and to see how big the attack is. The radar&#039;s LOS updates once every second, so keeping one or two around your base could prove to be an early warning system. Keep in mind the update rate for the LOS of the radar is not the same as the rate at which the radar will reveal unexplored terrain, which updates once every ~30 seconds. You can see the LOS given in the image below, taken from map view.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Coverage.jpg|upright=3]]&lt;br /&gt;
&lt;br /&gt;
== Charting ==&lt;br /&gt;
&lt;br /&gt;
If a [[chunk]] is &#039;&#039;&#039;scanned&#039;&#039;&#039; by a radar or player, the image of that chunk that is copied into the map of the players of this surface [[Lua/Force|force]] (every force has it&#039;s own map).&lt;br /&gt;
&lt;br /&gt;
This procedure is called &amp;quot;charting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Charting Process ====&lt;br /&gt;
&lt;br /&gt;
If the contents of a chunk changes between two ticks, the content of that chunk is &amp;quot;charted&amp;quot; into the map. The map is just a bitmap, a picture. See below. You can see the entities moving, you can see enemies walking. Every entity is represented by one ore more pixels. Not every entity is drawn. What&#039;s drawn and in which color etc. is configurable and there are also mods, that changes this.&lt;br /&gt;
&lt;br /&gt;
==== Charting Decay Time / Fog of War ====&lt;br /&gt;
&lt;br /&gt;
Once a scan for a chunk is triggered, it keeps actively charted for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;. This effect can also be seen: In the map that chunk is highlighted and dims within 10 seconds to dark-grey.&lt;br /&gt;
&lt;br /&gt;
If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is not longer updated. What you see after that time is the last charted picture for that chunk (also called &amp;quot;fog of war&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Once a new scan has been triggered the chunk keeps again charted for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
While charting one chunk is quite fast, charting of very much chunks, that changes each tick can become a problem in big maps. Because of that, it is recommended to use not more radars than really needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Map ====&lt;br /&gt;
That is just a bitmap (graphics). The map for each force is stored with a save. Uncharted areas (never charted before) keep black and are not saved.&lt;br /&gt;
&lt;br /&gt;
==== Charting-Area vs. Charted Chunks ====&lt;br /&gt;
For example: A [[radar]] actively charts an &#039;&#039;charting-area&#039;&#039; of 100x100 tiles. This means: Each chunk, that is &#039;&#039;&#039;touched&#039;&#039;&#039; by the charting-area is charted. Which means, that you nearly always chart a bigger area than defined in charting-area.&lt;br /&gt;
&lt;br /&gt;
==== Visible Area vs. Charted ====&lt;br /&gt;
Like in reality there is a difference between what a player can &amp;quot;see&amp;quot; and what of that is charted. A player can see a much bigger area (use for example this [[console]]-command: &amp;quot;/c game.player.zoom=0.1&amp;quot;), than what is charted. This depends in normal game for example on your screen-resolution. The charting has nothing to do with that, it depends only on charting area.&lt;br /&gt;
&lt;br /&gt;
==== Charting entities ====&lt;br /&gt;
The default game has two sources of triggering charting: The [[player]] and [[radar]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New Graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|Unknown, presumed 0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3925 Self sufficient radar outpost].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5793 Self defending independent radar layout].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;p=53660#p53660 Forum Radar Build Thread].&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Electric network]] [[Category: Combat]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=132411</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=132411"/>
		<updated>2016-11-08T16:07:46Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:Player icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
Factorio is played from the angled top down perspective of &#039;&#039;player&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;physical representation&#039;&#039; of the player is the &#039;&#039;[[character]]&#039;&#039;, who is always at the center of view. In multiplayer, players characters will appear in different colors.&lt;br /&gt;
&lt;br /&gt;
== Distinction between Player and Character ==&lt;br /&gt;
&lt;br /&gt;
Technically the player is only the &amp;quot;player-view&amp;quot;. It is a &#039;&#039;virtually, sweeping &amp;quot;it&amp;quot;&#039;&#039;. The player stands unlike to the [[character]], the little person, that runs around on ground! The character is part of the player, but the player is not the character.&lt;br /&gt;
&lt;br /&gt;
You can for example play in good-mode (play in sandbox-mode). In that mode you don&#039;t have a character, only a player-view.&lt;br /&gt;
Only a character can have slots for your weapons, which means: You cannot fire weapons, when in good-mode.&lt;br /&gt;
&lt;br /&gt;
== World Interaction ==&lt;br /&gt;
The player has five primary ways of interacting with the world:&lt;br /&gt;
&lt;br /&gt;
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using the craft menu (Default open key: E)&lt;br /&gt;
# Placing entities by selecting them from the inventory or toolbar and placing them on a [[tile]] (Default: Left Mouse Button)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]], using the same button&lt;br /&gt;
## Removing an entity from the world, returning it to your inventory (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; Right Mouse Button)&lt;br /&gt;
# Harvesting [[Item#Resources|resources]] from a tile (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; RMB)&lt;br /&gt;
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold/press F)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: The player can do that only, if his character owns the abilities for this. For example: He cannot fire a weapon, cause he has no weapons-slots.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Equipment are items used to speed up entity/resource collection, kill [[enemies]], protect the player&#039;s health, etc. All equipment except for weapons and capsules have durability, and will break after enough uses. Examples of equipment and the equipment inventory are discussed below.&lt;br /&gt;
&lt;br /&gt;
[[File:EquipSlots.jpg|thumb|right|1: The tool slot for pickaxes. 2: The armor slot. 3: The weapon slots. 4: The ammo slots.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Removing or harvesting machines, entities, or resources from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete and pick up the object. Starting without a pickaxe, it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, &#039;&#039;it is heavily recommended to craft an [[iron axe]] as the first action the player takes in the game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A full list of all tools in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Iron axe]]&lt;br /&gt;
* [[Steel axe]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
* [[Basic electric discharge defense remote]]&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Eventually, whether in a peaceful game or not, one will need the capability to destroy the various [[Enemies]] that live in the world.&lt;br /&gt;
&lt;br /&gt;
This capability mostly comes in the form of [[Turrets]] for base defense, but for the player there are two broad categories, more traditional weapons and capsules; discussed below. To fire the main equip-able weapons, the weapon must be in one of the weapon slots. (see above)&lt;br /&gt;
&lt;br /&gt;
If all the preparation is done, fire the weapon with the target enemy key (Default: Spacebar) or the target cursor key (Default: C). Target enemy is a &#039;&#039;safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. A green target reticle will be shown below the enemy when in range, red when not.&lt;br /&gt;
&lt;br /&gt;
Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Tree]]s and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together. Target cursor is capable of shooting anything with health, so be careful when near important buildings. In late game, player gunfire can nearly instantly destroy some buildings.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a simple [[Pistol]] and ten magazines of [[Firearm magazine|basic ammo]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
&lt;br /&gt;
A list of all traditional weapons in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Pistol]]&lt;br /&gt;
* [[Submachine gun]]&lt;br /&gt;
* [[Shotgun]]&lt;br /&gt;
* [[Combat shotgun]]&lt;br /&gt;
* [[Rocket launcher]]&lt;br /&gt;
* [[Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
=== Capsules ===&lt;br /&gt;
Capsules are consumable weapons systems, they are picked up from the inventory and thrown somewhere in the game world to spawn their effect at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
&lt;br /&gt;
A list of all throw-able capsules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Basic grenade]]&lt;br /&gt;
* [[Cluster grenade]]&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
&lt;br /&gt;
=== Combat Robot Capsules ===&lt;br /&gt;
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, however they deploy different forms of hovering robots, with various behaviors and types of attacks/movement. The amount of robots that can be out at one time is limited by the [[Follower robot count (research)|Robot follower count research]].&lt;br /&gt;
&lt;br /&gt;
A list of all robot capsules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Once the player has faced the first proper attack, they will quickly come to learn how much damage they can handle, not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, however early in the game the player will only have access to simple basic armor.&lt;br /&gt;
&lt;br /&gt;
A list of all armors in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Light armor]]&lt;br /&gt;
* [[Heavy armor]]&lt;br /&gt;
* [[Basic modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
&lt;br /&gt;
=== Armor Modules ===&lt;br /&gt;
Once the player has crafted any modular armor they gain access to various general purpose enhancements, which can be freely added or removed from any modular armor. While all of them are capable of fitting in even the [[Basic modular armor]] individually, their usefulness greatly depends on player choice; i.e. there are no specific best modules or best arrangement of modules.&lt;br /&gt;
&lt;br /&gt;
A list of all armor modules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Basic exoskeleton equipment]]&lt;br /&gt;
* [[Battery MK1]]&lt;br /&gt;
* [[Battery MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
* [[Portable fusion reactor]]&lt;br /&gt;
* [[Energy shield]]&lt;br /&gt;
* [[Energy shield MK2]]&lt;br /&gt;
* [[Night vision]]&lt;br /&gt;
* [[Personal laser defense]]&lt;br /&gt;
* [[Discharge defense]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.14|&lt;br /&gt;
* Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player&#039;s inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn&#039;t move items to the logistic trash slots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* New muzzle flash graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Improved player running animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* New player animation, depends on armor}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.9|&lt;br /&gt;
* Mining a chest now fails instead of spilling items onto the ground.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Player gets a separate warning icon when a building is destroyed.&lt;br /&gt;
* Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player now starts with 1 [[burner mining drill]] and one [[stone furnace]] in the freeplay.&lt;br /&gt;
* The player can repair structures using [[repair pack]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Player moves slower while shooting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added the ability for the player to request items directly from logistic robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
*Player picks all items in range when picking items on the ground, instead of 1 per tick&lt;br /&gt;
* Shooting particles added}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Player slides around corners}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Player no longer collides with [[Underground belt]].&lt;br /&gt;
* Added auto-targeting for guns.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Added warning message when the player tries to build in an invalid position.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Screen reddens when taking damage&lt;br /&gt;
* Character animations added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=132409</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=132409"/>
		<updated>2016-11-08T16:03:18Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:Player icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
Factorio is played from the angled top down perspective of &#039;&#039;player&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;physical representation&#039;&#039; of the player is the &#039;&#039;[[character]]&#039;&#039;, who is always at the center of view. In multiplayer, players characters will appear in different colors.&lt;br /&gt;
&lt;br /&gt;
== Distinction between Player and Character ==&lt;br /&gt;
&lt;br /&gt;
The player is only the &amp;quot;player-view&amp;quot;. It is a virtualy, sweeping &amp;quot;it&amp;quot;. The player stands unlike to the [[character]], the little person, that runs around on ground! The character is part of the player, but the player is not the character.&lt;br /&gt;
&lt;br /&gt;
You can for example play in good-mode (play in sandbox-mode). In that mode you don&#039;t have a character, only a player-view.&lt;br /&gt;
Only a character can have slots for your weapons, which means: You cannot fire weapons, when in good-mode.&lt;br /&gt;
&lt;br /&gt;
== World Interaction ==&lt;br /&gt;
The player has five primary ways of interacting with the world:&lt;br /&gt;
&lt;br /&gt;
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using the craft menu (Default open key: E)&lt;br /&gt;
# Placing entities by selecting them from the inventory or toolbar and placing them on a [[tile]] (Default: Left Mouse Button)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]], using the same button&lt;br /&gt;
## Removing an entity from the world, returning it to your inventory (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; Right Mouse Button)&lt;br /&gt;
# Harvesting [[Item#Resources|resources]] from a tile (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; RMB)&lt;br /&gt;
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold/press F)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: The player can do that only, if his character owns the abilities for this. For example: He cannot fire a weapon, cause he has no weapons-slots.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Equipment are items used to speed up entity/resource collection, kill [[enemies]], protect the player&#039;s health, etc. All equipment except for weapons and capsules have durability, and will break after enough uses. Examples of equipment and the equipment inventory are discussed below.&lt;br /&gt;
&lt;br /&gt;
[[File:EquipSlots.jpg|thumb|right|1: The tool slot for pickaxes. 2: The armor slot. 3: The weapon slots. 4: The ammo slots.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Removing or harvesting machines, entities, or resources from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete and pick up the object. Starting without a pickaxe, it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, &#039;&#039;it is heavily recommended to craft an [[iron axe]] as the first action the player takes in the game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A full list of all tools in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Iron axe]]&lt;br /&gt;
* [[Steel axe]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
* [[Basic electric discharge defense remote]]&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Eventually, whether in a peaceful game or not, one will need the capability to destroy the various [[Enemies]] that live in the world.&lt;br /&gt;
&lt;br /&gt;
This capability mostly comes in the form of [[Turrets]] for base defense, but for the player there are two broad categories, more traditional weapons and capsules; discussed below. To fire the main equip-able weapons, the weapon must be in one of the weapon slots. (see above)&lt;br /&gt;
&lt;br /&gt;
If all the preparation is done, fire the weapon with the target enemy key (Default: Spacebar) or the target cursor key (Default: C). Target enemy is a &#039;&#039;safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. A green target reticle will be shown below the enemy when in range, red when not.&lt;br /&gt;
&lt;br /&gt;
Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Tree]]s and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together. Target cursor is capable of shooting anything with health, so be careful when near important buildings. In late game, player gunfire can nearly instantly destroy some buildings.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a simple [[Pistol]] and ten magazines of [[Firearm magazine|basic ammo]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
&lt;br /&gt;
A list of all traditional weapons in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Pistol]]&lt;br /&gt;
* [[Submachine gun]]&lt;br /&gt;
* [[Shotgun]]&lt;br /&gt;
* [[Combat shotgun]]&lt;br /&gt;
* [[Rocket launcher]]&lt;br /&gt;
* [[Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
=== Capsules ===&lt;br /&gt;
Capsules are consumable weapons systems, they are picked up from the inventory and thrown somewhere in the game world to spawn their effect at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
&lt;br /&gt;
A list of all throw-able capsules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Basic grenade]]&lt;br /&gt;
* [[Cluster grenade]]&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
&lt;br /&gt;
=== Combat Robot Capsules ===&lt;br /&gt;
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, however they deploy different forms of hovering robots, with various behaviors and types of attacks/movement. The amount of robots that can be out at one time is limited by the [[Follower robot count (research)|Robot follower count research]].&lt;br /&gt;
&lt;br /&gt;
A list of all robot capsules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Once the player has faced the first proper attack, they will quickly come to learn how much damage they can handle, not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, however early in the game the player will only have access to simple basic armor.&lt;br /&gt;
&lt;br /&gt;
A list of all armors in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Light armor]]&lt;br /&gt;
* [[Heavy armor]]&lt;br /&gt;
* [[Basic modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
&lt;br /&gt;
=== Armor Modules ===&lt;br /&gt;
Once the player has crafted any modular armor they gain access to various general purpose enhancements, which can be freely added or removed from any modular armor. While all of them are capable of fitting in even the [[Basic modular armor]] individually, their usefulness greatly depends on player choice; i.e. there are no specific best modules or best arrangement of modules.&lt;br /&gt;
&lt;br /&gt;
A list of all armor modules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Basic exoskeleton equipment]]&lt;br /&gt;
* [[Battery MK1]]&lt;br /&gt;
* [[Battery MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
* [[Portable fusion reactor]]&lt;br /&gt;
* [[Energy shield]]&lt;br /&gt;
* [[Energy shield MK2]]&lt;br /&gt;
* [[Night vision]]&lt;br /&gt;
* [[Personal laser defense]]&lt;br /&gt;
* [[Discharge defense]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.14|&lt;br /&gt;
* Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player&#039;s inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn&#039;t move items to the logistic trash slots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* New muzzle flash graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Improved player running animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* New player animation, depends on armor}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.9|&lt;br /&gt;
* Mining a chest now fails instead of spilling items onto the ground.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Player gets a separate warning icon when a building is destroyed.&lt;br /&gt;
* Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player now starts with 1 [[burner mining drill]] and one [[stone furnace]] in the freeplay.&lt;br /&gt;
* The player can repair structures using [[repair pack]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Player moves slower while shooting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added the ability for the player to request items directly from logistic robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
*Player picks all items in range when picking items on the ground, instead of 1 per tick&lt;br /&gt;
* Shooting particles added}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Player slides around corners}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Player no longer collides with [[Underground belt]].&lt;br /&gt;
* Added auto-targeting for guns.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Added warning message when the player tries to build in an invalid position.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Screen reddens when taking damage&lt;br /&gt;
* Character animations added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=132408</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=132408"/>
		<updated>2016-11-08T16:02:41Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:Player icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
Factorio is played from the angled top down perspective of &#039;&#039;player&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;physical representation&#039;&#039; of the player is the &#039;&#039;[[character]]&#039;&#039;, who is always at the center of view. In multiplayer, players characters will appear in different colors.&lt;br /&gt;
&lt;br /&gt;
== Distinction between Player and Character ==&lt;br /&gt;
&lt;br /&gt;
The player is only the &amp;quot;player-view&amp;quot;. It is a virtualy, sweeping &amp;quot;it&amp;quot;. The player stands unlike to the [[character]], the little person, that runs around on ground! The character is part of the player, but the player is not the character.&lt;br /&gt;
&lt;br /&gt;
You can for example play in good-mode (play in sandbox-mode). In that mode you don&#039;t have a character, only a player-view.&lt;br /&gt;
Only a character can have slots for your weapons, which means: You cannot fire weapons, when in good-mode.&lt;br /&gt;
&lt;br /&gt;
== World Interaction ==&lt;br /&gt;
The player has five primary ways of interacting with the world:&lt;br /&gt;
&lt;br /&gt;
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using the craft menu (Default open key: E)&lt;br /&gt;
# Placing entities by selecting them from the inventory or toolbar and placing them on a [[tile]] (Default: Left Mouse Button)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]], using the same button&lt;br /&gt;
## Removing an entity from the world, returning it to your inventory (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; Right Mouse Button)&lt;br /&gt;
# Harvesting [[Item#Resources|resources]] from a tile (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; RMB)&lt;br /&gt;
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold/press F)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: The player can do that only, if his character owns the abilities for this. For example: He cannot fire a weapon, cause he has no weapons-slots.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Equipment are items used to speed up entity/resource collection, kill [[enemies]], protect the player&#039;s health, etc. All equipment except for weapons and capsules have durability, and will break after enough uses. Examples of equipment and the equipment inventory are discussed below.&lt;br /&gt;
&lt;br /&gt;
[[File:EquipSlots.jpg|thumb|right|1: The tool slot for pickaxes. 2: The armor slot. 3: The weapon slots. 4: The ammo slots.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Removing or harvesting machines, entities, or resources from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete and pick up the object. Starting without a pickaxe, it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, &#039;&#039;it is heavily recommended to craft an [[iron axe]] as the first action the player takes in the game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A full list of all tools in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Iron axe]]&lt;br /&gt;
* [[Steel axe]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
* [[Basic electric discharge defense remote]]&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Eventually, whether in a peaceful game or not, one will need the capability to destroy the various [[Enemies]] that live in the world.&lt;br /&gt;
&lt;br /&gt;
This capability mostly comes in the form of [[Turrets]] for base defense, but for the player there are two broad categories, more traditional weapons and capsules; discussed below. To fire the main equip-able weapons, the weapon must be in one of the weapon slots. (see above)&lt;br /&gt;
&lt;br /&gt;
If all the preparation is done, fire the weapon with the target enemy key (Default: Spacebar) or the target cursor key (Default: C). Target enemy is a &#039;&#039;safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. A green target reticle will be shown below the enemy when in range, red when not.&lt;br /&gt;
&lt;br /&gt;
Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Tree]]s and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together. Target cursor is capable of shooting anything with health, so be careful when near important buildings. In late game, player gunfire can nearly instantly destroy some buildings.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a simple [[Pistol]] and ten magazines of [[Firearm magazine|basic ammo]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
&lt;br /&gt;
A list of all traditional weapons in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Pistol]]&lt;br /&gt;
* [[Submachine gun]]&lt;br /&gt;
* [[Shotgun]]&lt;br /&gt;
* [[Combat shotgun]]&lt;br /&gt;
* [[Rocket launcher]]&lt;br /&gt;
* [[Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
=== Capsules ===&lt;br /&gt;
Capsules are consumable weapons systems, they are picked up from the inventory and thrown somewhere in the game world to spawn their effect at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
&lt;br /&gt;
A list of all throw-able capsules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Basic grenade]]&lt;br /&gt;
* [[Cluster grenade]]&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
&lt;br /&gt;
=== Combat Robot Capsules ===&lt;br /&gt;
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, however they deploy different forms of hovering robots, with various behaviors and types of attacks/movement. The amount of robots that can be out at one time is limited by the [[Follower robot count (research)|Robot follower count research]].&lt;br /&gt;
&lt;br /&gt;
A list of all robot capsules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Once the player has faced the first proper attack, they will quickly come to learn how much damage they can handle, not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, however early in the game the player will only have access to simple basic armor.&lt;br /&gt;
&lt;br /&gt;
A list of all armors in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Light armor]]&lt;br /&gt;
* [[Heavy armor]]&lt;br /&gt;
* [[Basic modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
&lt;br /&gt;
=== Armor Modules ===&lt;br /&gt;
Once the player has crafted any modular armor they gain access to various general purpose enhancements, which can be freely added or removed from any modular armor. While all of them are capable of fitting in even the [[Basic modular armor]] individually, their usefulness greatly depends on player choice; i.e. there are no specific best modules or best arrangement of modules.&lt;br /&gt;
&lt;br /&gt;
A list of all armor modules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Basic exoskeleton equipment]]&lt;br /&gt;
* [[Battery MK1]]&lt;br /&gt;
* [[Battery MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
* [[Portable fusion reactor]]&lt;br /&gt;
* [[Energy shield]]&lt;br /&gt;
* [[Energy shield MK2]]&lt;br /&gt;
* [[Night vision]]&lt;br /&gt;
* [[Personal laser defense]]&lt;br /&gt;
* [[Discharge defense]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.14|&lt;br /&gt;
* Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player&#039;s inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn&#039;t move items to the logistic trash slots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* New muzzle flash graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Improved player running animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* New player animation, depends on armor}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.9|&lt;br /&gt;
* Mining a chest now fails instead of spilling items onto the ground.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Player gets a separate warning icon when a building is destroyed.&lt;br /&gt;
* Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player now starts with 1 [[burner mining drill]] and one [[stone furnace]] in the freeplay.&lt;br /&gt;
* The player can repair structures using [[repair pack]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Player moves slower while shooting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added the ability for the player to request items directly from logistic robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
*Player picks all items in range when picking items on the ground, instead of 1 per tick&lt;br /&gt;
* Shooting particles added}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Player slides around corners}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Player no longer collides with [[Underground belt]].&lt;br /&gt;
* Added auto-targeting for guns.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Added warning message when the player tries to build in an invalid position.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Screen reddens when taking damage&lt;br /&gt;
* Character animations added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=132406</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=132406"/>
		<updated>2016-11-08T15:28:08Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Radar/infobox}}&lt;br /&gt;
The radar triggers &#039;&#039;&#039;[[charting]]&#039;&#039;&#039; of the map, which force it belongs to.&lt;br /&gt;
&lt;br /&gt;
It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. Radar has a high [[Electric network|power]] demand (300kW) so a radar indirectly contributes to [[Pollution]] when powered by [[Boiler]]s and [[Steam engine|steam engines]]. The radar will be attacked by enemies that come within very close range, like turrets, but will not attract biters from long range like polluting structures do. &lt;br /&gt;
The radar will show enemy lifeforms and structures, as well as trains, cars, and other players in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radar continuously [[charting|charts]] a charting area of 100x100 [[tile]]s. Which mean, that you most times chart 7x7 [[Chunk]] (224x224 [[Tile]]s), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations. &lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. &lt;br /&gt;
20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radar [[charting|charts]] one distant [[Chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the Radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored chunks first, represented by the black areas on the map.&lt;br /&gt;
* One chunk scan takes 10 MJ of energy to complete. Since the Radar draws 300 kW of power, it takes 10 MJ / 300 kW = 33.333... seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29x29 chunks around the Radar, excluding the nearby 7x7 chunk.&lt;br /&gt;
** With a total number of 797 chunks (29x29 - 7x7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.&lt;br /&gt;
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.&lt;br /&gt;
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that a new alien nest will appear in a previously scanned chunk; just because you don&#039;t see it on the map, don&#039;t be taken unawares.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Something easily missed is that Radars give a line of sight around them, this is good for keeping tabs on distant bases if they get attacked and to see how big the attack is. The radar&#039;s LOS updates once every second, so keeping one or two around your base could prove to be an early warning system. Keep in mind the update rate for the LOS of the radar is not the same as the rate at which the radar will reveal unexplored terrain, which updates once every ~30 seconds. You can see the LOS given in the image below, taken from map view.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Coverage.jpg|upright=3]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New Graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|Unknown, presumed 0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3925 Self sufficient radar outpost].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5793 Self defending independent radar layout].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;p=53660#p53660 Forum Radar Build Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Electric network]] [[Category: Combat]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=132404</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=132404"/>
		<updated>2016-11-08T14:20:59Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
World generation is, in short, a number of settings which define what the world will look like once generated. 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;
&lt;br /&gt;
==How it works==&lt;br /&gt;
: [[File:MapGeneratorOverview.png]]&lt;br /&gt;
A more technical explanation of world generation mechanics is that the map generator generates most parts of the world with an algorithm named &amp;quot;Perlin Noise&amp;quot;. In short, it works a bit like the waves in the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Water-ocean-waves-sea-high-resolution-pictures.jpg|thumb|left|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level defines the existing (or non-existing) features of some type of terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player should also know that the map is not generated at game start. Only the parts they see are generated, everything else is not. The map will be generated gradually as the player explores more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves.&lt;br /&gt;
&lt;br /&gt;
What this means is that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit. If the player decreases frequency then each of the deposits has less resources in total (because it covers less area), but per tile of a deposit there will be the same number of resources.&lt;br /&gt;
Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High frequency&#039;&#039;: For Terrain segmentation it means: Many different types of terrain, forest, desert and swamp could be within 10 tiles or less. Recommended for players interested in the different biomes of the world.&lt;br /&gt;
For resources: Patches of resources are very common but frequently small and wear out quickly. Recommended for players who are willing to constantly reset equipment in exchange for a constant supply of resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low frequency&#039;&#039;: For Terrain segmentation it means: Big landscapes, vast areas typically only with forests. Recommended for players who want to consistently experience what they have near their spawn point.&lt;br /&gt;
For resources: Resource patches are fairly rare but almost always very large and rich in resources. Recommended for players who don&#039;t want to move equipment often or who prefer to explore the world.&lt;br /&gt;
&lt;br /&gt;
In short: Low terrain segmentation means large areas with same terrain. High terrain segmentation is the opposite, the terrain changing nature often. Typically huge forests vs. lots of small woods.&lt;br /&gt;
&lt;br /&gt;
This also causes enemy bases to appear more often using the same distribution rules as ores and biomes- however, this can lead to rapid [[enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes enemy bases to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&lt;br /&gt;
&lt;br /&gt;
====Richness====&lt;br /&gt;
This defines the actual content of each generated ore patch, oil field, and [[Enemies]]&#039; base drops, through changing the &amp;quot;height&amp;quot; of the wave.&lt;br /&gt;
&lt;br /&gt;
Note that with bases this does not make them more difficult, but rather increases the [[Alien artifact]] yield.&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
* Terrain segmentation: How often the terrain changes between biomes. This can include water, so beware of lower settings as they can limit world size artificially.&lt;br /&gt;
* Water: How water is generated on each map. Be warned that, since water is currently impassible except over lighter regions of water, this can potentially create very small or hard to navigate maps.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these change.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc. from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although conditions may vary- the player may spawn completely isolated from the rest of the world! &lt;br /&gt;
&lt;br /&gt;
The player may choose to make this area small or remove it entirely, however, this is not recommended as this opens the possibility of spawning in an impossible situation, or even in a biter nest.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game.&lt;br /&gt;
&lt;br /&gt;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console#Useful_commands_.28cheats.29|Console commands]].&lt;br /&gt;
&lt;br /&gt;
===Map-width and -height===&lt;br /&gt;
If the player limits the width and/or height they may generate maps with finite resources and area. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge.&lt;br /&gt;
&lt;br /&gt;
===Map seed / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
; Map Seed:&lt;br /&gt;
: Random number generator seed&lt;br /&gt;
; Map Exchange String&lt;br /&gt;
: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. Know that &#039;random number&#039; is really a misnomer in Factorio and on computers in general, as they aren&#039;t really random, instead being calculated with complicated algorithms that require a seed as startng value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It&#039;s up to chance.&lt;br /&gt;
&lt;br /&gt;
====Map Exchange String====&lt;br /&gt;
A string generally looks like so: &lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
There is a thread for exchanging new strings: http://www.factorioforums.com/forum/viewtopic.php?f=36&amp;amp;t=5807&lt;br /&gt;
&lt;br /&gt;
=====Where can I use this string?=====&lt;br /&gt;
It can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
=====Where can I get this string from?=====&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator or send it to a friend.&lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [[Types/AutoplaceSpecification#Noise|more detailed description]] is in the API document.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources.&lt;br /&gt;
The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them.&lt;br /&gt;
&lt;br /&gt;
This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
==Generating new Chunks==&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width - see above.&lt;br /&gt;
&lt;br /&gt;
Because it is technically endless, the whole map isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed.&lt;br /&gt;
&lt;br /&gt;
===Generating Invisible Chunks (Fog of War)===&lt;br /&gt;
&lt;br /&gt;
Around the visible chunks a perimeter of three chunks wide range of invisible chunks are generated (not for the limited parts).&lt;br /&gt;
&lt;br /&gt;
Invisible chunks are also generated if you produce very much pollution; the games generates so much (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
Reason: This is for the natives, so that they can attack you from places, that you cannot see yet. This is also know as &amp;quot;fog of war&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Charting (Make Invisible Chunks Visible on Map)===&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible the part of the players map keeps black. This changes, when a chunk is &#039;&#039;&#039;charted&#039;&#039;&#039;, which means when it is &amp;quot;touched&amp;quot; by radar. Either the players internal radar, which is always available, or the [[Radar]] entity. When a visible chunk is generated there might be also invisible generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
===Limited Maps===&lt;br /&gt;
&lt;br /&gt;
The player can limit the map size (&#039;&#039;&#039;limited width and height&#039;&#039;&#039;). Note that the player can also limit only the width or only the height, so they may generate &amp;quot;stripes&amp;quot; of land. For example, one could generate a map only 20 tiles high, but endless long!&lt;br /&gt;
&lt;br /&gt;
A map is not bigger than this, there are also no invisible chunks generated beyond that limits.&lt;br /&gt;
&lt;br /&gt;
Everything around the map-limits &#039;&#039;&#039;is considered water&#039;&#039;&#039;. The player can place a [[Pump]] at the edge of such a map and it will suck water out of nothing.&lt;br /&gt;
&lt;br /&gt;
===For Explorers===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. It generally makes no difference &#039;&#039;&#039;when&#039;&#039;&#039; these chunks are generated. Note, that if you go for example east, that for every generated chunk a perimeter of 3 more chunks are generated. That means a lot of work for the CPU. The map generation runs in &amp;quot;background&amp;quot; so it is possible, that the player &amp;quot;overruns&amp;quot; the map generator, if he drives very, very fast.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrat with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrat-tiles). This is between the size of India and Australia. It would take around 240 [[game-second|game-minutes]] (=4 hours) by train to reach that border from the center. So we can speak here from &amp;quot;endless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area, that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much, if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, that is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
==== Maps bigger than the active available RAM?====&lt;br /&gt;
&lt;br /&gt;
Maps don&#039;t need to be stored completely in active RAM. Because in case of very large maps it is quite uncertain, that a chunk changes over time, there is currently not the need to keep all chunks in RAM; for example players reported games, which need 12 GB of RAM, but they had only 8, the remaining 4 GB had been swapped out to disk. It takes then of course long to load or save such a game, but it is possible to play those games without performance issue. ([https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=29566 How to store 4 trillion square tiles of map in just 8 GB RAM])&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7331 The Map Generator hates your guts, or dude where is my coal?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=132403</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=132403"/>
		<updated>2016-11-08T14:09:07Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
In Factorio every item on screen is a real object in memory and follows the rules of the [[Game engine]]. For simulation games, this is not typical; it&#039;s much more common to generalize. Best examples are the older versions of SimCity, where the the simulation doesn&#039;t simulate every inhabitant of the city.&lt;br /&gt;
&lt;br /&gt;
The reason for that is just CPU-performance. Real-time game-physics for up to 100,000 of objects at the same time is not typical for a simulation game. And the Factorio [[Game engine]] creates an exact and reproducible simulation of the Factorio world and it is so exact, that it can be used, to measure some astonishing behavior of belts.&lt;br /&gt;
&lt;br /&gt;
== What to measure ==&lt;br /&gt;
Some things can be measured for belts:&lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039; (or area). Items have a collision box of 0.28125 x 0.28125 [[tile]]s. So 10 items laying in a single row on a belt, non moving, take length of 2.8125 tiles.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles/sec or tiles/min. Note, that internaly it&#039;s measured in tiles per tick (1/60 sec). The speed of basic belt is 0.03125 tiles per tick (1/32) or 1.875 [[tile]]s per [[Game-second]].&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. The density is &#039;&#039;items per tile&#039;&#039;. How many items can lay on a tile or in conjuction with belts: how many items can lay in a row/lane. There are in average 3.5555556 items per lane or 7,111111111 (32/9*2) on a tile of belt (=2 lanes). Which means in practical terms, that on a fully compressed belt there can be either 6, 7 or 8 items during one tick.&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per minute are moved from one tile to the next. Measured in items/sec or better items/min. That is for basic belt density (items per tile) multiplied with speed (tiles per second): (1/32 tiles/tick) / (9/32 items/tile) = 0,111111111 items per tick or 6,666666667 items per second for one lane. For two lanes it is then 13,333333333 items/second.&lt;br /&gt;
&lt;br /&gt;
=== How to calculate this numbers yourself ===&lt;br /&gt;
&lt;br /&gt;
==== Basic belt ====&lt;br /&gt;
Belts have two &#039;&#039;lanes&#039;&#039;: Left and right lane.&lt;br /&gt;
&lt;br /&gt;
Each lane of a belt consists out of 32 &#039;&#039;&#039;slots&#039;&#039;&#039;. A slot is just a virtual position on the belt with the width of 1/32 tiles (= 0.03125 tiles).&lt;br /&gt;
&lt;br /&gt;
An item, that is put on a belt (on a lane) takes 9 slots of space. This explains the size of items: 0.28125 x 0.28125 [[tile]]s (9/32 = 0.28125). Which means also, that 32/9 items (3,555555556 items) can fit on one lane of one belt. Which means: Either 3 or 4 items fit on one lane of a belt (32/9 × 2), which means either 6, 7 or 8 items fit on one belt (two lanes)!&lt;br /&gt;
&lt;br /&gt;
Speed: Each [[Game-tick|tick]] an item on a belt (the 9 slots it takes) is moved by one slot. That explains the speed of a basic belt: 0.03125 tiles per tick (1/32).&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
The inner lane has 13.5 slots the outer 37 slots. Which means in the end, that either 6 or 7 items can be in curves.&lt;br /&gt;
&lt;br /&gt;
Yes, the interior has a fractional slot: every odd interior curve is 14 slots and every even interior curve is 13 slots.&lt;br /&gt;
&lt;br /&gt;
==== The faster belts ====&lt;br /&gt;
For that the number of slots, that an item is moved per tick is just multiplied. For [[Fast transport belt]]s two slots, for [[Express transport belt]]s 3 slots. That explains, why fast belts are exactly 2 times faster, than basic and express belt is 3 times faster than basic.&lt;br /&gt;
&lt;br /&gt;
==== Good to know, but practically useless ====&lt;br /&gt;
&lt;br /&gt;
The least common multiple of 9 and 32 is 288. That is 9 * 32, which means: After 9 tiles the slots are repeating their positions. Which means: if you place some inserters every 9 tiles and move them in exact sync (via circuit network) you can fill a belt without the trick of using a splitter or undergroud-belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information around this subject you might read this article: [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685&amp;amp;hilit=belts+pipes Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
The data here is taken from the transport-belt prototypes (Version 13.3 and above).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (two lanes) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.33&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |800.00&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.66&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1600.00&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.00&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2400.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We assume here, that the density of items is always equal and maximum compressed (see above), so the transported amount should reflect the speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&#039;&#039;&#039;This is outdated and should be outsourced from this article but not deleted, cause it is an interesting fact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.2 or older&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.39125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |803.475&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.7825&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1606.95&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.17375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2410.425&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Measured Results for v0.11 or Older ==&lt;br /&gt;
&lt;br /&gt;
With Factorio v0.12 new belt physics was introduced. Before that the items where moved as real objects (which means, they need to look forward, if there is space to move), with 0.12 the items are moved &amp;quot;per lane&amp;quot;. Also the physics in curves changed so that curves are now not longer have lower throughput.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a &amp;quot;timer&amp;quot; which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1144&amp;amp;start=10#p8361 forum article]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple straight belt&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| percent of awaited&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 719&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11.98&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1184&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 19.73&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|this is NOT double as fast as basic! it&#039;s only 1,65 times faster - see comments down&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1775&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 29.58&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|about 2.5 times faster than basic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right, see down into next chapter)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 477-486&lt;br /&gt;
| About 1.5 times slower. This is because the &#039;&#039;&#039;inner lane&#039;&#039;&#039; of a belt in a turn has only the half speed.&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 786-792&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1038-1042&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right), but faster belt at the edges&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic with fast edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 674-683&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast with express edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1058-1061&lt;br /&gt;
|The fast belt with express edge seems to be faster, than pure express belt!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comments to the results ===&lt;br /&gt;
&lt;br /&gt;
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).&lt;br /&gt;
&lt;br /&gt;
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.&lt;br /&gt;
&lt;br /&gt;
The reaction-distance for items on a basic belt is&lt;br /&gt;
  (1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles&lt;br /&gt;
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer&lt;br /&gt;
&lt;br /&gt;
Overview for all belts:&lt;br /&gt;
  Basic:   0.28 tiles + 0.03125 tiles = 0.31125 tiles =&amp;gt; 11.2%&lt;br /&gt;
  Fast:    0.28 tiles + 0.0625 tiles  = 0.3425 tiles  =&amp;gt; 22.3%&lt;br /&gt;
  Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles =&amp;gt; 33.5%&lt;br /&gt;
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn&#039;t explain the results for express belt. This is part of further research.&lt;br /&gt;
&lt;br /&gt;
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.&lt;br /&gt;
&lt;br /&gt;
(This may explain the discrepancy in transported items, but don&#039;t use the numbers for real calculations, because they need to be redone!)&lt;br /&gt;
(This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3630 )&lt;br /&gt;
&lt;br /&gt;
A possible reason for this: http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817 Yellow splitters are as fast as blue belts]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=7043 Fast belts have lower density, than other belts]&lt;br /&gt;
&lt;br /&gt;
* [http://www.conveyorbeltguide.com/ Some general information about real conveyor belts]&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685 Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1213&amp;amp;p=8450&amp;amp;hilit=physics#p8450|Factorio and real physics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Transport network]] [[Category: Moving ground]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=132402</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=132402"/>
		<updated>2016-11-08T14:04:28Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
In Factorio every item on screen is a real object in memory and follows the rules of the [[Game engine]]. For simulation games, this is not typical; it&#039;s much more common to generalize. Best examples are the older versions of SimCity, where the the simulation doesn&#039;t simulate every inhabitant of the city.&lt;br /&gt;
&lt;br /&gt;
The reason for that is just CPU-performance. Real-time game-physics for up to 100,000 of objects at the same time is not typical for a simulation game. And the Factorio [[Game engine]] creates an exact and reproducible simulation of the Factorio world and it is so exact, that it can be used, to measure some astonishing behavior of belts.&lt;br /&gt;
&lt;br /&gt;
== What to measure ==&lt;br /&gt;
Some things can be measured for belts:&lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039; (or area). Items have a collision box of 0.28125 x 0.28125 [[tile]]s. So 10 items laying in a single row on a belt, non moving, take length of 2.8125 tiles.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles/sec or tiles/min. Note, that internaly it&#039;s measured in tiles per tick (1/60 sec). The speed of basic belt is 0.03125 tiles per tick (1/32) or 1.875 [[tile]]s per [[Game-second]].&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. The density is &#039;&#039;items per tile&#039;&#039;. How many items can lay on a tile or in conjuction with belts: how many items can lay in a row/lane. There are in average 3.5555556 items per lane or 7,111111111 (32/9*2) on a tile of belt (=2 lanes). Which means in practical terms, that on a fully compressed belt there can be either 6, 7 or 8 items during one tick.&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per minute are moved from one tile to the next. Measured in items/sec or better items/min. That is for basic belt density (items per tile) multiplied with speed (tiles per second): (1/32 tiles/tick) / (9/32 items/tile) = 0,111111111 items per tick or 6,666666667 items per second for one lane. For two lanes it is then 13,333333333 items/second.&lt;br /&gt;
&lt;br /&gt;
=== How to calculate this numbers yourself ===&lt;br /&gt;
&lt;br /&gt;
==== Basic belt ====&lt;br /&gt;
Belts have two &#039;&#039;lanes&#039;&#039;: Left and right lane.&lt;br /&gt;
&lt;br /&gt;
Each lane of a belt consists out of 32 &#039;&#039;&#039;slots&#039;&#039;&#039;. A slot is just a virtual position on the belt with the width of 1/32 tiles (= 0.03125 tiles).&lt;br /&gt;
&lt;br /&gt;
An item, that is put on a belt (on a lane) takes 9 slots of space. This explains the size of items: 0.28125 x 0.28125 [[tile]]s (9/32 = 0.28125). Which means also, that 32/9 items (3,555555556 items) can fit on one lane of one belt. Which means: Either 3 or 4 items fit on a tile of belt (32/9 × 2), which means either 6, 7 or 8 items fit on one belt!&lt;br /&gt;
&lt;br /&gt;
Speed: Each [[Game-tick|tick]] an item on a belt (the 9 slots it takes) is moved by one slot. That explains the speed of a basic belt: 0.03125 tiles per tick (1/32).&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
The inner lane has 13.5 slots the outer 37 slots. Which means in the end, that either 6 or 7 items can be in curves.&lt;br /&gt;
&lt;br /&gt;
Yes, the interior has a fractional slot: every odd interior curve is 14 slots and every even interior curve is 13 slots.&lt;br /&gt;
&lt;br /&gt;
==== The faster belts ====&lt;br /&gt;
For that the number of slots, that an item is moved per tick is just multiplied. For [[Fast transport belt]]s two slots, for [[Express transport belt]]s 3 slots. That explains, why fast belts are exactly 2 times faster, than basic and express belt is 3 times faster than basic.&lt;br /&gt;
&lt;br /&gt;
==== Good to know, but practically useless ====&lt;br /&gt;
&lt;br /&gt;
The least common multiple of 9 and 32 is 288. That is 9 * 32, which means: After 9 tiles the slots are repeating their positions. Which means: if you place some inserters every 9 tiles and move them in exact sync (via circuit network) you can fill a belt without the trick of using a splitter or undergroud-belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information around this subject you might read this article: [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685&amp;amp;hilit=belts+pipes Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
The data here is taken from the transport-belt prototypes (Version 13.3 and above).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (two lanes) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.33&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |800.00&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.66&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1600.00&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.00&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2400.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We assume here, that the density of items is always equal and maximum compressed (see above), so the transported amount should reflect the speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&#039;&#039;&#039;This is outdated and should be outsourced from this article but not deleted, cause it is an interesting fact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.2 or older&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.39125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |803.475&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.7825&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1606.95&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.17375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2410.425&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Measured Results for v0.11 or Older ==&lt;br /&gt;
&lt;br /&gt;
With Factorio v0.12 new belt physics was introduced. Before that the items where moved as real objects (which means, they need to look forward, if there is space to move), with 0.12 the items are moved &amp;quot;per lane&amp;quot;. Also the physics in curves changed so that curves are now not longer have lower throughput.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a &amp;quot;timer&amp;quot; which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1144&amp;amp;start=10#p8361 forum article]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple straight belt&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| percent of awaited&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 719&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11.98&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1184&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 19.73&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|this is NOT double as fast as basic! it&#039;s only 1,65 times faster - see comments down&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1775&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 29.58&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|about 2.5 times faster than basic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right, see down into next chapter)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 477-486&lt;br /&gt;
| About 1.5 times slower. This is because the &#039;&#039;&#039;inner lane&#039;&#039;&#039; of a belt in a turn has only the half speed.&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 786-792&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1038-1042&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right), but faster belt at the edges&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic with fast edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 674-683&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast with express edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1058-1061&lt;br /&gt;
|The fast belt with express edge seems to be faster, than pure express belt!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comments to the results ===&lt;br /&gt;
&lt;br /&gt;
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).&lt;br /&gt;
&lt;br /&gt;
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.&lt;br /&gt;
&lt;br /&gt;
The reaction-distance for items on a basic belt is&lt;br /&gt;
  (1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles&lt;br /&gt;
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer&lt;br /&gt;
&lt;br /&gt;
Overview for all belts:&lt;br /&gt;
  Basic:   0.28 tiles + 0.03125 tiles = 0.31125 tiles =&amp;gt; 11.2%&lt;br /&gt;
  Fast:    0.28 tiles + 0.0625 tiles  = 0.3425 tiles  =&amp;gt; 22.3%&lt;br /&gt;
  Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles =&amp;gt; 33.5%&lt;br /&gt;
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn&#039;t explain the results for express belt. This is part of further research.&lt;br /&gt;
&lt;br /&gt;
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.&lt;br /&gt;
&lt;br /&gt;
(This may explain the discrepancy in transported items, but don&#039;t use the numbers for real calculations, because they need to be redone!)&lt;br /&gt;
(This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3630 )&lt;br /&gt;
&lt;br /&gt;
A possible reason for this: http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817 Yellow splitters are as fast as blue belts]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=7043 Fast belts have lower density, than other belts]&lt;br /&gt;
&lt;br /&gt;
* [http://www.conveyorbeltguide.com/ Some general information about real conveyor belts]&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685 Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1213&amp;amp;p=8450&amp;amp;hilit=physics#p8450|Factorio and real physics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Transport network]] [[Category: Moving ground]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=132401</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=132401"/>
		<updated>2016-11-08T13:43:16Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
In Factorio every item on screen is a real object in memory and follows the rules of the [[Game engine]]. For simulation games, this is not typical; it&#039;s much more common to generalize. Best examples are the older versions of SimCity, where the the simulation doesn&#039;t simulate every inhabitant of the city.&lt;br /&gt;
&lt;br /&gt;
The reason for that is just CPU-performance. Real-time game-physics for up to 100,000 of objects at the same time is not typical for a simulation game. And the Factorio [[Game engine]] creates an exact and reproducible simulation of the Factorio world and it is so exact, that it can be used, to measure some astonishing behavior of belts.&lt;br /&gt;
&lt;br /&gt;
== What to measure ==&lt;br /&gt;
Some things can be measured for belts:&lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039; (or area). Items have a collision box of 0.28125 x 0.28125 [[tile]]s. So 10 items laying in a single row on a belt, non moving, take length of 2.8125 tiles.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles/sec or tiles/min. Note, that internaly it&#039;s measured in tiles per tick (1/60 sec). The speed of basic belt is 0.03125 tiles per tick (1/32) or 1.875 [[tile]]s per [[Game-second]].&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. The density is &#039;&#039;items per tile&#039;&#039;. How many items can lay on a tile or in conjuction with belts: how many items can lay in a row/lane. There are in average 3.5555556 items per lane or 7,111111111 (32/9*2) on a tile of belt (=2 lanes). Which means in practical terms, that on a fully compressed belt there can be either 6, 7 or 8 items during one tick.&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per minute are moved from one tile to the next. Measured in items/sec or better items/min. That is for basic belt density (items per tile) multiplied with speed (tiles per second): 9/32 items/tile * 1/32 tiles/tick = 0,008789062 items per tick or 0,52734375 items per second.&lt;br /&gt;
&lt;br /&gt;
=== How to calculate this numbers yourself ===&lt;br /&gt;
&lt;br /&gt;
==== Basic belt ====&lt;br /&gt;
Belts have two &#039;&#039;lanes&#039;&#039;: Left and right lane.&lt;br /&gt;
&lt;br /&gt;
Each lane of a belt consists out of 32 &#039;&#039;&#039;slots&#039;&#039;&#039;. A slot is just a virtual position on the belt with the width of 1/32 tiles (= 0.03125 tiles).&lt;br /&gt;
&lt;br /&gt;
An item, that is put on a belt (on a lane) takes 9 slots of space. This explains the size of items: 0.28125 x 0.28125 [[tile]]s (9/32 = 0.28125). Which means also, that 32/9 items (3,555555556 items) can fit on one lane of one belt. Which means: Either 3 or 4 items fit on a tile of belt (32/9 × 2), which means either 6, 7 or 8 items fit on one belt!&lt;br /&gt;
&lt;br /&gt;
Speed: Each [[Game-tick|tick]] an item on a belt (the 9 slots it takes) is moved by one slot. That explains the speed of a basic belt: 0.03125 tiles per tick (1/32).&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
The inner lane has 13.5 slots the outer 37 slots. Which means in the end, that either 6 or 7 items can be in curves.&lt;br /&gt;
&lt;br /&gt;
Yes, the interior has a fractional slot: every odd interior curve is 14 slots and every even interior curve is 13 slots.&lt;br /&gt;
&lt;br /&gt;
==== The faster belts ====&lt;br /&gt;
For that the number of slots, that an item is moved per tick is just multiplied. For [[Fast transport belt]]s two slots, for [[Express transport belt]]s 3 slots. That explains, why fast belts are exactly 2 times faster, than basic and express belt is 3 times faster than basic.&lt;br /&gt;
&lt;br /&gt;
==== Good to know, but practically useless ====&lt;br /&gt;
&lt;br /&gt;
The least common multiple of 9 and 32 is 288. That is 9 * 32, which means: After 9 tiles the slots are repeating their positions. Which means: if you place some inserters every 9 tiles and move them in exact sync (via circuit network) you can fill a belt without the trick of using a splitter or undergroud-belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information around this subject you might read this article: [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685&amp;amp;hilit=belts+pipes Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
The data here is taken from the transport-belt prototypes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.2 or older&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.39125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |803.475&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.7825&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1606.95&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.17375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2410.425&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.3 and newer&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.33&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |800.00&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.66&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1600.00&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.00&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2400.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We assume here, that the density of items is always equal, so the transported amount should reflect the speed.&lt;br /&gt;
&lt;br /&gt;
Awaited throughput above matches actual for .12 and .13 versions of the game.&lt;br /&gt;
&lt;br /&gt;
== Measured Results for v0.11 or Older ==&lt;br /&gt;
&#039;&#039;&#039;This is outdated and should be outsourced from this article but not deleted, cause it is an interesting fact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With Factorio v0.12 new belt physics was introduced. Before that the items where moved as real objects (which means, they need to look forward, if there is space to move), with 0.12 the items are moved &amp;quot;per lane&amp;quot;. Also the physics in curves changed so that curves are now not longer have lower throughput.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a &amp;quot;timer&amp;quot; which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1144&amp;amp;start=10#p8361 forum article]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple straight belt&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| percent of awaited&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 719&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11.98&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1184&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 19.73&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|this is NOT double as fast as basic! it&#039;s only 1,65 times faster - see comments down&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1775&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 29.58&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|about 2.5 times faster than basic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right, see down into next chapter)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 477-486&lt;br /&gt;
| About 1.5 times slower. This is because the &#039;&#039;&#039;inner lane&#039;&#039;&#039; of a belt in a turn has only the half speed.&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 786-792&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1038-1042&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right), but faster belt at the edges&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic with fast edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 674-683&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast with express edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1058-1061&lt;br /&gt;
|The fast belt with express edge seems to be faster, than pure express belt!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comments to the results ===&lt;br /&gt;
&lt;br /&gt;
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).&lt;br /&gt;
&lt;br /&gt;
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.&lt;br /&gt;
&lt;br /&gt;
The reaction-distance for items on a basic belt is&lt;br /&gt;
  (1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles&lt;br /&gt;
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer&lt;br /&gt;
&lt;br /&gt;
Overview for all belts:&lt;br /&gt;
  Basic:   0.28 tiles + 0.03125 tiles = 0.31125 tiles =&amp;gt; 11.2%&lt;br /&gt;
  Fast:    0.28 tiles + 0.0625 tiles  = 0.3425 tiles  =&amp;gt; 22.3%&lt;br /&gt;
  Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles =&amp;gt; 33.5%&lt;br /&gt;
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn&#039;t explain the results for express belt. This is part of further research.&lt;br /&gt;
&lt;br /&gt;
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.&lt;br /&gt;
&lt;br /&gt;
(This may explain the discrepancy in transported items, but don&#039;t use the numbers for real calculations, because they need to be redone!)&lt;br /&gt;
(This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3630 )&lt;br /&gt;
&lt;br /&gt;
A possible reason for this: http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817 Yellow splitters are as fast as blue belts]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=7043 Fast belts have lower density, than other belts]&lt;br /&gt;
&lt;br /&gt;
* [http://www.conveyorbeltguide.com/ Some general information about real conveyor belts]&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685 Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1213&amp;amp;p=8450&amp;amp;hilit=physics#p8450|Factorio and real physics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Transport network]] [[Category: Moving ground]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=132400</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=132400"/>
		<updated>2016-11-08T13:39:41Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
In Factorio every item on screen is a real object in memory and follows the rules of the [[Game engine]]. For simulation games, this is not typical; it&#039;s much more common to generalize. Best examples are the older versions of SimCity, where the the simulation doesn&#039;t simulate every inhabitant of the city.&lt;br /&gt;
&lt;br /&gt;
The reason for that is just CPU-performance. Real-time game-physics for up to 100,000 of objects at the same time is not typical for a simulation game. And the Factorio [[Game engine]] creates an exact and reproducible simulation of the Factorio world and it is so exact, that it can be used, to measure some astonishing behavior of belts.&lt;br /&gt;
&lt;br /&gt;
== What to measure ==&lt;br /&gt;
Some things can be measured for belts:&lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039; (or area). Items have a collision box of 0.28125 x 0.28125 [[tile]]s. So 10 items laying in a single row on a belt, non moving, take length of 2.8125 tiles.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles/sec or tiles/min. Note, that internaly it&#039;s measured in tiles per tick (1/60 sec). The speed of basic belt is 0.03125 tiles per tick (1/32) or 1.875 [[tile]]s per [[Game-second]].&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. The density is &#039;&#039;items per tile&#039;&#039;. How many items can lay on a tile or in conjuction with belts: how many items can lay in a row/lane. There are in average 3.5555556 items per lane or 7,111111111 (32/9*2) on a tile of belt (=2 lanes). Which means in practical terms, that on a fully compressed belt there can be either 6, 7 or 8 items during one tick.&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per minute are moved from one tile to the next. Measured in items/sec or better items/min. That is for basic belt density (items per tile) multiplied with speed (tiles per second): 9/32 items/tile * 1/32 tiles/tick = 0,008789062 items per tick or 0,52734375 items per second.&lt;br /&gt;
&lt;br /&gt;
=== How to calculate this numbers yourself ===&lt;br /&gt;
&lt;br /&gt;
==== Basic belt ====&lt;br /&gt;
Belts have two &#039;&#039;lanes&#039;&#039;: Left and right lane.&lt;br /&gt;
&lt;br /&gt;
Each lane of a belt consists out of 32 &#039;&#039;&#039;slots&#039;&#039;&#039;. A slot is just a virtual position on the belt with the width of 1/32 tiles (= 0.03125 tiles).&lt;br /&gt;
&lt;br /&gt;
An item, that is put on a belt (on a lane) takes 9 slots of space. This explains the size of items: 0.28125 x 0.28125 [[tile]]s (9/32 = 0.28125). Which means also, that 32/9 items (3,555555556 items) can fit on one lane of one belt. Which means: Either 3 or 4 items fit on a tile of belt (32/9 × 2), which means either 6, 7 or 8 items fit on one belt!&lt;br /&gt;
&lt;br /&gt;
Speed: Each [[Game-tick|tick]] an item on a belt (the 9 slots it takes) is moved by one slot. That explains the speed of a basic belt: 0.03125 tiles per tick (1/32).&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
The inner lane has 13.5 slots the outer 37 slots. Which means in the end, that either 6 or 7 items can be in curves.&lt;br /&gt;
&lt;br /&gt;
Yes, the interior has a fractional slot: every odd interior curve is 14 slots and every even interior curve is 13 slots.&lt;br /&gt;
&lt;br /&gt;
==== The faster belts ====&lt;br /&gt;
For that the number of slots, that an item is moved per tick is just multiplied. For [[Fast belt]]s two slots, for [[Express belt]]s 3 slots. That explains, why fast belts are exactly 2 times faster, than basic and express belt is 3 times faster than basic.&lt;br /&gt;
&lt;br /&gt;
==== Good to know, but practically useless ====&lt;br /&gt;
&lt;br /&gt;
The least common multiple of 9 and 32 is 288. That is 9 * 32, which means: After 9 tiles the slots are repeating their positions. Which means: if you place some inserters every 9 tiles and move them in exact sync (via circuit network) you can fill a belt without the trick of using a splitter or undergroud-belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information around this subject you might read this article: [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685&amp;amp;hilit=belts+pipes Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
The data here is taken from the transport-belt prototypes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.2 or older&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.39125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |803.475&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.7825&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1606.95&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.17375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2410.425&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.3 and newer&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.33&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |800.00&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.66&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1600.00&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.00&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2400.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We assume here, that the density of items is always equal, so the transported amount should reflect the speed.&lt;br /&gt;
&lt;br /&gt;
Awaited throughput above matches actual for .12 and .13 versions of the game.&lt;br /&gt;
&lt;br /&gt;
== Measured Results for v0.11 or Older ==&lt;br /&gt;
&#039;&#039;&#039;This is outdated and should be outsourced from this article but not deleted, cause it is an interesting fact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With Factorio v0.12 new belt physics was introduced. Before that the items where moved as real objects (which means, they need to look forward, if there is space to move), with 0.12 the items are moved &amp;quot;per lane&amp;quot;. Also the physics in curves changed so that curves are now not longer have lower throughput.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a &amp;quot;timer&amp;quot; which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1144&amp;amp;start=10#p8361 forum article]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple straight belt&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| percent of awaited&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 719&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11.98&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1184&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 19.73&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|this is NOT double as fast as basic! it&#039;s only 1,65 times faster - see comments down&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1775&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 29.58&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|about 2.5 times faster than basic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right, see down into next chapter)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 477-486&lt;br /&gt;
| About 1.5 times slower. This is because the &#039;&#039;&#039;inner lane&#039;&#039;&#039; of a belt in a turn has only the half speed.&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 786-792&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1038-1042&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right), but faster belt at the edges&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic with fast edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 674-683&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast with express edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1058-1061&lt;br /&gt;
|The fast belt with express edge seems to be faster, than pure express belt!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comments to the results ===&lt;br /&gt;
&lt;br /&gt;
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).&lt;br /&gt;
&lt;br /&gt;
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.&lt;br /&gt;
&lt;br /&gt;
The reaction-distance for items on a basic belt is&lt;br /&gt;
  (1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles&lt;br /&gt;
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer&lt;br /&gt;
&lt;br /&gt;
Overview for all belts:&lt;br /&gt;
  Basic:   0.28 tiles + 0.03125 tiles = 0.31125 tiles =&amp;gt; 11.2%&lt;br /&gt;
  Fast:    0.28 tiles + 0.0625 tiles  = 0.3425 tiles  =&amp;gt; 22.3%&lt;br /&gt;
  Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles =&amp;gt; 33.5%&lt;br /&gt;
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn&#039;t explain the results for express belt. This is part of further research.&lt;br /&gt;
&lt;br /&gt;
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.&lt;br /&gt;
&lt;br /&gt;
(This may explain the discrepancy in transported items, but don&#039;t use the numbers for real calculations, because they need to be redone!)&lt;br /&gt;
(This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3630 )&lt;br /&gt;
&lt;br /&gt;
A possible reason for this: http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817 Yellow splitters are as fast as blue belts]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=7043 Fast belts have lower density, than other belts]&lt;br /&gt;
&lt;br /&gt;
* [http://www.conveyorbeltguide.com/ Some general information about real conveyor belts]&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685 Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1213&amp;amp;p=8450&amp;amp;hilit=physics#p8450|Factorio and real physics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Transport network]] [[Category: Moving ground]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=132399</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=132399"/>
		<updated>2016-11-08T13:27:44Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
In Factorio every item on screen is a real object in memory and follows the rules of the [[Game engine]]. For simulation games, this is not typical; it&#039;s much more common to generalize. Best examples are the older versions of SimCity, where the the simulation doesn&#039;t simulate every inhabitant of the city.&lt;br /&gt;
&lt;br /&gt;
The reason for that is just CPU-performance. Real-time game-physics for up to 100,000 of objects at the same time is not typical for a simulation game. And the Factorio [[Game engine]] creates an exact and reproducible simulation of the Factorio world and it is so exact, that it can be used, to measure some astonishing behavior of belts.&lt;br /&gt;
&lt;br /&gt;
== What to measure ==&lt;br /&gt;
Some things can be measured for belts:&lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039; (or area). Items have a collision box of 0.28125 x 0.28125 [[tile]]s. So 10 items laying in a single row on a belt, non moving, take length of 2.8125 tiles.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles/sec or tiles/min. Note, that internaly it&#039;s measured in tiles per tick (1/60 sec). The speed of basic belt is 0.03125 tiles per tick (1/32) or 1.875 [[tile]]s per [[Game-second]].&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. The density is &#039;&#039;items per tile&#039;&#039;. How many items can lay on a tile or in conjuction with belts: how many items can lay in a row/lane. There are in average 3.5555556 items per lane or 7,111111111 (32/9*2) on a tile of belt (=2 lanes). Which means in practical terms, that on a fully compressed belt there can be either 6, 7 or 8 items during one tick.&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per minute are moved from one tile to the next. Measured in items/sec or better items/min. That is for basic belt density (items per tile) multiplied with speed (tiles per second): 9/32 items/tile * 1/32 tiles/tick = 0,008789062 items per tick or 0,52734375 items per second.&lt;br /&gt;
&lt;br /&gt;
=== How to calculate this numbers yourself ===&lt;br /&gt;
&lt;br /&gt;
==== Basic belt ====&lt;br /&gt;
Belts have two &#039;&#039;lanes&#039;&#039;: Left and right lane.&lt;br /&gt;
&lt;br /&gt;
Each lane of a belt consists out of 32 &#039;&#039;&#039;slots&#039;&#039;&#039;. A slot is just a virtual position on the belt with the width of 1/32 tiles (= 0.03125 tiles).&lt;br /&gt;
&lt;br /&gt;
An item, that is put on a belt (on a lane) takes 9 slots of space. This explains the size of items: 0.28125 x 0.28125 [[tile]]s (9/32 = 0.28125). Which means also, that 32/9 items (3,555555556 items) can fit on one lane of one belt. Which means: Either 3 or 4 items fit on a tile of belt (32/9 × 2), which means either 6, 7 or 8 items fit on one belt!&lt;br /&gt;
&lt;br /&gt;
Speed: Each [[Game-tick|tick]] an item on a belt (the 9 slots it takes) is moved by one slot. That explains the speed of a basic belt: 0.03125 tiles per tick (1/32).&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
The inner lane has 13.5 slots the outer 37 slots. Which means in the end, that either 6 or 7 items can be in curves.&lt;br /&gt;
&lt;br /&gt;
Yes, the interior has a fractional slot: every odd interior curve is 14 slots and every even interior curve is 13 slots.&lt;br /&gt;
&lt;br /&gt;
==== The faster belts ====&lt;br /&gt;
For that the number of slots, that an item is moved per tick is just multiplied. For [[Fast belt]]s two slots, for [[Express belt]]s 3 slots. That explains, why fast belts are exactly 2 times faster, than basic and express belt is 3 times faster than basic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information around this subject you might read this article: [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685&amp;amp;hilit=belts+pipes Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
The data here is taken from the transport-belt prototypes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.2 or older&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.39125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |803.475&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.7825&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1606.95&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.17375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2410.425&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.3 and newer&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.33&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |800.00&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.66&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1600.00&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.00&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2400.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We assume here, that the density of items is always equal, so the transported amount should reflect the speed.&lt;br /&gt;
&lt;br /&gt;
Awaited throughput above matches actual for .12 and .13 versions of the game.&lt;br /&gt;
&lt;br /&gt;
== Measured Results for v0.11 or Older ==&lt;br /&gt;
&#039;&#039;&#039;This is outdated and should be outsourced from this article but not deleted, cause it is an interesting fact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With Factorio v0.12 new belt physics was introduced. Before that the items where moved as real objects (which means, they need to look forward, if there is space to move), with 0.12 the items are moved &amp;quot;per lane&amp;quot;. Also the physics in curves changed so that curves are now not longer have lower throughput.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a &amp;quot;timer&amp;quot; which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1144&amp;amp;start=10#p8361 forum article]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple straight belt&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| percent of awaited&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 719&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11.98&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1184&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 19.73&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|this is NOT double as fast as basic! it&#039;s only 1,65 times faster - see comments down&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1775&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 29.58&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|about 2.5 times faster than basic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right, see down into next chapter)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 477-486&lt;br /&gt;
| About 1.5 times slower. This is because the &#039;&#039;&#039;inner lane&#039;&#039;&#039; of a belt in a turn has only the half speed.&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 786-792&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1038-1042&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right), but faster belt at the edges&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic with fast edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 674-683&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast with express edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1058-1061&lt;br /&gt;
|The fast belt with express edge seems to be faster, than pure express belt!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comments to the results ===&lt;br /&gt;
&lt;br /&gt;
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).&lt;br /&gt;
&lt;br /&gt;
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.&lt;br /&gt;
&lt;br /&gt;
The reaction-distance for items on a basic belt is&lt;br /&gt;
  (1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles&lt;br /&gt;
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer&lt;br /&gt;
&lt;br /&gt;
Overview for all belts:&lt;br /&gt;
  Basic:   0.28 tiles + 0.03125 tiles = 0.31125 tiles =&amp;gt; 11.2%&lt;br /&gt;
  Fast:    0.28 tiles + 0.0625 tiles  = 0.3425 tiles  =&amp;gt; 22.3%&lt;br /&gt;
  Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles =&amp;gt; 33.5%&lt;br /&gt;
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn&#039;t explain the results for express belt. This is part of further research.&lt;br /&gt;
&lt;br /&gt;
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.&lt;br /&gt;
&lt;br /&gt;
(This may explain the discrepancy in transported items, but don&#039;t use the numbers for real calculations, because they need to be redone!)&lt;br /&gt;
(This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3630 )&lt;br /&gt;
&lt;br /&gt;
A possible reason for this: http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817 Yellow splitters are as fast as blue belts]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=7043 Fast belts have lower density, than other belts]&lt;br /&gt;
&lt;br /&gt;
* [http://www.conveyorbeltguide.com/ Some general information about real conveyor belts]&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685 Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1213&amp;amp;p=8450&amp;amp;hilit=physics#p8450|Factorio and real physics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Transport network]] [[Category: Moving ground]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=132398</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=132398"/>
		<updated>2016-11-08T13:22:52Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
In Factorio every item on screen is a real object in memory and follows the rules of the [[Game engine]]. For simulation games, this is not typical; it&#039;s much more common to generalize. Best examples are the older versions of SimCity, where the the simulation doesn&#039;t simulate every inhabitant of the city.&lt;br /&gt;
&lt;br /&gt;
The reason for that is just CPU-performance. Real-time game-physics for up to 100,000 of objects at the same time is not typical for a simulation game. And the Factorio [[Game engine]] creates an exact and reproducible simulation of the Factorio world and it is so exact, that it can be used, to measure some astonishing behavior of belts.&lt;br /&gt;
&lt;br /&gt;
== What to measure ==&lt;br /&gt;
Some things can be measured for belts:&lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039; (or area). Items have a collision box of 0.28125 x 0.28125 [[tile]]s. So 10 items laying in a single row on a belt, non moving, take length of 2.8125 tiles.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles/sec or tiles/min. Note, that internaly it&#039;s measured in tiles per tick (1/60 sec). The speed of basic belt is 0.03125 tiles per tick (1/32) or 1.875 [[tile]]s per [[Game-second]].&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. The density is &#039;&#039;items per tile&#039;&#039;. How many items can lay on a tile or in conjuction with belts: how many items can lay in a row/lane. There are in average 3.5555556 items per lane or 7,111111111 (32/9*2) on a tile of belt (=2 lanes). Which means in practical terms, that on a fully compressed belt there can be either 6, 7 or 8 items during one tick.&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per minute are moved from one tile to the next. Measured in items/sec or better items/min. That is for basic belt density (items per tile) multiplied with speed (tiles per second): 9/32 items/tile * 1/32 tiles/tick = 0,008789062 items per tick or 0,52734375 items per second.&lt;br /&gt;
&lt;br /&gt;
=== How to calculate this numbers yourself ===&lt;br /&gt;
&lt;br /&gt;
==== Basic belt ====&lt;br /&gt;
Belts have two &#039;&#039;lanes&#039;&#039;: Left and right lane.&lt;br /&gt;
&lt;br /&gt;
Each lane of a belt consists out of 32 &#039;&#039;&#039;slots&#039;&#039;&#039;. A slot is just a virtual position on the belt with the width of 1/32 tiles (= 0.03125 tiles).&lt;br /&gt;
&lt;br /&gt;
An item, that is put on a belt (on a lane) takes 9 slots of space. This explains the size of items: 0.28125 x 0.28125 [[tile]]s (9/32 = 0.28125). Which means also, that 32/9 items (3,555555556 items) can fit on one lane of one belt. Which means: Either 3 or 4 items fit on a tile of belt (32/9 × 2), which means either 6, 7 or 8 items fit on one belt!&lt;br /&gt;
&lt;br /&gt;
Speed: Each [[Game-tick|tick]] an item on a belt (the 9 slots it takes) is moved by one slot. That explains the speed of a basic belt: 0.03125 tiles per tick (1/32).&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
The inner lane has 13.5 slots the outer 37 slots. Which means in the end, that either 6 or 7 items can be in curves.&lt;br /&gt;
&lt;br /&gt;
==== The faster belts ====&lt;br /&gt;
For that the number of slots, that an item is moved per tick is just multiplied. For [[Fast belt]]s two slots, for [[Express belt]]s 3 slots. That explains, why fast belts are exactly 2 times faster, than basic and express belt is 3 times faster than basic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information around this subject you might read this article: [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685&amp;amp;hilit=belts+pipes Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
The data here is taken from the transport-belt prototypes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.2 or older&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.39125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |803.475&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.7825&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1606.95&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.17375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2410.425&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.3 and newer&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.33&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |800.00&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.66&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1600.00&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.00&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2400.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We assume here, that the density of items is always equal, so the transported amount should reflect the speed.&lt;br /&gt;
&lt;br /&gt;
Awaited throughput above matches actual for .12 and .13 versions of the game.&lt;br /&gt;
&lt;br /&gt;
== Measured Results for v0.11 or Older ==&lt;br /&gt;
&#039;&#039;&#039;This is outdated and should be outsourced from this article but not deleted, cause it is an interesting fact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With Factorio v0.12 new belt physics was introduced. Before that the items where moved as real objects (which means, they need to look forward, if there is space to move), with 0.12 the items are moved &amp;quot;per lane&amp;quot;. Also the physics in curves changed so that curves are now not longer have lower throughput.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a &amp;quot;timer&amp;quot; which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1144&amp;amp;start=10#p8361 forum article]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple straight belt&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| percent of awaited&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 719&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11.98&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1184&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 19.73&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|this is NOT double as fast as basic! it&#039;s only 1,65 times faster - see comments down&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1775&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 29.58&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|about 2.5 times faster than basic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right, see down into next chapter)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 477-486&lt;br /&gt;
| About 1.5 times slower. This is because the &#039;&#039;&#039;inner lane&#039;&#039;&#039; of a belt in a turn has only the half speed.&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 786-792&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1038-1042&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right), but faster belt at the edges&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic with fast edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 674-683&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast with express edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1058-1061&lt;br /&gt;
|The fast belt with express edge seems to be faster, than pure express belt!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comments to the results ===&lt;br /&gt;
&lt;br /&gt;
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).&lt;br /&gt;
&lt;br /&gt;
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.&lt;br /&gt;
&lt;br /&gt;
The reaction-distance for items on a basic belt is&lt;br /&gt;
  (1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles&lt;br /&gt;
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer&lt;br /&gt;
&lt;br /&gt;
Overview for all belts:&lt;br /&gt;
  Basic:   0.28 tiles + 0.03125 tiles = 0.31125 tiles =&amp;gt; 11.2%&lt;br /&gt;
  Fast:    0.28 tiles + 0.0625 tiles  = 0.3425 tiles  =&amp;gt; 22.3%&lt;br /&gt;
  Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles =&amp;gt; 33.5%&lt;br /&gt;
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn&#039;t explain the results for express belt. This is part of further research.&lt;br /&gt;
&lt;br /&gt;
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.&lt;br /&gt;
&lt;br /&gt;
(This may explain the discrepancy in transported items, but don&#039;t use the numbers for real calculations, because they need to be redone!)&lt;br /&gt;
(This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3630 )&lt;br /&gt;
&lt;br /&gt;
A possible reason for this: http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817 Yellow splitters are as fast as blue belts]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=7043 Fast belts have lower density, than other belts]&lt;br /&gt;
&lt;br /&gt;
* [http://www.conveyorbeltguide.com/ Some general information about real conveyor belts]&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685 Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1213&amp;amp;p=8450&amp;amp;hilit=physics#p8450|Factorio and real physics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Transport network]] [[Category: Moving ground]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=132066</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=132066"/>
		<updated>2016-10-21T22:20:47Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: Fixed math&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
World generation is, in short, a number of settings which define what the world will look like once generated. 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;
&lt;br /&gt;
==How it works==&lt;br /&gt;
: [[File:MapGeneratorOverview.png]]&lt;br /&gt;
A more technical explanation of world generation mechanics is that the map generator generates most parts of the world with an algorithm named &amp;quot;Perlin Noise&amp;quot;. In short, it works a bit like the waves in the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Water-ocean-waves-sea-high-resolution-pictures.jpg|thumb|left|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level defines the existing (or non-existing) features of some type of terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player should also know that the map is not generated at game start. Only the parts they see are generated, everything else is not. The map will be generated gradually as the player explores more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves.&lt;br /&gt;
&lt;br /&gt;
What this means is that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit. If the player decreases frequency then each of the deposits has less resources in total (because it covers less area), but per tile of a deposit there will be the same number of resources.&lt;br /&gt;
Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High frequency&#039;&#039;: For Terrain segmentation it means: Many different types of terrain, forest, desert and swamp could be within 10 tiles or less. Recommended for players interested in the different biomes of the world.&lt;br /&gt;
For resources: Patches of resources are very common but frequently small and wear out quickly. Recommended for players who are willing to constantly reset equipment in exchange for a constant supply of resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low frequency&#039;&#039;: For Terrain segmentation it means: Big landscapes, vast areas typically only with forests. Recommended for players who want to consistently experience what they have near their spawn point.&lt;br /&gt;
For resources: Resource patches are fairly rare but almost always very large and rich in resources. Recommended for players who don&#039;t want to move equipment often or who prefer to explore the world.&lt;br /&gt;
&lt;br /&gt;
In short: Low terrain segmentation means large areas with same terrain. High terrain segmentation is the opposite, the terrain changing nature often. Typically huge forests vs. lots of small woods.&lt;br /&gt;
&lt;br /&gt;
This also causes enemy bases to appear more often using the same distribution rules as ores and biomes- however, this can lead to rapid [[enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes enemy bases to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&lt;br /&gt;
&lt;br /&gt;
====Richness====&lt;br /&gt;
This defines the actual content of each generated ore patch, oil field, and [[Enemies]]&#039; base drops, through changing the &amp;quot;height&amp;quot; of the wave.&lt;br /&gt;
&lt;br /&gt;
Note that with bases this does not make them more difficult, but rather increases the [[Alien artifact]] yield.&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
* Terrain segmentation: How often the terrain changes between biomes. This can include water, so beware of lower settings as they can limit world size artificially.&lt;br /&gt;
* Water: How water is generated on each map. Be warned that, since water is currently impassible except over lighter regions of water, this can potentially create very small or hard to navigate maps.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these change.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc. from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although conditions may vary- the player may spawn completely isolated from the rest of the world! &lt;br /&gt;
&lt;br /&gt;
The player may choose to make this area small or remove it entirely, however, this is not recommended as this opens the possibility of spawning in an impossible situation, or even in a biter nest.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game.&lt;br /&gt;
&lt;br /&gt;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console/Lua_commands#Useful_commands_.28cheats.29|Console commands]].&lt;br /&gt;
&lt;br /&gt;
===Map-width and -height===&lt;br /&gt;
If the player limits the width and/or height they may generate maps with finite resources and area. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge.&lt;br /&gt;
&lt;br /&gt;
===Map seed / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
; Map Seed:&lt;br /&gt;
: Random number generator seed&lt;br /&gt;
; Map Exchange String&lt;br /&gt;
: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. Know that &#039;random number&#039; is really a misnomer in Factorio and on computers in general, as they aren&#039;t really random, instead being calculated with complicated algorithms that require a seed as startng value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It&#039;s up to chance.&lt;br /&gt;
&lt;br /&gt;
====Map Exchange String====&lt;br /&gt;
A string generally looks like so: &lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
There is a thread for exchanging new strings: http://www.factorioforums.com/forum/viewtopic.php?f=36&amp;amp;t=5807&lt;br /&gt;
&lt;br /&gt;
=====Where can I use this string?=====&lt;br /&gt;
It can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
=====Where can I get this string from?=====&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator or send it to a friend.&lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [[Types/AutoplaceSpecification#Noise|more detailed description]] is in the API document.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources.&lt;br /&gt;
The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them.&lt;br /&gt;
&lt;br /&gt;
This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
==Generating new Chunks==&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width - see above.&lt;br /&gt;
&lt;br /&gt;
Because it is technically endless, the whole map isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed.&lt;br /&gt;
&lt;br /&gt;
===Generating Invisible Chunks (Fog of War)===&lt;br /&gt;
&lt;br /&gt;
Around the visible chunks a perimeter of three chunks wide range of invisible chunks are generated (not for the limited parts).&lt;br /&gt;
&lt;br /&gt;
Invisible chunks are also generated if you produce very much pollution; the games generates so much (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
Reason: This is for the natives, so that they can attack you from places, that you cannot see yet. This is also know as &amp;quot;fog of war&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Generating Visible Chunks===&lt;br /&gt;
&lt;br /&gt;
A visible chunk is generated, when it is touched by radar. Either the players radar, which is always available, or the [[Radar]] entity. When a visible chunk is generated there might be also invisible generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
===Limited Maps===&lt;br /&gt;
&lt;br /&gt;
The player can limit the map size (&#039;&#039;&#039;limited width and height&#039;&#039;&#039;). Note that the player can also limit only the width or only the height, so they may generate &amp;quot;stripes&amp;quot; of land. For example, one could generate a map only 20 tiles high, but endless long!&lt;br /&gt;
&lt;br /&gt;
A map is not bigger than this, there are also no invisible chunks generated beyond that limits.&lt;br /&gt;
&lt;br /&gt;
Everything around the map-limits &#039;&#039;&#039;is considered water&#039;&#039;&#039;. The player can place a [[Pump]] at the edge of such a map and it will suck water out of nothing.&lt;br /&gt;
&lt;br /&gt;
===For Explorers===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. It generally makes no difference &#039;&#039;&#039;when&#039;&#039;&#039; these chunks are generated. Note, that if you go for example east, that for every generated chunk a perimeter of 3 more chunks are generated. That means a lot of work for the CPU. The map generation runs in &amp;quot;background&amp;quot; so it is possible, that the player &amp;quot;overruns&amp;quot; the map generator, if he drives very, very fast.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrat with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrat-tiles). This is between the size of India and Australia. It would take around 240 [[game-second|game-minutes]] (=4 hours) by train to reach that border from the center. So we can speak here from &amp;quot;endless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area, that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much, if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, that is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
==== Maps bigger than the active available RAM?====&lt;br /&gt;
&lt;br /&gt;
Maps don&#039;t need to be stored completely in active RAM. Because in case of very large maps it is quite uncertain, that a chunk changes over time, there is currently not the need to keep all chunks in RAM; for example players reported games, which need 12 GB of RAM, but they had only 8, the remaining 4 GB had been swapped out to disk. It takes then of course long to load or save such a game, but it is possible to play those games without performance issue. ([https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=29566 How to store 4 trillion square tiles of map in just 8 GB RAM])&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7331 The Map Generator hates your guts, or dude where is my coal?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=132065</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=132065"/>
		<updated>2016-10-21T22:19:22Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: Fixed math&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
World generation is, in short, a number of settings which define what the world will look like once generated. 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;
&lt;br /&gt;
==How it works==&lt;br /&gt;
: [[File:MapGeneratorOverview.png]]&lt;br /&gt;
A more technical explanation of world generation mechanics is that the map generator generates most parts of the world with an algorithm named &amp;quot;Perlin Noise&amp;quot;. In short, it works a bit like the waves in the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Water-ocean-waves-sea-high-resolution-pictures.jpg|thumb|left|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level defines the existing (or non-existing) features of some type of terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player should also know that the map is not generated at game start. Only the parts they see are generated, everything else is not. The map will be generated gradually as the player explores more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves.&lt;br /&gt;
&lt;br /&gt;
What this means is that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit. If the player decreases frequency then each of the deposits has less resources in total (because it covers less area), but per tile of a deposit there will be the same number of resources.&lt;br /&gt;
Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High frequency&#039;&#039;: For Terrain segmentation it means: Many different types of terrain, forest, desert and swamp could be within 10 tiles or less. Recommended for players interested in the different biomes of the world.&lt;br /&gt;
For resources: Patches of resources are very common but frequently small and wear out quickly. Recommended for players who are willing to constantly reset equipment in exchange for a constant supply of resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low frequency&#039;&#039;: For Terrain segmentation it means: Big landscapes, vast areas typically only with forests. Recommended for players who want to consistently experience what they have near their spawn point.&lt;br /&gt;
For resources: Resource patches are fairly rare but almost always very large and rich in resources. Recommended for players who don&#039;t want to move equipment often or who prefer to explore the world.&lt;br /&gt;
&lt;br /&gt;
In short: Low terrain segmentation means large areas with same terrain. High terrain segmentation is the opposite, the terrain changing nature often. Typically huge forests vs. lots of small woods.&lt;br /&gt;
&lt;br /&gt;
This also causes enemy bases to appear more often using the same distribution rules as ores and biomes- however, this can lead to rapid [[enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes enemy bases to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&lt;br /&gt;
&lt;br /&gt;
====Richness====&lt;br /&gt;
This defines the actual content of each generated ore patch, oil field, and [[Enemies]]&#039; base drops, through changing the &amp;quot;height&amp;quot; of the wave.&lt;br /&gt;
&lt;br /&gt;
Note that with bases this does not make them more difficult, but rather increases the [[Alien artifact]] yield.&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
* Terrain segmentation: How often the terrain changes between biomes. This can include water, so beware of lower settings as they can limit world size artificially.&lt;br /&gt;
* Water: How water is generated on each map. Be warned that, since water is currently impassible except over lighter regions of water, this can potentially create very small or hard to navigate maps.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these change.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc. from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although conditions may vary- the player may spawn completely isolated from the rest of the world! &lt;br /&gt;
&lt;br /&gt;
The player may choose to make this area small or remove it entirely, however, this is not recommended as this opens the possibility of spawning in an impossible situation, or even in a biter nest.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game.&lt;br /&gt;
&lt;br /&gt;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console/Lua_commands#Useful_commands_.28cheats.29|Console commands]].&lt;br /&gt;
&lt;br /&gt;
===Map-width and -height===&lt;br /&gt;
If the player limits the width and/or height they may generate maps with finite resources and area. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge.&lt;br /&gt;
&lt;br /&gt;
===Map seed / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
; Map Seed:&lt;br /&gt;
: Random number generator seed&lt;br /&gt;
; Map Exchange String&lt;br /&gt;
: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. Know that &#039;random number&#039; is really a misnomer in Factorio and on computers in general, as they aren&#039;t really random, instead being calculated with complicated algorithms that require a seed as startng value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It&#039;s up to chance.&lt;br /&gt;
&lt;br /&gt;
====Map Exchange String====&lt;br /&gt;
A string generally looks like so: &lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
There is a thread for exchanging new strings: http://www.factorioforums.com/forum/viewtopic.php?f=36&amp;amp;t=5807&lt;br /&gt;
&lt;br /&gt;
=====Where can I use this string?=====&lt;br /&gt;
It can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
=====Where can I get this string from?=====&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator or send it to a friend.&lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [[Types/AutoplaceSpecification#Noise|more detailed description]] is in the API document.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources.&lt;br /&gt;
The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them.&lt;br /&gt;
&lt;br /&gt;
This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
==Generating new Chunks==&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width - see above.&lt;br /&gt;
&lt;br /&gt;
Because it is technically endless, the whole map isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed.&lt;br /&gt;
&lt;br /&gt;
===Generating Invisible Chunks (Fog of War)===&lt;br /&gt;
&lt;br /&gt;
Around the visible chunks a perimeter of three chunks wide range of invisible chunks are generated (not for the limited parts).&lt;br /&gt;
&lt;br /&gt;
Invisible chunks are also generated if you produce very much pollution; the games generates so much (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
Reason: This is for the natives, so that they can attack you from places, that you cannot see yet. This is also know as &amp;quot;fog of war&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Generating Visible Chunks===&lt;br /&gt;
&lt;br /&gt;
A visible chunk is generated, when it is touched by radar. Either the players radar, which is always available, or the [[Radar]] entity. When a visible chunk is generated there might be also invisible generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
===Limited Maps===&lt;br /&gt;
&lt;br /&gt;
The player can limit the map size (&#039;&#039;&#039;limited width and height&#039;&#039;&#039;). Note that the player can also limit only the width or only the height, so they may generate &amp;quot;stripes&amp;quot; of land. For example, one could generate a map only 20 tiles high, but endless long!&lt;br /&gt;
&lt;br /&gt;
A map is not bigger than this, there are also no invisible chunks generated beyond that limits.&lt;br /&gt;
&lt;br /&gt;
Everything around the map-limits &#039;&#039;&#039;is considered water&#039;&#039;&#039;. The player can place a [[Pump]] at the edge of such a map and it will suck water out of nothing.&lt;br /&gt;
&lt;br /&gt;
===For Explorers===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. It generally makes no difference &#039;&#039;&#039;when&#039;&#039;&#039; these chunks are generated. Note, that if you go for example east, that for every generated chunk a perimeter of 3 more chunks are generated. That means a lot of work for the CPU. The map generation runs in &amp;quot;background&amp;quot; so it is possible, that the player &amp;quot;overruns&amp;quot; the map generator, if he drives very, very fast.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrat with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrat-tiles). This is between the size of India and Australia. It would take around 480 [[game-second|game-minutes]] (=8 hours) by train to reach that border from the center. So we can speak here from &amp;quot;endless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area, that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much, if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, that is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
==== Maps bigger than the active available RAM?====&lt;br /&gt;
&lt;br /&gt;
Maps don&#039;t need to be stored completely in active RAM. Because in case of very large maps it is quite uncertain, that a chunk changes over time, there is currently not the need to keep all chunks in RAM; for example players reported games, which need 12 GB of RAM, but they had only 8, the remaining 4 GB had been swapped out to disk. It takes then of course long to load or save such a game, but it is possible to play those games without performance issue. ([https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=29566 How to store 4 trillion square tiles of map in just 8 GB RAM])&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7331 The Map Generator hates your guts, or dude where is my coal?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Energy_and_work&amp;diff=131756</id>
		<title>Energy and work</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Energy_and_work&amp;diff=131756"/>
		<updated>2016-10-13T11:16:00Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Factorio simulates many aspects of real physics and the quite correct use of energy is one important aspect.&lt;br /&gt;
&lt;br /&gt;
Energy and work are directly dependent.&lt;br /&gt;
&lt;br /&gt;
== Game physics is not reality ==&lt;br /&gt;
&lt;br /&gt;
The Factorio Game physics is quite realistic, but simplified. Please do not compare this definition to those of [http://en.wikipedia.org/wiki/Work_%28physics%29 real physic]. See also the [[Talk:Energy and Work|Talk-page]].&lt;br /&gt;
&lt;br /&gt;
Another explanation can be found in the [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33963 Forum]&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work is &amp;quot;stored energy&amp;quot; or the &amp;quot;result of using power&amp;quot;. If you divide the work into parts and release the parts in some time you have energy.&lt;br /&gt;
&lt;br /&gt;
Work is measured in Joules, which is one Watt over the time of one second. See [[Units#Work]].&lt;br /&gt;
&lt;br /&gt;
=== Types of work ===&lt;br /&gt;
&lt;br /&gt;
Work is available (or storable) as&lt;br /&gt;
* [[Fuel]].&lt;br /&gt;
* Capacity in the [[Basic accumulator]]s.&lt;br /&gt;
* [[Liquids/Hot|Hot liquids]]. You can create them in the [[Boiler]] and store serious amount in the [[Storage Tank]].&lt;br /&gt;
&lt;br /&gt;
== Energy / Power ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy is the &amp;quot;ability to do work&amp;quot;. The speed of this doing needs more or less power. The faster something works, the more power is needed, but the result (the work) is the same. In Factorio this is also used a lot to [[Mining drill#Mining_Speed_Formula|calculate, how much time is needed to produce stuff]].&lt;br /&gt;
&lt;br /&gt;
Energy is measured in Watts, nearly every device in Factorio needs energy to work. Energy is produced by  [[Electricity/Generator|Generators]], [[Boiler]]- or other burner- (or motor-driven) devices (like the car or train).&lt;br /&gt;
&lt;br /&gt;
See [[Units#Power]].&lt;br /&gt;
&lt;br /&gt;
=== Types of energy ===&lt;br /&gt;
&lt;br /&gt;
==== [[Fuel|Fuel-based]] (Boiler, Burner) ====&lt;br /&gt;
&lt;br /&gt;
[[Fuel]] contains a certain amount of energy. The fuel is burned and produces energy (which is converted into movement or heat) and [[Pollution]] is emitted.&lt;br /&gt;
&lt;br /&gt;
There are [[Fuel#Burner devices to be fueled directly|some devices]], which can use fuel directly.&lt;br /&gt;
&lt;br /&gt;
==== [[Electric system|Electricity]] ====&lt;br /&gt;
&lt;br /&gt;
[[Electric system|Electricity]] is produced by [[Electric system|Generators]]. The [[Electric system|distribution]] is made over an [[Electric system|Electric network]], and it is used by [[Electric system|Consumer]]s.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the single parts! The whole process is also explained as [[Electric system|Power Production]].&lt;br /&gt;
&lt;br /&gt;
Electricity is the only way to transport energy over long distances. [[Electric system|Electricity]] itself doesn&#039;t pollute, the pollution comes either from burning fuel or consuming electricity.&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=130695</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=130695"/>
		<updated>2016-10-03T19:54:55Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
In Factorio every item on screen is a real object in memory and follows the rules of the [[Game engine]]. For simulation games, this is not typical; it&#039;s much more common to generalize. Best examples are the older versions of SimCity, where the the simulation doesn&#039;t simulate every inhabitant of the city.&lt;br /&gt;
&lt;br /&gt;
The reason for that is just CPU-performance. Real-time game-physics for up to 100,000 of objects at the same time is not typical for a simulation game. And the Factorio [[Game engine]] creates an exact and reproducible simulation of the Factorio world and it is so exact, that it can be used, to measure some astonishing behavior of belts.&lt;br /&gt;
&lt;br /&gt;
== What to measure ==&lt;br /&gt;
Some things can be measured for belts:&lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039; (or area). Items have a collision box of 0.28 x 0.28 [[tile]]s. So 10 items laying in a single row on a belt, non moving, take length of 2.8 tiles.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles/sec or tiles/min. Note, that internaly it&#039;s measured in tiles per tick (1/60 sec)&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. See length. The density is how many items can lay on a tile or in conjuction with belts: how many items can lay in a row/lane. There are in average 3.571 items per lane or 7.143 on a tile of belt (=2 lanes). But the density differs depending on standing still or moving - read further!&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per minute are moved from one tile to the next. Measured in items/sec or better items/min.&lt;br /&gt;
&lt;br /&gt;
More about physics can be found in this [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1213&amp;amp;p=8450&amp;amp;hilit=physics#p8450 thread].&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
The data here is taken from the transport-belt prototypes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.2 or older&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.39125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |803.475&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.7825&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1606.95&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.17375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2410.425&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.3 and newer&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | awaited throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.33&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |800.00&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.66&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1600.00&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.555&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.00&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2400.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We assume here, that the density of items is always equal, so the transported amount should reflect the speed.&lt;br /&gt;
&lt;br /&gt;
Awaited throughput above matches actual for .12 and .13 versions of the game.&lt;br /&gt;
&lt;br /&gt;
== Measured Results .11 or Older ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a &amp;quot;timer&amp;quot; which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1144&amp;amp;start=10#p8361 forum article]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple straight belt&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| percent of awaited&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 719&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11.98&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1184&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 19.73&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|this is NOT double as fast as basic! it&#039;s only 1,65 times faster - see comments down&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1775&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 29.58&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|about 2.5 times faster than basic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right, see down into next chapter)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 477-486&lt;br /&gt;
| About 1.5 times slower. This is because the &#039;&#039;&#039;inner lane&#039;&#039;&#039; of a belt in a turn has only the half speed.&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 786-792&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1038-1042&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right), but faster belt at the edges&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic with fast edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 674-683&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast with express edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1058-1061&lt;br /&gt;
|The fast belt with express edge seems to be faster, than pure express belt!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Comments to the results ==&lt;br /&gt;
&lt;br /&gt;
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).&lt;br /&gt;
&lt;br /&gt;
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.&lt;br /&gt;
&lt;br /&gt;
The reaction-distance for items on a basic belt is&lt;br /&gt;
  (1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles&lt;br /&gt;
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer&lt;br /&gt;
&lt;br /&gt;
Overview for all belts:&lt;br /&gt;
  Basic:   0.28 tiles + 0.03125 tiles = 0.31125 tiles =&amp;gt; 11.2%&lt;br /&gt;
  Fast:    0.28 tiles + 0.0625 tiles  = 0.3425 tiles  =&amp;gt; 22.3%&lt;br /&gt;
  Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles =&amp;gt; 33.5%&lt;br /&gt;
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn&#039;t explain the results for express belt. This is part of further research.&lt;br /&gt;
&lt;br /&gt;
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.&lt;br /&gt;
&lt;br /&gt;
(This may explain the discrepancy in transported items, but don&#039;t use the numbers for real calculations, because they need to be redone!)&lt;br /&gt;
(This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3630 )&lt;br /&gt;
&lt;br /&gt;
A possible reason for this: http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817 Yellow splitters are as fast as blue belts]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=7043 Fast belts have lower density, than other belts]&lt;br /&gt;
&lt;br /&gt;
* [http://www.conveyorbeltguide.com/ Some general information about real conveyor belts]&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685 Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Transport network]] [[Category: Moving ground]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Ssilk/test&amp;diff=129931</id>
		<title>User:Ssilk/test</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Ssilk/test&amp;diff=129931"/>
		<updated>2016-09-20T03:40:11Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: Created page with &amp;quot;== some ref test == &amp;lt;ref&amp;gt;Aristoteles: &amp;#039;&amp;#039;Physics&amp;#039;&amp;#039;; [https://ebooks.adelaide.edu.au/a/aristotle/physics/ Aristotle, &amp;#039;&amp;#039;Physics&amp;#039;&amp;#039;, trans. by R. P. Hardie and R. K. Gaye].&amp;lt;/ref&amp;gt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== some ref test ==&lt;br /&gt;
&amp;lt;ref&amp;gt;Aristoteles: &#039;&#039;Physics&#039;&#039;; [https://ebooks.adelaide.edu.au/a/aristotle/physics/ Aristotle, &#039;&#039;Physics&#039;&#039;, trans. by R. P. Hardie and R. K. Gaye].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== references ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=126676</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=126676"/>
		<updated>2016-08-12T07:45:03Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using red or green wire, and enable the control of [[Automatic control/Devices#Receiver|receiver devices]], based upon information broadcast onto the network by connected [[Automatic control/Devices#Sender|sender devices]].  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 45 extra [[Automatic control/Virtual signals|Virtual signals]] which act as user-definable channels.&lt;br /&gt;
&lt;br /&gt;
:[[File:InnerOfGreenCable.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&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.&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.  Red and green networks will remain separate and do not link up if red and green wires happen to touch the same power pole or device.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, drag the wire to the base of the pole.&lt;br /&gt;
* To erase a wire or cable connection, drag the same color wire over an existing connection. You don&#039;t get the wire/cable back.&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. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[Arithmetic Combinator]] or [[Decider Combinator]], take care to drag the wire to the correct input or output side. Use ALT-Key-Mode to see direction of combinator.&lt;br /&gt;
&lt;br /&gt;
== Broadcast Information ==&lt;br /&gt;
[[Automatic control/Devices#Sender|Sending devices]] broadcast the amount of [[Items]] or [[Liquids system|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 they contain.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&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 will be 2000.&lt;br /&gt;
&lt;br /&gt;
Wires which are connected together by a junction will pass their signals to the other wires of the same color.  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 Arithmetic Combinator, below) for discussion.&lt;br /&gt;
&lt;br /&gt;
== Use of Information ==&lt;br /&gt;
[[File:smart_inserter.png|thumb|250px|Example condition: &amp;quot;Work only if the count of Iron plates is lower than the count of Steel plates.&amp;quot;]]&lt;br /&gt;
[[Automatic control/Devices#Receiver|Receiving devices]] can use broadcast information, in most cases to enable/disable the device.&lt;br /&gt;
&lt;br /&gt;
They can either compare results between different channels, or compare a channel to a specific value.  The pictured inserter works if the count of [[Iron plate|Iron plates]] is lower than the count of [[Steel plate|Steel plates]].&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 iron plates, a green wire with 10 copper plates and another green wire with 5 iron plates, the input signal set for that receiver will be 25 iron plates and 10 copper plates.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
[[File:circuit-network-example-1.png|thumb|256px|A basic circuit network usable to fill a chest with a defined amount of items.]]&lt;br /&gt;
&lt;br /&gt;
The simplest network is to connect a smart inserter with a chest next to it, to control the amount of items in the chest.&lt;br /&gt;
(Note that you do not have to connect them using a power pole as the picture shows; you can connect them directly.)&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 up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be red or green; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 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;
&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;
** Connecting: 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;
** Feedback: 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.  This technique can be combined with Decider Combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  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;
**Multi-network: The Arithmetic Combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
&lt;br /&gt;
*The [[Decider Combinator]] functions much like an Arithmetic Combinator, but is designed to compare values.  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;
&lt;br /&gt;
== Logistic Network ==&lt;br /&gt;
The Logistic network used by [[Logistic robot|Logistic Robots]] is essentially a third network (a wireless one), along with the green and red wired network.  The Logistic Network is based on proximity to a central [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See [[Logistic network]] for more information.&lt;br /&gt;
&lt;br /&gt;
== [[Automatic_control/Devices|Items/Devices]] ==&lt;br /&gt;
In v0.13 the factorio developers made many devices connectable to the circuit network, so there are many possibilities to control and program your factory based on conditions.&lt;br /&gt;
&lt;br /&gt;
=== Examples (&#039;&#039;outdated&#039;&#039;) ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3149 Forum article about the basic usage]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=9&amp;amp;t=696&amp;amp;p=24183#p24183 About comparison of the circuit wires with examples from the real world]* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=348 Logic Gates, Edge Detector]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23692#p23676 Evenly fill two item onto one lane]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=298 Material splitters]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6839 Logic gates using side inserter mod]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Combinators]]&lt;br /&gt;
* [[Automatic control/Virtual signals]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Networks]] [[Category: Circuit network]] [[Category: Transport network]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=126267</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=126267"/>
		<updated>2016-07-24T23:42:21Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: /* Maximum Map Size and used Memory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
World generation is, in short, a number of settings which define what the world will look like once generated. 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;
&lt;br /&gt;
==How it works==&lt;br /&gt;
: [[File:MapGeneratorOverview.png]]&lt;br /&gt;
A more technical explanation of world generation mechanics is that the map generator generates most parts of the world with an algorithm named &amp;quot;Perlin Noise&amp;quot;. In short, it works a bit like the waves in the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Water-ocean-waves-sea-high-resolution-pictures.jpg|thumb|left|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level defines the existing (or non-existing) features of some type of terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player should also know that the map is not generated at game start. Only the parts they see are generated, everything else is not. The map will be generated gradually as the player explores more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves.&lt;br /&gt;
&lt;br /&gt;
What this means is that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit. If the player decreases frequency then each of the deposits has less resources in total (because it covers less area), but per tile of a deposit there will be the same number of resources.&lt;br /&gt;
Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High frequency&#039;&#039;: For Terrain segmentation it means: Many different types of terrain, forest, desert and swamp could be within 10 tiles or less. Recommended for players interested in the different biomes of the world.&lt;br /&gt;
For resources: Patches of resources are very common but frequently small and wear out quickly. Recommended for players who are willing to constantly reset equipment in exchange for a constant supply of resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low frequency&#039;&#039;: For Terrain segmentation it means: Big landscapes, vast areas typically only with forests. Recommended for players who want to consistently experience what they have near their spawn point.&lt;br /&gt;
For resources: Resource patches are fairly rare but almost always very large and rich in resources. Recommended for players who don&#039;t want to move equipment often or who prefer to explore the world.&lt;br /&gt;
&lt;br /&gt;
In short: Low terrain segmentation means large areas with same terrain. High terrain segmentation is the opposite, the terrain changing nature often. Typically huge forests vs. lots of small woods.&lt;br /&gt;
&lt;br /&gt;
This also causes enemy bases to appear more often using the same distribution rules as ores and biomes- however, this can lead to rapid [[enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes enemy bases to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&lt;br /&gt;
&lt;br /&gt;
====Richness====&lt;br /&gt;
This defines the actual content of each generated ore patch, oil field, and [[Enemies]]&#039; base drops, through changing the &amp;quot;height&amp;quot; of the wave.&lt;br /&gt;
&lt;br /&gt;
Note that with bases this does not make them more difficult, but rather increases the [[Alien artifact]] yield.&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
* Terrain segmentation: How often the terrain changes between biomes. This can include water, so beware of lower settings as they can limit world size artificially.&lt;br /&gt;
* Water: How water is generated on each map. Be warned that, since water is currently impassible except over lighter regions of water, this can potentially create very small or hard to navigate maps.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these change.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc. from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although conditions may vary- the player may spawn completely isolated from the rest of the world! &lt;br /&gt;
&lt;br /&gt;
The player may choose to make this area small or remove it entirely, however, this is not recommended as this opens the possibility of spawning in an impossible situation, or even in a biter nest.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game.&lt;br /&gt;
&lt;br /&gt;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console/Lua_commands#Useful_commands_.28cheats.29|Console commands]].&lt;br /&gt;
&lt;br /&gt;
===Map-width and -height===&lt;br /&gt;
If the player limits the width and/or height they may generate maps with finite resources and area. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge.&lt;br /&gt;
&lt;br /&gt;
===Map seed / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
; Map Seed:&lt;br /&gt;
: Random number generator seed&lt;br /&gt;
; Map Exchange String&lt;br /&gt;
: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. Know that &#039;random number&#039; is really a misnomer in Factorio and on computers in general, as they aren&#039;t really random, instead being calculated with complicated algorithms that require a seed as startng value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It&#039;s up to chance.&lt;br /&gt;
&lt;br /&gt;
====Map Exchange String====&lt;br /&gt;
A string generally looks like so: &lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
There is a thread for exchanging new strings: http://www.factorioforums.com/forum/viewtopic.php?f=36&amp;amp;t=5807&lt;br /&gt;
&lt;br /&gt;
=====Where can I use this string?=====&lt;br /&gt;
It can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
=====Where can I get this string from?=====&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator or send it to a friend.&lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [[Types/AutoplaceSpecification#Noise|more detailed description]] is in the API document.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources.&lt;br /&gt;
The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them.&lt;br /&gt;
&lt;br /&gt;
This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
==Generating new Chunks==&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width - see above.&lt;br /&gt;
&lt;br /&gt;
Because it is technically endless, the whole map isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed.&lt;br /&gt;
&lt;br /&gt;
===Generating Invisible Chunks (Fog of War)===&lt;br /&gt;
&lt;br /&gt;
Around the visible chunks a perimeter of three chunks wide range of invisible chunks are generated (not for the limited parts).&lt;br /&gt;
&lt;br /&gt;
Invisible chunks are also generated if you produce very much pollution; the games generates so much (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
Reason: This is for the natives, so that they can attack you from places, that you cannot see yet. This is also know as &amp;quot;fog of war&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Generating Visible Chunks===&lt;br /&gt;
&lt;br /&gt;
A visible chunk is generated, when it is touched by radar. Either the players radar, which is always available, or the [[Radar]] entity. When a visible chunk is generated there might be also invisible generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
===Limited Maps===&lt;br /&gt;
&lt;br /&gt;
The player can limit the map size (&#039;&#039;&#039;limited width and height&#039;&#039;&#039;). Note that the player can also limit only the width or only the height, so they may generate &amp;quot;stripes&amp;quot; of land. For example, one could generate a map only 20 tiles high, but endless long!&lt;br /&gt;
&lt;br /&gt;
A map is not bigger than this, there are also no invisible chunks generated beyond that limits.&lt;br /&gt;
&lt;br /&gt;
Everything around the map-limits &#039;&#039;&#039;is considered water&#039;&#039;&#039;. The player can place a [[Pump]] at the edge of such a map and it will suck water out of nothing.&lt;br /&gt;
&lt;br /&gt;
===For Explorers===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. It generally makes no difference &#039;&#039;&#039;when&#039;&#039;&#039; these chunks are generated. Note, that if you go for example east, that for every generated chunk a perimeter of 3 more chunks are generated. That means a lot of work for the CPU. The map generation runs in &amp;quot;background&amp;quot; so it is possible, that the player &amp;quot;overruns&amp;quot; the map generator, if he drives very, very fast.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrat with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrat-tiles). This is between the size of India and Australia. It would take around 240 [[game-second|game-minutes]] (by train to reach that border from the center. So we can speak here from &amp;quot;endless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area, that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much, if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, that is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
==== Maps bigger than the active available RAM?====&lt;br /&gt;
&lt;br /&gt;
Maps don&#039;t need to be stored completely in active RAM. Because in case of very large maps it is quite uncertain, that a chunk changes over time, there is currently not the need to keep all chunks in RAM; for example players reported games, which need 12 GB of RAM, but they had only 8, the remaining 4 GB had been swapped out to disk. It takes then of course long to load or save such a game, but it is possible to play those games without performance issue. ([https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=29566 How to store 4 trillion square tiles of map in just 8 GB RAM])&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7331 The Map Generator hates your guts, or dude where is my coal?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=126266</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=126266"/>
		<updated>2016-07-24T23:40:19Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: /* Maximum Map Size and used Memory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
World generation is, in short, a number of settings which define what the world will look like once generated. 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;
&lt;br /&gt;
==How it works==&lt;br /&gt;
: [[File:MapGeneratorOverview.png]]&lt;br /&gt;
A more technical explanation of world generation mechanics is that the map generator generates most parts of the world with an algorithm named &amp;quot;Perlin Noise&amp;quot;. In short, it works a bit like the waves in the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Water-ocean-waves-sea-high-resolution-pictures.jpg|thumb|left|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level defines the existing (or non-existing) features of some type of terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player should also know that the map is not generated at game start. Only the parts they see are generated, everything else is not. The map will be generated gradually as the player explores more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves.&lt;br /&gt;
&lt;br /&gt;
What this means is that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit. If the player decreases frequency then each of the deposits has less resources in total (because it covers less area), but per tile of a deposit there will be the same number of resources.&lt;br /&gt;
Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High frequency&#039;&#039;: For Terrain segmentation it means: Many different types of terrain, forest, desert and swamp could be within 10 tiles or less. Recommended for players interested in the different biomes of the world.&lt;br /&gt;
For resources: Patches of resources are very common but frequently small and wear out quickly. Recommended for players who are willing to constantly reset equipment in exchange for a constant supply of resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low frequency&#039;&#039;: For Terrain segmentation it means: Big landscapes, vast areas typically only with forests. Recommended for players who want to consistently experience what they have near their spawn point.&lt;br /&gt;
For resources: Resource patches are fairly rare but almost always very large and rich in resources. Recommended for players who don&#039;t want to move equipment often or who prefer to explore the world.&lt;br /&gt;
&lt;br /&gt;
In short: Low terrain segmentation means large areas with same terrain. High terrain segmentation is the opposite, the terrain changing nature often. Typically huge forests vs. lots of small woods.&lt;br /&gt;
&lt;br /&gt;
This also causes enemy bases to appear more often using the same distribution rules as ores and biomes- however, this can lead to rapid [[enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes enemy bases to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&lt;br /&gt;
&lt;br /&gt;
====Richness====&lt;br /&gt;
This defines the actual content of each generated ore patch, oil field, and [[Enemies]]&#039; base drops, through changing the &amp;quot;height&amp;quot; of the wave.&lt;br /&gt;
&lt;br /&gt;
Note that with bases this does not make them more difficult, but rather increases the [[Alien artifact]] yield.&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
* Terrain segmentation: How often the terrain changes between biomes. This can include water, so beware of lower settings as they can limit world size artificially.&lt;br /&gt;
* Water: How water is generated on each map. Be warned that, since water is currently impassible except over lighter regions of water, this can potentially create very small or hard to navigate maps.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these change.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc. from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although conditions may vary- the player may spawn completely isolated from the rest of the world! &lt;br /&gt;
&lt;br /&gt;
The player may choose to make this area small or remove it entirely, however, this is not recommended as this opens the possibility of spawning in an impossible situation, or even in a biter nest.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game.&lt;br /&gt;
&lt;br /&gt;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console/Lua_commands#Useful_commands_.28cheats.29|Console commands]].&lt;br /&gt;
&lt;br /&gt;
===Map-width and -height===&lt;br /&gt;
If the player limits the width and/or height they may generate maps with finite resources and area. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge.&lt;br /&gt;
&lt;br /&gt;
===Map seed / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
; Map Seed:&lt;br /&gt;
: Random number generator seed&lt;br /&gt;
; Map Exchange String&lt;br /&gt;
: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. Know that &#039;random number&#039; is really a misnomer in Factorio and on computers in general, as they aren&#039;t really random, instead being calculated with complicated algorithms that require a seed as startng value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It&#039;s up to chance.&lt;br /&gt;
&lt;br /&gt;
====Map Exchange String====&lt;br /&gt;
A string generally looks like so: &lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
There is a thread for exchanging new strings: http://www.factorioforums.com/forum/viewtopic.php?f=36&amp;amp;t=5807&lt;br /&gt;
&lt;br /&gt;
=====Where can I use this string?=====&lt;br /&gt;
It can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
=====Where can I get this string from?=====&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator or send it to a friend.&lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [[Types/AutoplaceSpecification#Noise|more detailed description]] is in the API document.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources.&lt;br /&gt;
The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them.&lt;br /&gt;
&lt;br /&gt;
This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
==Generating new Chunks==&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width - see above.&lt;br /&gt;
&lt;br /&gt;
Because it is technically endless, the whole map isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed.&lt;br /&gt;
&lt;br /&gt;
===Generating Invisible Chunks (Fog of War)===&lt;br /&gt;
&lt;br /&gt;
Around the visible chunks a perimeter of three chunks wide range of invisible chunks are generated (not for the limited parts).&lt;br /&gt;
&lt;br /&gt;
Invisible chunks are also generated if you produce very much pollution; the games generates so much (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
Reason: This is for the natives, so that they can attack you from places, that you cannot see yet. This is also know as &amp;quot;fog of war&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Generating Visible Chunks===&lt;br /&gt;
&lt;br /&gt;
A visible chunk is generated, when it is touched by radar. Either the players radar, which is always available, or the [[Radar]] entity. When a visible chunk is generated there might be also invisible generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
===Limited Maps===&lt;br /&gt;
&lt;br /&gt;
The player can limit the map size (&#039;&#039;&#039;limited width and height&#039;&#039;&#039;). Note that the player can also limit only the width or only the height, so they may generate &amp;quot;stripes&amp;quot; of land. For example, one could generate a map only 20 tiles high, but endless long!&lt;br /&gt;
&lt;br /&gt;
A map is not bigger than this, there are also no invisible chunks generated beyond that limits.&lt;br /&gt;
&lt;br /&gt;
Everything around the map-limits &#039;&#039;&#039;is considered water&#039;&#039;&#039;. The player can place a [[Pump]] at the edge of such a map and it will suck water out of nothing.&lt;br /&gt;
&lt;br /&gt;
===For Explorers===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. It generally makes no difference &#039;&#039;&#039;when&#039;&#039;&#039; these chunks are generated. Note, that if you go for example east, that for every generated chunk a perimeter of 3 more chunks are generated. That means a lot of work for the CPU. The map generation runs in &amp;quot;background&amp;quot; so it is possible, that the player &amp;quot;overruns&amp;quot; the map generator, if he drives very, very fast.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrat with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrat-tiles). This is between the size of India and Australia. It would take around 4 [[game-second|game-hours]] (by train to reach that border from the center. So we can speak here from &amp;quot;endless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area, that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much, if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, that is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
==== Maps bigger than the active available RAM?====&lt;br /&gt;
&lt;br /&gt;
Maps don&#039;t need to be stored completely in active RAM. Because in case of very large maps it is quite uncertain, that a chunk changes over time, there is currently not the need to keep all chunks in RAM; for example players reported games, which need 12 GB of RAM, but they had only 8, the remaining 4 GB had been swapped out to disk. It takes then of course long to load or save such a game, but it is possible to play those games without performance issue. ([https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=29566 How to store 4 trillion square tiles of map in just 8 GB RAM])&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7331 The Map Generator hates your guts, or dude where is my coal?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=126265</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=126265"/>
		<updated>2016-07-24T23:27:33Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: /* Generating new Chunks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
World generation is, in short, a number of settings which define what the world will look like once generated. 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;
&lt;br /&gt;
==How it works==&lt;br /&gt;
: [[File:MapGeneratorOverview.png]]&lt;br /&gt;
A more technical explanation of world generation mechanics is that the map generator generates most parts of the world with an algorithm named &amp;quot;Perlin Noise&amp;quot;. In short, it works a bit like the waves in the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Water-ocean-waves-sea-high-resolution-pictures.jpg|thumb|left|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level defines the existing (or non-existing) features of some type of terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player should also know that the map is not generated at game start. Only the parts they see are generated, everything else is not. The map will be generated gradually as the player explores more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves.&lt;br /&gt;
&lt;br /&gt;
What this means is that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit. If the player decreases frequency then each of the deposits has less resources in total (because it covers less area), but per tile of a deposit there will be the same number of resources.&lt;br /&gt;
Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High frequency&#039;&#039;: For Terrain segmentation it means: Many different types of terrain, forest, desert and swamp could be within 10 tiles or less. Recommended for players interested in the different biomes of the world.&lt;br /&gt;
For resources: Patches of resources are very common but frequently small and wear out quickly. Recommended for players who are willing to constantly reset equipment in exchange for a constant supply of resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low frequency&#039;&#039;: For Terrain segmentation it means: Big landscapes, vast areas typically only with forests. Recommended for players who want to consistently experience what they have near their spawn point.&lt;br /&gt;
For resources: Resource patches are fairly rare but almost always very large and rich in resources. Recommended for players who don&#039;t want to move equipment often or who prefer to explore the world.&lt;br /&gt;
&lt;br /&gt;
In short: Low terrain segmentation means large areas with same terrain. High terrain segmentation is the opposite, the terrain changing nature often. Typically huge forests vs. lots of small woods.&lt;br /&gt;
&lt;br /&gt;
This also causes enemy bases to appear more often using the same distribution rules as ores and biomes- however, this can lead to rapid [[enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes enemy bases to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&lt;br /&gt;
&lt;br /&gt;
====Richness====&lt;br /&gt;
This defines the actual content of each generated ore patch, oil field, and [[Enemies]]&#039; base drops, through changing the &amp;quot;height&amp;quot; of the wave.&lt;br /&gt;
&lt;br /&gt;
Note that with bases this does not make them more difficult, but rather increases the [[Alien artifact]] yield.&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
* Terrain segmentation: How often the terrain changes between biomes. This can include water, so beware of lower settings as they can limit world size artificially.&lt;br /&gt;
* Water: How water is generated on each map. Be warned that, since water is currently impassible except over lighter regions of water, this can potentially create very small or hard to navigate maps.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these change.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc. from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although conditions may vary- the player may spawn completely isolated from the rest of the world! &lt;br /&gt;
&lt;br /&gt;
The player may choose to make this area small or remove it entirely, however, this is not recommended as this opens the possibility of spawning in an impossible situation, or even in a biter nest.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game.&lt;br /&gt;
&lt;br /&gt;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console/Lua_commands#Useful_commands_.28cheats.29|Console commands]].&lt;br /&gt;
&lt;br /&gt;
===Map-width and -height===&lt;br /&gt;
If the player limits the width and/or height they may generate maps with finite resources and area. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge.&lt;br /&gt;
&lt;br /&gt;
===Map seed / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
; Map Seed:&lt;br /&gt;
: Random number generator seed&lt;br /&gt;
; Map Exchange String&lt;br /&gt;
: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. Know that &#039;random number&#039; is really a misnomer in Factorio and on computers in general, as they aren&#039;t really random, instead being calculated with complicated algorithms that require a seed as startng value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It&#039;s up to chance.&lt;br /&gt;
&lt;br /&gt;
====Map Exchange String====&lt;br /&gt;
A string generally looks like so: &lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
There is a thread for exchanging new strings: http://www.factorioforums.com/forum/viewtopic.php?f=36&amp;amp;t=5807&lt;br /&gt;
&lt;br /&gt;
=====Where can I use this string?=====&lt;br /&gt;
It can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
=====Where can I get this string from?=====&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator or send it to a friend.&lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [[Types/AutoplaceSpecification#Noise|more detailed description]] is in the API document.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources.&lt;br /&gt;
The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them.&lt;br /&gt;
&lt;br /&gt;
This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
==Generating new Chunks==&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width - see above.&lt;br /&gt;
&lt;br /&gt;
Because it is technically endless, the whole map isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed.&lt;br /&gt;
&lt;br /&gt;
===Generating Invisible Chunks (Fog of War)===&lt;br /&gt;
&lt;br /&gt;
Around the visible chunks a perimeter of three chunks wide range of invisible chunks are generated (not for the limited parts).&lt;br /&gt;
&lt;br /&gt;
Invisible chunks are also generated if you produce very much pollution; the games generates so much (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
Reason: This is for the natives, so that they can attack you from places, that you cannot see yet. This is also know as &amp;quot;fog of war&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Generating Visible Chunks===&lt;br /&gt;
&lt;br /&gt;
A visible chunk is generated, when it is touched by radar. Either the players radar, which is always available, or the [[Radar]] entity. When a visible chunk is generated there might be also invisible generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
===Limited Maps===&lt;br /&gt;
&lt;br /&gt;
The player can limit the map size (&#039;&#039;&#039;limited width and height&#039;&#039;&#039;). Note that the player can also limit only the width or only the height, so they may generate &amp;quot;stripes&amp;quot; of land. For example, one could generate a map only 20 tiles high, but endless long!&lt;br /&gt;
&lt;br /&gt;
A map is not bigger than this, there are also no invisible chunks generated beyond that limits.&lt;br /&gt;
&lt;br /&gt;
Everything around the map-limits &#039;&#039;&#039;is considered water&#039;&#039;&#039;. The player can place a [[Pump]] at the edge of such a map and it will suck water out of nothing.&lt;br /&gt;
&lt;br /&gt;
===For Explorers===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. It generally makes no difference &#039;&#039;&#039;when&#039;&#039;&#039; these chunks are generated. Note, that if you go for example east, that for every generated chunk a perimeter of 3 more chunks are generated. That means a lot of work for the CPU. The map generation runs in &amp;quot;background&amp;quot; so it is possible, that the player &amp;quot;overruns&amp;quot; the map generator, if he drives very, very fast.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrat with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrat-tiles). This is larger than the earth land-surface. It would take around 4 game-hours by train to reach that border from the center. So we can speak here from &amp;quot;endless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area, that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much, if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, that is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
==== Maps bigger than the active available RAM?====&lt;br /&gt;
&lt;br /&gt;
Maps don&#039;t need to be stored completely in active RAM. Because in case of very large maps it is quite uncertain, that a chunk changes over time, there is currently not the need to keep all chunks in RAM; for example players reported games, which need 12 GB of RAM, but they had only 8, the remaining 4 GB had been swapped out to disk. It takes then of course long to load or save such a game, but it is possible to play those games without performance issue. ([https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=29566 How to store 4 trillion square tiles of map in just 8 GB RAM])&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7331 The Map Generator hates your guts, or dude where is my coal?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=126261</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=126261"/>
		<updated>2016-07-24T13:20:30Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: /* Generating when exploring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
World generation is, in short, a number of settings which define what the world will look like once generated. 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;
&lt;br /&gt;
==How it works==&lt;br /&gt;
: [[File:MapGeneratorOverview.png]]&lt;br /&gt;
A more technical explanation of world generation mechanics is that the map generator generates most parts of the world with an algorithm named &amp;quot;Perlin Noise&amp;quot;. In short, it works a bit like the waves in the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Water-ocean-waves-sea-high-resolution-pictures.jpg|thumb|left|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level defines the existing (or non-existing) features of some type of terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player should also know that the map is not generated at game start. Only the parts they see are generated, everything else is not. The map will be generated gradually as the player explores more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves.&lt;br /&gt;
&lt;br /&gt;
What this means is that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit. If the player decreases frequency then each of the deposits has less resources in total (because it covers less area), but per tile of a deposit there will be the same number of resources.&lt;br /&gt;
Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High frequency&#039;&#039;: For Terrain segmentation it means: Many different types of terrain, forest, desert and swamp could be within 10 tiles or less. Recommended for players interested in the different biomes of the world.&lt;br /&gt;
For resources: Patches of resources are very common but frequently small and wear out quickly. Recommended for players who are willing to constantly reset equipment in exchange for a constant supply of resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low frequency&#039;&#039;: For Terrain segmentation it means: Big landscapes, vast areas typically only with forests. Recommended for players who want to consistently experience what they have near their spawn point.&lt;br /&gt;
For resources: Resource patches are fairly rare but almost always very large and rich in resources. Recommended for players who don&#039;t want to move equipment often or who prefer to explore the world.&lt;br /&gt;
&lt;br /&gt;
In short: Low terrain segmentation means large areas with same terrain. High terrain segmentation is the opposite, the terrain changing nature often. Typically huge forests vs. lots of small woods.&lt;br /&gt;
&lt;br /&gt;
This also causes enemy bases to appear more often using the same distribution rules as ores and biomes- however, this can lead to rapid [[enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes enemy bases to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&lt;br /&gt;
&lt;br /&gt;
====Richness====&lt;br /&gt;
This defines the actual content of each generated ore patch, oil field, and [[Enemies]]&#039; base drops, through changing the &amp;quot;height&amp;quot; of the wave.&lt;br /&gt;
&lt;br /&gt;
Note that with bases this does not make them more difficult, but rather increases the [[Alien artifact]] yield.&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
* Terrain segmentation: How often the terrain changes between biomes. This can include water, so beware of lower settings as they can limit world size artificially.&lt;br /&gt;
* Water: How water is generated on each map. Be warned that, since water is currently impassible except over lighter regions of water, this can potentially create very small or hard to navigate maps.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these change.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc. from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although conditions may vary- the player may spawn completely isolated from the rest of the world! &lt;br /&gt;
&lt;br /&gt;
The player may choose to make this area small or remove it entirely, however, this is not recommended as this opens the possibility of spawning in an impossible situation, or even in a biter nest.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game.&lt;br /&gt;
&lt;br /&gt;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console/Lua_commands#Useful_commands_.28cheats.29|Console commands]].&lt;br /&gt;
&lt;br /&gt;
===Map-width and -height===&lt;br /&gt;
If the player limits the width and/or height they may generate maps with finite resources and area. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge.&lt;br /&gt;
&lt;br /&gt;
===Map seed / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
; Map Seed:&lt;br /&gt;
: Random number generator seed&lt;br /&gt;
; Map Exchange String&lt;br /&gt;
: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. Know that &#039;random number&#039; is really a misnomer in Factorio and on computers in general, as they aren&#039;t really random, instead being calculated with complicated algorithms that require a seed as startng value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It&#039;s up to chance.&lt;br /&gt;
&lt;br /&gt;
====Map Exchange String====&lt;br /&gt;
A string generally looks like so: &lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
There is a thread for exchanging new strings: http://www.factorioforums.com/forum/viewtopic.php?f=36&amp;amp;t=5807&lt;br /&gt;
&lt;br /&gt;
=====Where can I use this string?=====&lt;br /&gt;
It can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
=====Where can I get this string from?=====&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator or send it to a friend.&lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [[Types/AutoplaceSpecification#Noise|more detailed description]] is in the API document.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources.&lt;br /&gt;
The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them.&lt;br /&gt;
&lt;br /&gt;
This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
==Generating new Chunks==&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width - see above.&lt;br /&gt;
&lt;br /&gt;
Because it is technically endless, the whole map isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed.&lt;br /&gt;
&lt;br /&gt;
===Generating Invisible Chunks (Fog of War)===&lt;br /&gt;
&lt;br /&gt;
Around the visible chunks a perimeter of three chunks wide range of invisible chunks are generated (not for the limited parts).&lt;br /&gt;
&lt;br /&gt;
Invisible chunks are also generated if you produce very much pollution; the games generates so much (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
Reason: This is for the natives, so that they can attack you from places, that you cannot see yet. This is also know as &amp;quot;fog of war&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Generating Visible Chunks===&lt;br /&gt;
&lt;br /&gt;
A visible chunk is generated, when it is touched by radar. Either the players radar, which is always available, or the [[Radar]] entity. When a visible chunk is generated there might be also invisible generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
===Limited Maps===&lt;br /&gt;
&lt;br /&gt;
The player can limit the map size (&#039;&#039;&#039;limited width and height&#039;&#039;&#039;). Note that the player can also limit only the width or only the height, so they may generate &amp;quot;stripes&amp;quot; of land. For example, one could generate a map only 20 tiles high, but endless long!&lt;br /&gt;
&lt;br /&gt;
A map is not bigger than this, there are also no invisible chunks generated beyond that limits.&lt;br /&gt;
&lt;br /&gt;
Everything around the map-limits &#039;&#039;&#039;is considered water&#039;&#039;&#039;. The player can place a [[Pump]] at the edge of such a map and it will suck water out of nothing.&lt;br /&gt;
&lt;br /&gt;
===For Explorers===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. It generally makes no difference &#039;&#039;&#039;when&#039;&#039;&#039; these chunks are generated. Note, that if you go for example east, that for every generated chunk a perimeter of 3 more chunks are generated. That means a lot of work for the CPU. The map generation runs in &amp;quot;background&amp;quot; so it is possible, that the player &amp;quot;overruns&amp;quot; the map generator, if he drives very, very fast.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (2,000,000 tiles). This is larger than the earth land-surface. It would take around 8 game-hours by train to reach that border. So we can speak here from &amp;quot;endless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area, that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much, if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, that is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
==== Maps bigger than the active available RAM?====&lt;br /&gt;
&lt;br /&gt;
Maps don&#039;t need to be stored completely in active RAM. Because in case of very large maps it is quite uncertain, that a chunk changes over time, there is currently not the need to keep all chunks in RAM; for example players reported games, which need 12 GB of RAM, but they had only 8, the remaining 4 GB had been swapped out to disk. It takes then of course long to load or save such a game, but it is possible to play those games without performance issue. ([https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=29566 How to store 4 trillion square tiles of map in just 8 GB RAM])&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7331 The Map Generator hates your guts, or dude where is my coal?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page&amp;diff=123560</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page&amp;diff=123560"/>
		<updated>2016-03-14T17:46:29Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Factorio-logo.png|center|link=http://factorio.com/]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{ContentCell|68%|&lt;br /&gt;
|{{:Factorio:About}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell||Get the game|link=http://www.factorio.com/preorder&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{ContentCell|61%|[[News]]&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|39%|Contribute|&lt;br /&gt;
|}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Before you play ====&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{ContentCell|33%|Technical&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|33%|Frequently asked questions&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|Modding and scripting&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Around the game ====&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{ContentCell|33%|[[New content]]&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|33%|Game misc&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|Community&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Playing the game ====&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{ContentCell|33%|Beginners|&lt;br /&gt;
|Concepts|&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|33%|Advanced&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|Expert&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ContentCell|33%|Devices&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|33%|[[Items]]&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|Solving conflicts&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:ACryInShame&amp;diff=122992</id>
		<title>User talk:ACryInShame</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:ACryInShame&amp;diff=122992"/>
		<updated>2016-02-25T01:02:21Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Klonan|Klonan]] ([[User talk:Klonan|talk]]) 20:48, 10 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Well, here my promised review of this page ( http://factorioforums.com/forum/viewtopic.php?f=50&amp;amp;t=20029 )&lt;br /&gt;
&lt;br /&gt;
All in all the page is &amp;quot;too condensed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s begin left to right and up to down:&lt;br /&gt;
FAQ or News on top is a good question. It&#039;s about relevance. Currently the news are not very relevant anymore, just a copy of the FFF-links (it was much more a year ago). It would be much more useful if it&#039;s included news like &amp;quot;when is a release?&amp;quot; &amp;quot;What&#039;s the current state of Steam?&amp;quot; etc. But as it currently is, that seems to be not relevant, so bringing the FAQ into front seem currently the right idea.&lt;br /&gt;
&lt;br /&gt;
Technical: It&#039;s so compressed like so doesn&#039;t look nice. Well, when I see it now it seem for me to be logical to move that box to the right to &amp;quot;Get the game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Get the game: When the &amp;quot;Technical&amp;quot; is moved into here it has the right size for that.&lt;br /&gt;
&lt;br /&gt;
Community: Hm. Dunno. Putting two items into one box looks for me in most cases to compressed/not good looking. I don&#039;t know yet, where to move it... but here it doesn&#039;t look nice.&lt;br /&gt;
&lt;br /&gt;
Beginners/Advanced/Expert: Well that is taken more or less from the original (and I made it), but when I look at it with the distance of one year I can say, that I like the Beginners, but not Advanced/Expert. There is no logic to say &amp;quot;This is beginner, that is Expert&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Concepts: Would be more useful right to Beginners.&lt;br /&gt;
&lt;br /&gt;
Modding and scripting: Doesn&#039;t belong here!&lt;br /&gt;
&lt;br /&gt;
The next line with the 5 boxes is a no go! Maybe 4, if only that slim, but 5 will kill the design.&lt;br /&gt;
&lt;br /&gt;
Networks: Well you cannot know, that these is a remaining things from 2 years ago, where the homepage was sorted into &amp;quot;networks&amp;quot;. We had some discussion around this and the result is mainly, that Factorio has some networks, like Electrity, Logistic, eventually Liquid and Railway, the rest is no &amp;quot;network&amp;quot; at all. And the better word to describe that all is &amp;quot;System&amp;quot;. One result of that discussion was for example the &amp;quot;Belt Transport System&amp;quot;. So this box shows only, that there is much, much work to do to rename all that pages. :)&lt;br /&gt;
&lt;br /&gt;
Contribute: I don&#039;t see, why that is sorted at the bottom. That thing is essential. Maybe not on the top, but I see that generally more in the middle of the page.&lt;br /&gt;
&lt;br /&gt;
New contents: that is completely outdated. In it&#039;s origin it was thought for the roadmap and new game contents.&lt;br /&gt;
&lt;br /&gt;
Game misc: That is generally much more on top. Stuff like how to use the console is important.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary&#039;&#039;&#039;: Some ideas a neat, but the current sorting of this page is not useful. I&#039;ve some ideas of how to improve that, but I&#039;m currently too tired to continue here so i hope it&#039;s o.k. to stop now, so that you have a chance to answer. :) &lt;br /&gt;
&lt;br /&gt;
[[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 01:02, 25 February 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Stone/es&amp;diff=122896</id>
		<title>Talk:Stone/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Stone/es&amp;diff=122896"/>
		<updated>2016-02-18T13:47:27Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: Created page with &amp;quot;Please read Wiki_Howto#Translations how to make translated pages.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please read [[Wiki_Howto#Translations]] how to make translated pages.&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production/Optimal_ratios&amp;diff=122821</id>
		<title>Power production/Optimal ratios</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production/Optimal_ratios&amp;diff=122821"/>
		<updated>2016-02-12T17:52:36Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: Changed table, cause I need to think 3 minutes how to interpret it. Dunno, who has made that... :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
&lt;br /&gt;
This is about how many [[Boiler]]s, [[Pump]]s, [[Steam engine]]s and also ratios of [[Solar panel]] and [[Basic accumulator]] (and more).&lt;br /&gt;
&lt;br /&gt;
== Hot liquids ==&lt;br /&gt;
&lt;br /&gt;
=== Steam engines, pumps and boilers ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Needed number of entities in different situations &lt;br /&gt;
! Situation !! # of steam engines !! # of boilers !! # offshore pumps !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| One steam engine || &#039;&#039;&#039;1&#039;&#039;&#039; || 2 || 1 || makes barely sense&lt;br /&gt;
|-&lt;br /&gt;
| One off-shore pump || 10 || 14 || &#039;&#039;&#039;1&#039;&#039;&#039; || this is the most used setup!&lt;br /&gt;
|-&lt;br /&gt;
| Full throughput of a pipe || max. 21 || max. 28 || 2, better 3 || the total throughput depends on the total length of all pipes in a row&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each steam engine needs roughly 1.31 boilers when running at full capacity.&lt;br /&gt;
&lt;br /&gt;
One [[Pump|offshore pump]] can satisfy 14 [[Boiler]]s and 10 [[Steam engine|steam engines]]. 13 boilers will make the job also, but this tends to have problems to raise the temp after coal shortness or other accidents ([[Biter]]s love to attack the boilers).&lt;br /&gt;
&lt;br /&gt;
To fully satisfy a pipe you need 3 [[Pump]]s or 5 [[Small pump]]s (or better 6, but that depends on pressure!). But with this setup you will find, that the length of your pipe-setup will influence this too much. This is definitely not a beginner strategy.&lt;br /&gt;
&lt;br /&gt;
==== See also ====&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5950 Research topic about energy]&lt;br /&gt;
* [[Liquids/Hot|Hot Liquids]]&lt;br /&gt;
* [[Liquids/Pipe physics]].&lt;br /&gt;
&lt;br /&gt;
=== Hot liquids in tanks ===&lt;br /&gt;
&lt;br /&gt;
To equalize the needed throughput (different needs of energy between day and night for example), hot water from boilers can also be stored in [[Storage Tank|storage tanks]] and used by extra steam engines during peak times or during night (if solar is in place). This energy storage technique can be used instead of or in addition to [[Basic accumulator|accumulators]].&lt;br /&gt;
&lt;br /&gt;
See [[Liquids/Hot#Storing_hot_liquids_as_energy_storage|about storing of hot liquids]] how to use that.&lt;br /&gt;
&lt;br /&gt;
== Solar/Accu ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio is 0.84 (25:21) accumulators per solar panel.&lt;br /&gt;
&lt;br /&gt;
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Accumulator / Solar panel ratio], which calculates this in an impressive mathematical way!&lt;br /&gt;
&lt;br /&gt;
There are former threads:&lt;br /&gt;
&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394&lt;br /&gt;
&lt;br /&gt;
And later:&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619&lt;br /&gt;
&lt;br /&gt;
=== Perfect placing ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1865 Big solar farm]: About the perfect placing of panels&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=122820</id>
		<title>Offshore pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=122820"/>
		<updated>2016-02-12T17:42:07Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: Made also a link to the ratios page...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health    =80&lt;br /&gt;
|input     =time, 0.5 + electronic circuit, 2 + pipe + iron gear wheel&lt;br /&gt;
|raw       =time, 4 + iron plate, 5 + copper plate, 3&lt;br /&gt;
|producers =Manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;offshore pump&#039;&#039;&#039; is the only source of water. It is commonly used to provide steam to [[Steam engine|steam engines]] for power generation. The offshore pump itself requires no power to operate. (This is because, otherwise the game might fall into a serious deadlock: No coal, no electricity, no water...)&lt;br /&gt;
&lt;br /&gt;
You need 2 (or better 3) offshore-pumps to feed one pipe to the &#039;&#039;&#039;maximum throughput&#039;&#039;&#039; (for example if you have &#039;&#039;&#039;more than 10&#039;&#039;&#039; [[Steam engine]]s working at 100%).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is explained more in [[Power_production/Optimal_ratios#Hot_liquids|optimal ratios]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=122819</id>
		<title>Offshore pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=122819"/>
		<updated>2016-02-12T17:33:11Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: Reverted to former version and edited, cause &amp;quot;fill&amp;quot; was meant to &amp;quot;feed ... fill&amp;quot;, which is meant as the throughput of a pipe, not the level - which can be misunderstood, that is correct, but the replacement was not understandable for beginners.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health    =80&lt;br /&gt;
|input     =time, 0.5 + electronic circuit, 2 + pipe + iron gear wheel&lt;br /&gt;
|raw       =time, 4 + iron plate, 5 + copper plate, 3&lt;br /&gt;
|producers =Manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;offshore pump&#039;&#039;&#039; is the only source of water. It is commonly used to provide steam to [[Steam engine|steam engines]] for power generation. The offshore pump itself requires no power to operate. (This is because, otherwise the game might fall into a serious deadlock: No coal, no electricity, no water...)&lt;br /&gt;
&lt;br /&gt;
You need 2 (or better 3) offshore-pumps to feed one pipe to the maximum throughput (for example if you have 10 [[Steam engine]]s working at 100%).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=122818</id>
		<title>Offshore pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=122818"/>
		<updated>2016-02-12T17:25:50Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: Reverted edits by ACryInShame (talk) to last revision by Emailformygames&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health    =80&lt;br /&gt;
|input     =time, 0.5 + electronic circuit, 2 + pipe + iron gear wheel&lt;br /&gt;
|raw       =time, 4 + iron plate, 5 + copper plate, 3&lt;br /&gt;
|producers =Manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;offshore pump&#039;&#039;&#039; is the only source of water. It is commonly used to provide steam to [[Steam engine|steam engines]] for power generation. The offshore pump itself requires no power to operate. (This is because, otherwise the game might fall into a serious deadlock: No coal, no electricity, no water...)&lt;br /&gt;
&lt;br /&gt;
You need 3 offshore-pumps to feed a full pipe to the maximum (two will do also the job).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=122817</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Main_Page&amp;diff=122817"/>
		<updated>2016-02-12T17:18:06Z</updated>

		<summary type="html">&lt;p&gt;Ssilk: &lt;/p&gt;
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&lt;div&gt;==Main Page Overhaul==&lt;br /&gt;
The Wiki Page needs to be reorganized. It currently is a confusing mess and should be more organized for easier navigation. As i do not have access to edit this page i&#039;ll continue to add to other pages but i believe the real fixing of this WIKI would need to start at the root.&lt;br /&gt;
--[[User:ACryInShame|ACryInShame]] ([[User talk:ACryInShame|Talk]]) -12 Feb 2015 10:15 (EST) -5hr&lt;br /&gt;
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:I read your forum-article and answered there http://factorioforums.com/forum/viewtopic.php?f=50&amp;amp;t=20029 [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 17:18, 12 February 2016 (UTC)&lt;br /&gt;
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==Adding Changelogs==&lt;br /&gt;
Shouldn&#039;t we add a changelog page and link it to the main one ?--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 22:53, 4 March 2013 (CET)&lt;br /&gt;
:It is actually linked on the main page as &amp;quot;Version History&amp;quot; under the &amp;quot;get the game&amp;quot; section. Not sure what the preference is on that name comparged to &amp;quot;Change Log&amp;quot;. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:46, 16 May 2014 (CEST)&lt;br /&gt;
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==Pages blueprint==&lt;br /&gt;
We would need to set up conventional presentations for pages depending of their topic.&lt;br /&gt;
For example, all pages covering weapons should be presented the same way, with the same organisation, ect...--[[User:Staxxy|Staxxy]] ([[User talk:Staxxy|talk]]) 23:14, 4 March 2013 (CET)&lt;br /&gt;
:I like this idea! We need standard templates for the big categories to make navigating easier. I&#039;ll certainly start work on this as time allows. [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 08:11, 15 May 2014 (CEST)&lt;br /&gt;
::Putting updates on my navbox work over on [[Talk:Wiki_To-do_List]] to save this for talk about the main page. - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:35, 16 May 2014 (CEST)&lt;br /&gt;
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==More content==&lt;br /&gt;
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I started doing a bit of tweaking on the Main page over on [[User:BenWo/Main_Page]] to try and fit some more of these items. I&#039;ve also moved all of the HTML off into some templates to keep it cleaner. Feel free to go over there and move bits around with whatever ideas you&#039;ve got. :) - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:44, 16 May 2014 (CEST)&lt;br /&gt;
:Moved over the new version of the Main page I worked on, cleaning up the source a ton using some templates. There&#039;s empty space in the center cell for the GUIDES section (see To-Do talk page, now linked in lower-right main page cell). Any suggestions or whatnot, please discuss!! [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 13:54, 25 May 2014 (CEST)&lt;br /&gt;
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=== Top right box ===&lt;br /&gt;
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* Link to the list of News (Friday Facts, Random Ramblings...)&lt;br /&gt;
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=== Left box ===&lt;br /&gt;
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* What it is (short explanation)&lt;br /&gt;
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* [[Let&#039;s play]] page&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=19&amp;amp;t=829&lt;br /&gt;
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* Beginners Guide&lt;br /&gt;
(Sub-pages:&lt;br /&gt;
** Joseki (Good starting moves)&lt;br /&gt;
** The first day&lt;br /&gt;
** Exploring the map&lt;br /&gt;
** Electric Power&lt;br /&gt;
** Crafting&lt;br /&gt;
** Research&lt;br /&gt;
** Red&amp;amp;Green Potion&lt;br /&gt;
** Weapons&amp;amp;Armour&lt;br /&gt;
** Blue Potion&lt;br /&gt;
** Car&lt;br /&gt;
** Logistic Bots&lt;br /&gt;
** Train&lt;br /&gt;
** And bejond?)&lt;br /&gt;
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=== Center + right Box ===&lt;br /&gt;
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(Items, Networks, Special, Concept) is one big point in the center.&lt;br /&gt;
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=== Left lower box ===&lt;br /&gt;
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* FAQ&lt;br /&gt;
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* Map-Editor&lt;br /&gt;
** Convert map to Scenario&lt;br /&gt;
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* Game-Options&lt;br /&gt;
** Key-Defaults&lt;br /&gt;
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* Contributing&lt;br /&gt;
(&lt;br /&gt;
** For this wiki&lt;br /&gt;
** Link to mods&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
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== &amp;quot;Before you play&amp;quot; ==&lt;br /&gt;
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The main page has &amp;quot;Console&amp;quot; under &amp;quot;Before you play&amp;quot;. I don&#039;t think it&#039;s appropriate for that section. --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 15:27, 13 August 2014 (CEST)&lt;br /&gt;
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: Fixed. You are allowed to make such changes. This is a wiki. :) [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:40, 13 August 2014 (CEST)&lt;br /&gt;
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:: Thanks! I am hesitant to edit the main page because I would start to move everything around and couldn&#039;t stop! --[[User:Glyph|Glyph]] ([[User talk:Glyph|talk]]) 09:55, 14 August 2014 (CEST)&lt;br /&gt;
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::: There is the &amp;quot;restore previous version&amp;quot;-button. :) Currrently I think the amount of links to other pages has reached a limit, the lower, the better. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 19:39, 15 August 2014 (CEST)&lt;br /&gt;
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== Contributors ==&lt;br /&gt;
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Suggestion: Remove the contributors (currently only the translators) from the main page and move it to &amp;quot;Contributors&amp;quot;-page.&lt;br /&gt;
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Anything against?&lt;br /&gt;
:Support - I indeed think this should not be on the main page, but also not on another page. A wiki is for people to work together, so everyone contributes to it, why only display a few names? [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 07:54, 29 August 2014 (CEST)&lt;br /&gt;
:: Indeed. I think removing the names is logical for a wiki, cause the changes can be seen in the history. I will put this into the forum, too and wait and if nobody has anything against I&#039;ll remove that... [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 13:12, 31 August 2014 (CEST)&lt;br /&gt;
::: I made a change to this section, is this a good alternative? [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 00:14, 4 October 2014 (CEST)&lt;br /&gt;
:::: I think yes, but now I have a question — how is it works? And what should I do to insert local names of the languages to the list? E.g. Czech lang is &amp;quot;Чеська&amp;quot;, English lang is &amp;quot;Англійська&amp;quot;, French is &amp;quot;Французька&amp;quot;, etc (by Ukrainian language). I was trying to use the new template in [[Main_Page/uk]] but the brackets after a language&#039;s self-name are empty... --[[User:Vitduo|Vitduo]] ([[User talk:Vitduo|talk]]) 16:16, 4 October 2014 (CEST)&lt;br /&gt;
::::: I saw you already figured out how, thanks for extending the template :) [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 16:35, 4 October 2014 (CEST)&lt;br /&gt;
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== New &amp;quot;Around the game&amp;quot; introduced ==&lt;br /&gt;
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I&#039;m not so sure, if that was a good idea. My normal way would be to change it and then look at it in some days/weeks, but with more wikianers I could just ask. So maybe, this Main page gets a little bit to big now? If so, please make suggestions or change it. :) [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:37, 18 October 2014 (CEST)&lt;br /&gt;
: I think it&#039;s good like this, good editing :) [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 00:50, 19 October 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Ssilk</name></author>
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