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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stryker-can-has</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-23T13:45:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Biochamber&amp;diff=207489</id>
		<title>Biochamber</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Biochamber&amp;diff=207489"/>
		<updated>2024-12-03T19:21:47Z</updated>

		<summary type="html">&lt;p&gt;Stryker-can-has: Rephrase nutrient consumption summary, for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Biochamber}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biochamber&#039;&#039;&#039; is a biological variant of the [[assembly machine]] and [[chemical plant]], unlocked on [[Gleba]]{{SA}}. Unlike most other production buildings, it does not require electricity, but rather a steady supply of [[nutrients]]{{SA}} to operate. It has a built-in 50% productivity bonus.&lt;br /&gt;
&lt;br /&gt;
One nutrients item will power a biochamber for 4 seconds. The powered duration per nutrient can be increased by using [[Efficiency module|Efficiency modules]], or reduced by modules that increase energy consumption.&lt;br /&gt;
&lt;br /&gt;
An inactive biochamber uses no energy, but any nutrients contained in its fuel slot continue to [[Spoilage mechanics|spoil]]{{SA}}. As such, an inactive biochamber will still have nutrients [[inserters|inserted]] into them if nutrients are available.&lt;br /&gt;
&lt;br /&gt;
The biochamber, like any machine, will not function if there are too many items in its trash slots (usually generated from an input or output spoiling). Unfiltered output inserters will remove items from trash slots. It is recommended to have one inserter dedicated to removing spoil products and another filtered to take out the recipe result. Alternatively, the belt the items are going into can have a filtered [[splitter]] to separate the desired product from the undesired product.&lt;br /&gt;
&lt;br /&gt;
The biochamber has the unique property of having &#039;&#039;negative&#039;&#039; [[pollution]]. This means that, if you use the biochamber on Nauvis, it will absorb pollution. Furthermore, [[module]]s that affect pollution (by increasing energy consumption or directly) will make the negative value larger. So heavy use of biochambers with [[productivity module]]s and [[speed module]]s in [[beacon]]s can lead to substantial pollution absorption.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
The biochamber has a large number of recipes, many of which are exclusive to the biochamber or to Gleba or both.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Ingredients !! Products !! Made in !! Crafted on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako processing}}{{SA}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Yumako|1}}&lt;br /&gt;
| {{icon|Yumako seed|2%}}{{icon|Yumako mash|2}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut processing}}{{SA}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Jellynut|1}}&lt;br /&gt;
| {{icon|Jellynut seed|2%}}{{icon|Jelly|4}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux}}{{SA}}&lt;br /&gt;
| {{icon|Time|6}}{{icon|Yumako mash|15}}{{icon|Jelly|12}}&lt;br /&gt;
| {{icon|Bioflux|4}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg}}{{SA}}&lt;br /&gt;
| {{icon|Time|15}}{{icon|Nutrients|30}}{{icon|Pentapod egg|1}}{{icon|Water|60}}&lt;br /&gt;
| {{icon|Pentapod egg|2}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack}}{{SA}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Bioflux|1}}{{icon|Pentapod egg|1}}&lt;br /&gt;
| {{icon|Agricultural science pack|1}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria}}{{SA}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Jelly|6}}&lt;br /&gt;
| {{icon|Iron bacteria|10%}}{{icon|Spoilage|4}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria}}{{SA}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Yumako mash|3}}&lt;br /&gt;
| {{icon|Copper bacteria|10%}}{{icon|Spoilage|1}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria cultivation}}{{SA}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Iron bacteria|1}}{{icon|Bioflux|1}}&lt;br /&gt;
| {{icon|Iron bacteria|4}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria cultivation}}{{SA}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Copper bacteria|1}}{{icon|Bioflux|1}}&lt;br /&gt;
| {{icon|Copper bacteria|4}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fish breeding}}{{SA}}&lt;br /&gt;
| {{icon|Time|6}}{{icon|Raw fish|2}}{{icon|Nutrients|100}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Raw fish|3}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Chemical plant}}&lt;br /&gt;
| {{icon|Nauvis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nutrients are required both as fuel for the biochamber and as a component of other recipes (including [[artificial jellynut soil]] and [[artificial yumako soil]]).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Ingredients !! Products !! Made in !! Crafted on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from yumako mash}}{{SA}}&lt;br /&gt;
| {{icon|Time|4}}{{icon|Yumako mash|4}}&lt;br /&gt;
| {{icon|Nutrients|6}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from bioflux}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Bioflux|5}}&lt;br /&gt;
| {{icon|Nutrients|40}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from spoilage}}{{SA}} (50% spoiled)&lt;br /&gt;
| {{icon|Time|2}}{{icon|Spoilage|10}}&lt;br /&gt;
| {{icon|Nutrients|1}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from fish}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Raw fish|1}}&lt;br /&gt;
| {{icon|Nutrients|20}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from biter egg}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Biter egg|1}}&lt;br /&gt;
| {{icon|Nutrients|20}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following recipes create stable products that are unaffected by spoilage:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Ingredients !! Products !! Made in !! Crafted on&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biochamber}}{{SA}}&lt;br /&gt;
| {{icon|Time|20}}{{icon|Iron plate|20}}{{icon|Electronic circuit|5}}{{icon|Nutrients|5}}{{icon|Pentapod egg|1}}{{icon|Landfill|1}}&lt;br /&gt;
| {{icon|Biochamber|1}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| {{icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Carbon fiber}}{{SA}}&lt;br /&gt;
| {{icon|Time|5}}{{icon|Carbon|1}}{{icon|Yumako mash|10}}&lt;br /&gt;
| {{icon|Carbon fiber|1}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel from jelly}}{{SA}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Bioflux|2}}{{icon|Jelly|30}}{{icon|Water|30}}&lt;br /&gt;
| {{icon|Rocket fuel|1}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biolubricant}}{{SA}}&lt;br /&gt;
| {{icon|Time|3}}{{icon|Jelly|60}}&lt;br /&gt;
| {{icon|Lubricant|20}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioplastic}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Bioflux|1}}{{icon|Yumako mash|4}}&lt;br /&gt;
| {{icon|Plastic bar|3}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biosulfur}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Spoilage|5}}{{icon|Bioflux|1}}&lt;br /&gt;
| {{icon|Sulfur|2}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burnt spoilage}}{{SA}}&lt;br /&gt;
| {{icon|Time|12}}{{icon|Spoilage|6}}&lt;br /&gt;
| {{icon|Carbon|1}}&lt;br /&gt;
| {{icon|Biochamber}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heavy oil cracking to light oil}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Water|30}}{{icon|Heavy oil|40}}&lt;br /&gt;
| {{icon|Light oil|30}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Chemical plant}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Light oil cracking to petroleum gas}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Water|30}}{{icon|Light oil|30}}&lt;br /&gt;
| {{icon|Petroleum gas|20}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Chemical plant}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel}}&lt;br /&gt;
| {{icon|Time|15}}{{icon|Solid fuel|10}}{{icon|Light oil|10}}&lt;br /&gt;
| {{icon|Rocket fuel|1}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wood processing}}{{SA}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Wood|2}}&lt;br /&gt;
| {{icon|Tree seed|1}}&lt;br /&gt;
| {{icon|Biochamber}}{{icon|Assembling machine 2}}{{icon|Assembling machine 3}}{{icon|Player}}&lt;br /&gt;
| {{icon|Nauvis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Stryker-can-has</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Thruster&amp;diff=207488</id>
		<title>Thruster</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Thruster&amp;diff=207488"/>
		<updated>2024-12-03T19:14:18Z</updated>

		<summary type="html">&lt;p&gt;Stryker-can-has: Rephrase summary of thruster efficiency, for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Infobox:Thruster}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Thrusters&#039;&#039;&#039; are components of [[space platform]]s that propel the platforms through space, and to other planets. Thrusters require both [[thruster fuel]] and [[thruster oxidizer]] to function. Thrusters can only be built on the south edge of a space platform, with nothing directly south in the path of their exhaust. This placement means space platforms always travel north toward the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Thrusters are operated via the [[space platform hub]]. When a destination is set and the switch set to &amp;quot;Automatic,&amp;quot; thrusters turn on and move the platform toward its destination. They turn off by themselves when the destination is reached. Moving the switch back to &amp;quot;Paused thrust&amp;quot; will turn all thrusters off immediately. &lt;br /&gt;
&lt;br /&gt;
Speed and acceleration are affected by the number of thrusters, their efficiency, and the mass of the platform. Thrusters are at their least efficient when they have full reserves of both fuel and oxidizer, but produce higher speed and acceleration. Partly empty reserves cause them to work more efficiently, as noted in the table below, at the expense of speed/acceleration.&lt;br /&gt;
&lt;br /&gt;
Depending on speed, damaging [[asteroids]] are encountered in greater numbers. This means that defenses should be built before turning on the thrusters, and high thrust requires stronger defense. &lt;br /&gt;
&lt;br /&gt;
== Datasheet ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Filled Fluid Reserve !! Efficiency !! Relative Thrust !! Relative Fluid Consumption !! colspan=&amp;quot;5&amp;quot; | Fluid Consumption (/s)&lt;br /&gt;
|-&lt;br /&gt;
! !! !! !! !! Quality 1 !! Quality 2 !! Quality 3 !! Quality 4 !! Quality 5&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 13.20&lt;br /&gt;
|-&lt;br /&gt;
| 5% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 13.20&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 100% || 10% || 10% || 6.00 || 7.80 || 9.60 || 11.40 || 13.20&lt;br /&gt;
|-&lt;br /&gt;
| 15% || 97% || 22% || 24% || 14.14 || 18.39 || 22.63 || 26.87 || 31.11&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 93% || 34% || 37% || 22.29 || 28.97 || 35.66 || 42.34 || 49.03&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 90% || 44% || 51% || 30.43 || 39.56 || 48.69 || 57.81 || 66.94&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 86% || 54% || 64% || 38.57 || 50.14 || 61.71 || 73.29 || 84.86&lt;br /&gt;
|-&lt;br /&gt;
| 35% || 83% || 63% || 78% || 46.71 || 60.73 || 74.74 || 88.76 || 102.77&lt;br /&gt;
|-&lt;br /&gt;
| 40% || 79% || 71% || 91% || 54.86 || 71.31 || 87.77 || 104.23 || 120.69&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 76% || 78% || 105% || 63.00 || 81.90 || 100.80 || 119.70 || 138.60&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 72% || 84% || 119% || 71.14 || 92.49 || 113.83 || 135.17 || 156.51&lt;br /&gt;
|-&lt;br /&gt;
| 55% || 69% || 89% || 132% || 79.29 || 103.07 || 126.86 || 150.64 || 174.43&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 65% || 93% || 146% || 87.43 || 113.66 || 139.89 || 166.11 || 192.34&lt;br /&gt;
|-&lt;br /&gt;
| 65% || 62% || 96% || 159% || 95.57 || 124.24 || 152.91 || 181.59 || 210.26&lt;br /&gt;
|-&lt;br /&gt;
| 70% || 58% || 98% || 173% || 103.71 || 134.83 || 165.94 || 197.06 || 228.17&lt;br /&gt;
|-&lt;br /&gt;
| 75% || 55% || 100% || 186% || 111.86 || 145.41 || 178.97 || 212.53 || 246.09&lt;br /&gt;
|-&lt;br /&gt;
| 80% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 264.00&lt;br /&gt;
|-&lt;br /&gt;
| 85% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 264.00&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 264.00&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 264.00&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 51% || 100% || 200% || 120.00 || 156.00 || 192.00 || 228.00 || 264.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The color of the thruster trail changes depending on the amount of fuel and oxidizer in the thruster, becoming blue when fuel is low or red when oxidizer is low.&lt;br /&gt;
&lt;br /&gt;
* Thruster exhaust has a range of 70 blocks, so you can place items directly behind the trail&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px&amp;gt;&lt;br /&gt;
File:Thruster Flame Color.png|Thruster trail turns red when fuel amount is higher than oxidizer (left) and blue when oxidizer is higher (right)&lt;br /&gt;
File:Thrusters in Map View.png|Thruster trails are visible on the zoomed-out map view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Stryker-can-has</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=203452</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=203452"/>
		<updated>2024-10-27T21:07:53Z</updated>

		<summary type="html">&lt;p&gt;Stryker-can-has: Note that Quality modules cannot be inserted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Beacon}}&lt;br /&gt;
A &#039;&#039;&#039;beacon&#039;&#039;&#039; is a device that transmits [[module]] effects to nearby machines, in a 9×9 square. The effects are transmitted at only half efficiency. However, a beacon allows transmitting the effect of a module to multiple machines and the effect of all beacons in range of a single machine stacks. Additionally, beacons can provide boosts beyond the normal limits of internal module slots, such as boosting a [[pumpjack]]&#039;s output on a depleted well to 0.25 oil per cycle where, alone, it could only reach 0.2 yield.&lt;br /&gt;
&lt;br /&gt;
The beacon emanates an electrical charge at a steady interval, the color changes depending on which modules are placed into the beacon, or if it contains none at all.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are many compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills are the best example of this. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn&#039;t benefit). The only exceptions to this rule are beacons themselves which &#039;&#039;don&#039;t&#039;&#039; benefit from the modules inserted in themselves (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
&lt;br /&gt;
* Currently, only [[Module#Speed_module|speed]] and [[Module#Efficiency_module|efficiency]] modules can be used in beacons, and [[Module#Productivity module|productivity]] and [[Module#Quality_module|quality]]{{SA}} modules cannot.&lt;br /&gt;
&lt;br /&gt;
* A beacon&#039;s effect transmitted is only half of the effect of the modules within. So, two of the same module = one module&#039;s worth transmitted. This limitation can be overcome with more beacons with overlapping areas.&lt;br /&gt;
&lt;br /&gt;
== Maximum number per building ==&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a building depend on that building&#039;s footprint:&lt;br /&gt;
* Buildings from 2×2 to 4×4 size: &#039;&#039;&#039;12 beacons&#039;&#039;&#039;.&lt;br /&gt;
:Note that this configuration may not be practically possible without using robots to supply the building, as there may not be enough room for belts and inserters.&lt;br /&gt;
* 5×5 buildings: &#039;&#039;&#039;16 beacons&#039;&#039;&#039;.&lt;br /&gt;
:The only building of this size that can benefit from beacons is the [[oil refinery]]. These cannot be supplied by robot, but all their inputs and outputs are piped fluids (except with [[coal liquefaction]]), meaning inserters are not needed and also offering the more versatile 9-tile (without transitions) maximum length of the underground pipe.&lt;br /&gt;
* 9x9 buildings: &#039;&#039;&#039;20 beacons&#039;&#039;&#039;.&lt;br /&gt;
:Curently, the only building of this size in-game is the [[rocket silo]]. Unlike with smaller buildings, this configuration allows for a 2-tile gap in between the beacons and the building and a 1-tile gap between beacons aligned with the center tile of the building, allowing space for belts and inserters.&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a row of buildings:&lt;br /&gt;
* Row of 3×3 buidings: &#039;&#039;&#039;8 beacons&#039;&#039;&#039;.&lt;br /&gt;
:Every building in the row can be in range of 8 beacons (end-of-row buildings possibly more) if a double row of beacons (no spaces between) is built in parallel (may be up to 2 tiles distant). However, the center row of buildings to be boosted must be offset relative to the beacon row; i.e., the center tile of no building on the center row may lie on a line connecting the center tiles of any pair of facing beacons on the two beacon rows.&lt;br /&gt;
* Row of 5×5 buidings: &#039;&#039;&#039;10 beacons&#039;&#039;&#039;.&lt;br /&gt;
: The same rules apply as before, with the exception that now the center row must &#039;&#039;not&#039;&#039; be offset; i.e., centers of boosted buildings must align with the centers of some beacon pair. This requires leaving a gap of 1 tile between buildings on the center row (assuming the beacon rows are gapless). As the only beacon-eligible 5×5 buildings are oil refineries, the free tile is actually useful to make the row player-traversable (a gapless row of refineries is not).&lt;br /&gt;
&lt;br /&gt;
== Beacon arrays ==&lt;br /&gt;
&lt;br /&gt;
Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly.&lt;br /&gt;
&lt;br /&gt;
The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is &amp;lt;code&amp;gt;2n + 6&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the number of production buildings.&lt;br /&gt;
&lt;br /&gt;
The average number of beacons per building is then &amp;lt;code&amp;gt;2 + (6 ÷ n)&amp;lt;/code&amp;gt;, which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when &#039;&#039;n&#039;&#039; goes to infinity. For e.g. &#039;&#039;n&#039;&#039; = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-row arrays ===&lt;br /&gt;
&lt;br /&gt;
For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is &amp;lt;code&amp;gt;B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3&amp;lt;/code&amp;gt;, where &#039;&#039;r&#039;&#039; is the number of rows of production buildings and &#039;&#039;c&#039;&#039; is the number of production buildings in a single row.&lt;br /&gt;
&lt;br /&gt;
The number of beacons per boosted building is then &amp;lt;code&amp;gt;(3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1&amp;lt;/code&amp;gt;, which tends to 1 as both &#039;&#039;r&#039;&#039; and &#039;&#039;c&#039;&#039; go to infinity. For finite arrays, the optimum number of rows is given by &amp;lt;code&amp;gt;r = -0.5 + sqrt[(n ÷ 3) + 0.25]&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the total number of buildings to be boosted.&lt;br /&gt;
&lt;br /&gt;
The formula above does not generally return integer results. If the &#039;&#039;r&#039;&#039; thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with &#039;&#039;floor(r)&#039;&#039; (the next lower integer) and &#039;&#039;ceiling(r)&#039;&#039; (the next higher integer) rows and compare the results. For each such integer &#039;&#039;r&#039;&#039;, calculate &#039;&#039;c&#039;&#039; as &#039;&#039;floor(n ÷ r)&#039;&#039;, then calculate the number of beacons as &#039;&#039;B(r,c)&#039;&#039; + &#039;&#039;mod(n,r)&#039;&#039; + 1, where &#039;&#039;B(r,c)&#039;&#039; is given above and &#039;&#039;mod(n,r)&#039;&#039; is &#039;&#039;n&#039;&#039; modulo &#039;&#039;r&#039;&#039;, i.e., the remainder of (&#039;&#039;n&#039;&#039; ÷ &#039;&#039;r&#039;&#039;), equal to &#039;&#039;n&#039;&#039; - (&#039;&#039;r&#039;&#039; × &#039;&#039;c&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
There will in either case be &#039;&#039;mod(n,r)&#039;&#039; buildings &amp;quot;left over&amp;quot;; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover.&lt;br /&gt;
&lt;br /&gt;
=== Optimal arrays ===&lt;br /&gt;
&lt;br /&gt;
For 3×3 structures, arrays satisfying &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures (&#039;&#039;rc&#039;&#039;), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts &#039;&#039;rc&#039;&#039; with which an optimal array such that &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; and &#039;&#039;c&#039;&#039; and &#039;&#039;r&#039;&#039; are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Structures&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Rows&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Columns&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons per structure&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 160px;&amp;quot; |Dimensions (tiles)*&lt;br /&gt;
|-&lt;br /&gt;
! | 3&lt;br /&gt;
| 1 || 3 || 12 || 4.00 || 18×11&lt;br /&gt;
|-&lt;br /&gt;
! | 12&lt;br /&gt;
| 2 || 6 || 27 || 2.25 || 27×19&lt;br /&gt;
|-&lt;br /&gt;
! | 27&lt;br /&gt;
| 3 || 9 || 48 || 1.78 || 36×27&lt;br /&gt;
|-&lt;br /&gt;
! | 48&lt;br /&gt;
| 4 || 12 || 75 || 1.56 || 45×35&lt;br /&gt;
|-&lt;br /&gt;
! | 75&lt;br /&gt;
| 5 || 15 || 108 || 1.44 || 54×43&lt;br /&gt;
|-&lt;br /&gt;
! | 108&lt;br /&gt;
| 6 || 18 || 147 || 1.36 || 63×51&lt;br /&gt;
|-&lt;br /&gt;
! | 147&lt;br /&gt;
| 7 || 21 || 192 || 1.31 || 72×59&lt;br /&gt;
|-&lt;br /&gt;
!  | ...&lt;br /&gt;
| ... || ... || ... || ... || ...&lt;br /&gt;
|-&lt;br /&gt;
! | 3r^2&lt;br /&gt;
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes to table:&lt;br /&gt;
*Array dimension in tiles (last table column) assumes 2 tiles&#039; space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else.&lt;br /&gt;
*The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased beacon stack size from 10 to 20.&lt;br /&gt;
* Diminishing return of beacons effect. ([https://factorio.com/blog/post/fff-409 FFF-409 - Diminishing beacons])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Electric system]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Stryker-can-has</name></author>
	</entry>
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