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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=204034</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=204034"/>
		<updated>2024-10-31T18:17:15Z</updated>

		<summary type="html">&lt;p&gt;Sylphoid: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boilerplate&lt;br /&gt;
|icon=No-building-material-icon.png&lt;br /&gt;
|line-1=This article is a lacking sources for details of upcoming changes.&lt;br /&gt;
|line-2=You can help this wiki by [{{fullurl:{{FULLPAGENAME}}|action=edit}} adding them].}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion, it introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of Quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using Quality modules in the producing structure, the two highest quality tiers require technology not available on Nauvis.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (5)&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of quality strength are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% energy output&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +1 tile reach for power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* Larger inventory (unknown boost size)&lt;br /&gt;
* Increased ammo damage (30%?)&lt;br /&gt;
* Faster inserters&lt;br /&gt;
* Reduced resource depletion on miners (likely multiplicative in effect with productivity)&lt;br /&gt;
* Larger capacity on accumulators&lt;br /&gt;
* Increased output rate on nuclear reactors, boilers, and steam engines/turbines&lt;br /&gt;
* Reduced power consumption on beacons&lt;br /&gt;
* Larger scan range on radars&lt;br /&gt;
* +100% durability on consumable items (repair packs, science packs)&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive, a Legendary [[Productivity module 3]] would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings, such as [[Transport belt]]s and [[Wall]]s, only gain increased health.&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that create items have variations for each quality that the item might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items to not clobber belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; The same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds 1%/2%/2.5% quality chance to a machine, depending on its tier.&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
For 10% quality chance crafting recipe with all tiers unlocked, this gives the following odds:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Input !! [[File:quality_normal.png|32px]] chance !! [[File:quality_uncommon.png|32px]] chance !! [[File:quality_rare.png|32px]] chance !! [[File:quality_epic.png|32px]] chance !! [[File:quality_legendary.png|32px]] chance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_normal.png|32px]] || 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] || - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_rare.png|32px]] || - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_epic.png|32px]] || - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_legendary.png|32px]]  || - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For 24.8% quality chance (4x[[File:quality_legendary.png|15px]]Legendary [[quality module 3]]), the odds are instead:&lt;br /&gt;
* 75.2% Normal&lt;br /&gt;
* 22.32% Uncommon (24.8% Uncommon+)&lt;br /&gt;
* 2.232% Rare (2.48% Rare+)&lt;br /&gt;
* 0.2232% Epic (0.248% Epic+)&lt;br /&gt;
* 0.0248% Legendary&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
When using [[Assembling machine 3]]s with the goal of converting all input items to Legendary outputs, and feeding non-Legendary items through a [[Recycler]] with 4 quality modules (as recyclers can&#039;t take productivity modules), the optimal number of quality and productivity modules is as follows:&lt;br /&gt;
* If the quality modules offer less than 15% chance, use 4 quality modules&lt;br /&gt;
* If the quality modules offer 16% (Rare T3s) or 19% (Epic T3s), use 3 quality modules and 1 productivity module&lt;br /&gt;
* If the quality modules offer 25% (Legendary 3s), use 2 of each module&lt;br /&gt;
* If the quality modules offer &#039;&#039;exactly&#039;&#039; 15% (Legendary T2s):&lt;br /&gt;
** When the base quality of the inputs is Epic, use 4 quality modules&lt;br /&gt;
** When the base quality of the inputs is &#039;&#039;not&#039;&#039; Epic, use 3 quality modules&lt;br /&gt;
*** If the productivity modules offer 1.5% or less and the base quality of the inputs is Rare, use 4 quality modules and not 3&lt;br /&gt;
&lt;br /&gt;
It is also more optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the player character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captured biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Sylphoid</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Raw_fish&amp;diff=190276</id>
		<title>Raw fish</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Raw_fish&amp;diff=190276"/>
		<updated>2022-11-06T01:43:04Z</updated>

		<summary type="html">&lt;p&gt;Sylphoid: /* History */ reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Raw fish}}&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Raw fish&#039;&#039;&#039; can be harvested from [[water]]. They can be used to refill a small amount of health instantly. In order to catch raw fish, mine one of the dark spots that can be found moving around in water bodies. Each dark spot yields 5 fish when mined. Fish can be also collected via [[construction robot]]s, by marking a water area that contains fish with a [[deconstruction planner]]. &lt;br /&gt;
&lt;br /&gt;
Raw fish is used to heal by clicking on the character or anywhere else in the world with the fish in the cursor. They heal 80 HP each and have a short cooldown for reuse, limiting the amount of incoming DPS that fish healing can absorb. Using a fish produces a munching sound.&lt;br /&gt;
&lt;br /&gt;
Using [[landfill]] on water where a fish is swimming will &amp;quot;destroy&amp;quot; the fish. Fish can be shot and killed via [[pistol]] or [[submachine gun]], and also by explosions, but are immune to any kind of [[shotgun]] fire. Shooting fish does not grant any fish items.&lt;br /&gt;
&lt;br /&gt;
Fish are created in water when the world is generated and do not despawn or respawn.&lt;br /&gt;
&lt;br /&gt;
Fish can also be obtained by launching a rocket from a [[rocket silo]] equipped with a [[space science pack]]. One science pack is converted to one fish, however one rocket can at most return one stack of raw fish. This means that launching more than 100 space science packs will return only 100 fish and waste all extra science packs.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px&amp;gt;&lt;br /&gt;
File:Inserter fishing.gif|[[Inserters]] can catch fish.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fish item icon is meant to represent a [[Wikipedia:en:European perch|European perch]], a freshwater fish widespread in Europe and elsewhere. This was chosen because a perch is the favorite plushie of the artist&#039;s daughter, see the [https://www.reddit.com/r/factorio/comments/gom295/friday_facts_348_the_final_gui_update/frgl1go/ Reddit comment by V453000]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* Launching a rocket with space science packs inside now returns fish (Undocumented)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.77|&lt;br /&gt;
* Inserters can now catch fish (Undocumented)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fish can be collected by robots&lt;br /&gt;
* Amount of fish collected at once increased from 1 to 5&lt;br /&gt;
* Amount of health restored by fish increased from 20 to 80}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New fish graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>Sylphoid</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=190275</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=190275"/>
		<updated>2022-11-06T01:15:20Z</updated>

		<summary type="html">&lt;p&gt;Sylphoid: /* History */ add 0.17.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Radar}}&lt;br /&gt;
The radar reveals the map for 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. The Radar has a high [[Electric system|power]] demand (300kW) so a radar indirectly contributes to [[pollution]] when powered by [[boiler]]s and [[Steam engine|steam engines]]. A radar can be continuously powered by eight solar panels and six accumulators. Seven solar panels and five accumulators is the most efficient; it gives the radar full power all but a short time in the morning, but never dips below the 20% power threshold for nearby scanning.&lt;br /&gt;
&lt;br /&gt;
The radar will be attacked by enemies that come within very close range, like turrets, due to its status as a military building, but will not attract biters from long range like polluting structures do. The radar will show enemy lifeforms and structures, as well as [[Railway#Trains|trains]], [[Car|cars]], and other [[player]]s in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar continuously charts an area of 7×7 [[Map_structure#Chunk|chunks]] (224×224 [[Map_structure#Tile|tiles]]), 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. 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;
The Radar charts one distant [[Map_structure#Chunk|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. Note that it also generates the chunks if they weren&#039;t generated at the time of the scan.&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 29×29 chunks around the Radar, excluding the nearby 7×7 chunks.&lt;br /&gt;
** With a total number of 792 chunks (29×29 − 7×7), 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, doesn&#039;t mean it is not there.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Radars grant sight of a square area around them, which is displayed brighter than the rest of the map. This allows the player to zoom into the normal world view from the map and makes interaction with [[blueprint]]s and [[deconstruction planner]]s possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_coverage.png|thumb|500px|none|The coverage area of a radar and the player.]]&lt;br /&gt;
&lt;br /&gt;
== Charting ==&lt;br /&gt;
&lt;br /&gt;
If a [[Map_structure#Chunk|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 force (every force has its own map).&lt;br /&gt;
&lt;br /&gt;
This procedure is called &amp;quot;charting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:radar_revealing_sectors.gif|thumb|220px|Animation of chunks in the upper-right area being revealed by radars.]]&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. You can see the entities moving, you can see enemies walking. Every entity is represented by one or more pixels. Not every entity is drawn. Users can recognize what is drawn because of the color.&lt;br /&gt;
&lt;br /&gt;
Charting of several chunks that change each tick might have an impact on game performance, manifesting in the form of lowered &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt; or &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt;.&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 a greyed out version of the chunk.&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;
=== 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, because they normally always move after the charting stops.&lt;br /&gt;
&lt;br /&gt;
Vehicles are shown as a circle, with an arrow pointing in the direction that they&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
=== Invisible (black) parts of the Map ===&lt;br /&gt;
&lt;br /&gt;
The [[Map_generator#Invisible_chunks_.28fog_of_war.29|map generator]] creates a &amp;quot;border&amp;quot; of invisible chunks around each chunk, that becomes active at some time. Active chunks are those that become charted or those that are active because the pollution spreads onto them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Radar now allows remote view via map.}}&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|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&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;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Sylphoid</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Express_underground_belt&amp;diff=190274</id>
		<title>Express underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Express_underground_belt&amp;diff=190274"/>
		<updated>2022-11-05T23:56:12Z</updated>

		<summary type="html">&lt;p&gt;Sylphoid: /* History */ add 0.17.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Express underground belt}}__NOTOC__&lt;br /&gt;
The &#039;&#039;&#039;Express underground belt&#039;&#039;&#039; is the third tier of [[underground belts]]. It has a maximum underground length of 8 tiles ‒ 2 more than a [[fast underground belt]] and 4 more than a basic underground belt. The speed of the express underground belt is the same speed as the [[express transport belt]], which is three times as fast as a basic [[transport belt]] or underground belt.&lt;br /&gt;
&lt;br /&gt;
=== Other express belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Express transport belt|Express transport belt}} || {{Imagelink|Express splitter|Express splitter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Underground belts]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Underground belt|Underground belt}} || {{Imagelink|Fast underground belt|Fast underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New graphics for underground belts}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Express underground belts require lubricant to match the express belts and express splitters.&lt;br /&gt;
* Underground belts won&#039;t connect if underground belt ghost is in the way.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Can now be rotated}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&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]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Sylphoid</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_underground_belt&amp;diff=190273</id>
		<title>Fast underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_underground_belt&amp;diff=190273"/>
		<updated>2022-11-05T23:54:34Z</updated>

		<summary type="html">&lt;p&gt;Sylphoid: /* History */ add 0.17.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Fast underground belt}}__NOTOC__&lt;br /&gt;
The &#039;&#039;&#039;fast underground belt&#039;&#039;&#039; is the second tier of [[underground belts]]. It has a maximum underground distance of 6 tiles — 2 more than the basic underground belt. The speed of the fast underground belt is the same speed as the [[fast transport belt]], which is twice as fast as a basic [[transport belt]] or underground belt.&lt;br /&gt;
&lt;br /&gt;
=== Other fast belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Fast transport belt}} || {{imagelink|Fast splitter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[underground belts]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Underground belt}} || {{imagelink|Express underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New graphics for underground belts}}&lt;br /&gt;
	&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
*Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Underground belts won&#039;t connect if underground belt ghost is in the way.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Can now be rotated}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&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]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Sylphoid</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Underground_belt&amp;diff=190272</id>
		<title>Underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Underground_belt&amp;diff=190272"/>
		<updated>2022-11-05T23:53:43Z</updated>

		<summary type="html">&lt;p&gt;Sylphoid: /* History */ add 0.17.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Underground belt}}__NOTOC__&lt;br /&gt;
The &#039;&#039;&#039;underground belt&#039;&#039;&#039; is the first tier of [[underground belts]].  This type of belt is generally used to allow a transport belt to cross another transport belt by going underneath it. The underground belt has a maximum underground distance of 4 squares.&lt;br /&gt;
&lt;br /&gt;
The speed of the underground belt is the same as the speed of the basic [[transport belt]].&lt;br /&gt;
&lt;br /&gt;
=== Other belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Transport belt}} || {{imagelink|Splitter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[underground belts]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Fast underground belt}} || {{imagelink|Express underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New graphics for underground belts}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Underground belts won&#039;t connect if underground belt ghost is in the way.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Can now be rotated}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&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]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Sylphoid</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Battery&amp;diff=190241</id>
		<title>Battery</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Battery&amp;diff=190241"/>
		<updated>2022-11-03T04:19:29Z</updated>

		<summary type="html">&lt;p&gt;Sylphoid: /* History */ add 0.18.27&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Battery}}&lt;br /&gt;
&#039;&#039;This article is about the battery intermediate product. For the modular armor equipment, see [[Personal battery]] and [[Personal battery MK2]]. For the technology, see [[battery (research)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;battery&#039;&#039;&#039; is an intermediate product used in several key recipes, including the [[utility science pack]] which is required for late-game research, and the [[flying robot frame]], which is required to build [[logistic robot|logistic]] and [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
Furthermore, batteries are a crucial component of powering a factory using [[solar panel|solar power]] because of their use in crafting [[accumulator]]s. Batteries are also used for defense, as they are needed to make [[laser turret]]s, which is the only [[turret]] that uses electricity instead of ammunition in item or fluid form.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.27|&lt;br /&gt;
* New high resolution icons for all items.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.51|&lt;br /&gt;
* Changed the battery item icon to be more consistent with the technology icon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Research overhaul. Battery is no longer required for [[Science pack 3]] and is now required for [[utility science pack]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Materials}}&lt;/div&gt;</summary>
		<author><name>Sylphoid</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=190237</id>
		<title>Active provider chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=190237"/>
		<updated>2022-11-02T18:20:35Z</updated>

		<summary type="html">&lt;p&gt;Sylphoid: punctuation, uncontract, reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Active provider chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;active provider chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s will pick up items from this chest to move them to [[requester chest]]s, [[buffer chest]]s, the [[player]], or [[storage chest]]s. Logistic robots will actively attempt to move all items within an active provider chest to [[storage chest]]s when there are no other tasks available.&lt;br /&gt;
&lt;br /&gt;
Active provider chests have the highest priority as pick-up points for logistic robots when fulfilling requests.&lt;br /&gt;
&lt;br /&gt;
Active provider chests are designed to be emptied. If the player does not want the contained items to be moved until they are specifically requested, then use the passive provider chest or buffer chest instead.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Provider has biggest priority, then storage and the last one is passive provider.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Sylphoid</name></author>
	</entry>
</feed>