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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tamanous</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-06-02T19:40:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=182787</id>
		<title>Deconstruction planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=182787"/>
		<updated>2020-10-10T12:28:15Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Deconstruction planner}}&lt;br /&gt;
The &#039;&#039;&#039;deconstruction planner&#039;&#039;&#039; is an item which allows the player to mark [[tile]]s and entities, including [[tree]]s, [[rock]]s, [[cliff]]s, [[fish]] and items on the ground, for removal.&lt;br /&gt;
&lt;br /&gt;
By default, tiles are only marked when no entities are found. Tiles or entities queued for deconstruction will be marked with a red &#039;X&#039;. When within the range of [[construction robot]]s they will be removed by the robots and the resulting items stored in [[logistic network]] chests or, when a [[personal roboport]] is used, the player&#039;s inventory. [[Ghost]]s will be removed immediately. Anything marked for deconstruction will immediately stop functioning. Deconstruction orders can be cancelled prior to the removal of the target. The deconstruction planner can be used unfiltered (blank) to remove all entities or tiles within its selection area, or it can be filtered to specific targets.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Getting a deconstruction planner ===&lt;br /&gt;
&lt;br /&gt;
A planner can be obtained by:&lt;br /&gt;
* Clicking the red deconstruction planner icon ( [[File:DeconstructionPlanner-ShortcutIcon.png|25px]] ) in the [[shortcut bar]]. (Available once [[Construction robotics (research)|construction robotics]] is researched in at least one game.)&lt;br /&gt;
* Pressing the keyboard shortcut assigned to &#039;&#039;&#039;Make new deconstruction planner&#039;&#039;&#039;; default: {{Keybinding|ALT + D}}.&lt;br /&gt;
* [[#Exporting_and_importing_with_strings|Importing a deconstruction planner string]].&lt;br /&gt;
&lt;br /&gt;
Once a new planner is in the hand it can be used immediately and then deleted by pressing {{Keybinding|Q}} to clear the hand. Alternatively, it can be dropped into the player&#039;s inventory for later use. Once in the inventory it can be pinned to a [[quickbar]] slot.&lt;br /&gt;
&lt;br /&gt;
=== Accessing settings ===&lt;br /&gt;
&lt;br /&gt;
The planner must be in an inventory in order for its configuration to be changed. Settings can be accessed by clicking {{Keybinding|rmb}} on a planner&#039;s icon, either in the inventory or on a quickbar link.&lt;br /&gt;
&lt;br /&gt;
A full description of available settings and filters can be found under [[#Configuration and filtering|configuration and filtering]].&lt;br /&gt;
&lt;br /&gt;
=== Deleting a planner ===&lt;br /&gt;
&lt;br /&gt;
A planner that has been stored in an inventory can be deleted by clicking the red trash-can icon labelled &#039;&#039;&#039;Destroy deconstruction planner&#039;&#039;&#039; ( [[File:TrashCan.png|25px]] ) in the top right of its settings window. &lt;br /&gt;
&lt;br /&gt;
Care should be taken when the planner has been configured as this operation is performed immediately without confirmation and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
=== Using the deconstruction planner ===&lt;br /&gt;
&lt;br /&gt;
With a planner held in the hand the player can click-drag it ({{Keybinding|lmb}} is held down while moving the mouse) over existing structures and ghosts to mark them for deconstruction. A tooltip appears indicating what will be removed.&lt;br /&gt;
&lt;br /&gt;
The planner can be used anywhere on the map where the player has [[radar]] coverage (map view).&lt;br /&gt;
&lt;br /&gt;
Once {{Keybinding|lmb}} is released the deconstruction planner will take effect according to the rules listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=300px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlanner.png|Dragging a deconstruction planner.&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlannerTooltip.png|The tooltip shows what will be removed.&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlannerMarkers.png|Red Xs indicate queued deconstruction orders. Ghosts were immediately removed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects of deconstruction ===&lt;br /&gt;
&lt;br /&gt;
The following describes the possible results of using a deconstruction planner in the game world:&lt;br /&gt;
* Any selected entity ghosts and tile ghosts will be immediately removed.&lt;br /&gt;
* Any selected entities and tiles will be queued for deconstruction, indicated with a red X.&lt;br /&gt;
* Anything queued for deconstruction will stop functioning; for example [[transport belts]] will stop moving, [[assembling machine]]s will cease producing items, [[wall]]s stop connecting to each other, and so on. Laser and gun turrets will continue functioning even when marked for deconstruction.&lt;br /&gt;
* If the deconstruction orders are within the construction area of construction robots the orders will be added to the bots&#039; queue and will be removed in due course:&lt;br /&gt;
** Bots will fly in and remove all entities and tiles and place the resulting items in logistic network chests, or the player&#039;s inventory when the bots flew from a personal roboport.&lt;br /&gt;
** Where there are items to be removed - for example being carried by transport belts or stored inside a chest or assembling machine - these will also be picked up by bots and placed in the appropriate storage.&lt;br /&gt;
*** Items must be removed before the entities that carry or hold them. For example if a [[wooden chest]] holding 500 [[iron plate]]s is marked for removal, the plates will be picked up first and only when all have been removed will the bots deconstruct the chest itself.&lt;br /&gt;
** Environmental entities such as trees, rocks and fish are handled in the same way, except bots mine them and collect and store the resource items they leave behind.&lt;br /&gt;
*** Cliffs are a special case: they are destroyed by bots carrying [[cliff explosives]] and do not yield any item to be stored.&lt;br /&gt;
&lt;br /&gt;
=== Cancelling deconstruction orders ===&lt;br /&gt;
&lt;br /&gt;
Queued deconstruction orders can be cancelled by holding {{Keybinding|Shift}} while click-dragging a deconstruction planner over the affected area. &lt;br /&gt;
&lt;br /&gt;
When {{Keybinding|Shift}} is held down the area selection border will change from red to blue to indicate cancellation mode is in effect.&lt;br /&gt;
&lt;br /&gt;
=== Undo ===&lt;br /&gt;
&lt;br /&gt;
The undo tool can be used to revert the actions of a deconstruction planner. This applies both to pending deconstruction orders and completed removals. &lt;br /&gt;
&lt;br /&gt;
Undo is triggered by pressing {{Keybinding|Control + Z}} (on macOS: {{Keybinding|Command + Z}})&lt;br /&gt;
&lt;br /&gt;
Performing an undo will cancel any queued removal orders (red Xs) that have not yet been actioned. Any ghosts that were removed will be immediately replaced. Where built entities and tiles have already been removed the undo will reinstate them in the form of new ghosts that can then be re-built by any construction robots in range.&lt;br /&gt;
&lt;br /&gt;
Items that were removed as part of the deconstruction - for example the inventory of chests or items carried by a transport belt - will not be restored by an undo. This means that a deconstruction that consisted exclusively of items, for example picking up [[stone]] from the ground, cannot be undone.&lt;br /&gt;
&lt;br /&gt;
It is also not possible to undo the removal of trees, rocks, cliffs and fish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=230px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-CancelDemo.gif|Cancelling deconstruction orders by dragging with {{keybinding|Shift}} held down. The entities start working when the deconstruction is cancelled.&lt;br /&gt;
File:DeconstructionPlanner-UndoDemo.gif|Using then undoing a deconstruction planner. Deconstruction markers are cancelled, ghosts re-appear, and removed entities are reinstated as new ghosts for bot rebuilding.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Valid targets ==&lt;br /&gt;
[[File:DeconstructionPlanner-Fish.png|thumb|right|300px|Harvesting fish with a deconstruction planner.]]&lt;br /&gt;
The deconstruction planner can remove player-built entities, [[Ghost#Entities|entity ghosts]], tiles, [[Ghost#Tiles|tile ghosts]] and loose items. In addition, it can remove [[tree]]s, [[rock]]s, [[cliff]]s and [[fish]].&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
[[Tile]]s are treated differently to entities, entity ghosts and tile ghosts. By default a deconstruction planner will not select any tiles unless the area selected contains &#039;&#039;only&#039;&#039; tiles; whenever one or more entities, entity ghosts or tile ghosts is included, tile selection is disabled. This is done to allow the player to use a deconstruction planner to remove entities that are placed on top of path tiles (such as [[concrete]]) without the floor always being removed as well.&lt;br /&gt;
&lt;br /&gt;
When the user wishes to select tiles in areas where other objects also exist the deconstruction planner configuration must be changed as described in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Environmental entities ===&lt;br /&gt;
&lt;br /&gt;
These are handled in the same way as entities and tiles placed by the player: they are marked with a red X and construction robots will remove them. A difference with environmental entities is that bots will collect resources rather than the entity itself, such as [[wood]] from trees and stone from rocks. &lt;br /&gt;
&lt;br /&gt;
The removal of cliffs requires that the bots have access to cliff explosives. Cliffs do not leave behind any resource.&lt;br /&gt;
&lt;br /&gt;
The ability to use a deconstruction planner to remove and collect fish provides a convenient way for a player equipped with a [[personal roboport]] to replenish their stocks of healing items even in the middle of combat. Fish marked with a deconstruction planner will stop moving.&lt;br /&gt;
&lt;br /&gt;
== Configuration and filtering ==&lt;br /&gt;
[[File:DeconstructionPlanner-IconFiltered.png|thumb|right|An example of a filtered planner icon.]]&lt;br /&gt;
A new deconstruction planner is blank, meaning it removes according to a pre-defined set of rules. The planner can optionally be edited to provide a custom list of removal rules which control which types of entities and tiles will - or won&#039;t - be removed. These rules are called filters.&lt;br /&gt;
&lt;br /&gt;
A filtered planner will show its filtered items on its icon. Up to the first four filters will be shown.&lt;br /&gt;
&lt;br /&gt;
=== Blank planner rules ===&lt;br /&gt;
&lt;br /&gt;
A blank planner will select:&lt;br /&gt;
* Any entities and entity ghosts, including trees, rocks, cliffs and fish;&lt;br /&gt;
* Tile ghosts;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Or&#039;&#039;&#039;&#039;&#039;, if and only if no entities, entity ghosts and tile ghosts are found, it will instead select tiles.&lt;br /&gt;
&lt;br /&gt;
These rules are the base point from which a filtered planner can then be customized.&lt;br /&gt;
&lt;br /&gt;
=== Filter settings window ===&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner interface is divided into two sections: &#039;&#039;&#039;entities&#039;&#039;&#039; and &#039;&#039;&#039;tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=280px heights=150px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-BlankEntities.png|The entities tab.&lt;br /&gt;
File:DeconstructionPlanner-BlankTiles.png|The tiles tab.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DeconstructionPlanner-ExampleWhitelistDefences.png|thumb|right|200px|A whitelist filter that removes only defensive structures.]]&lt;br /&gt;
[[File:DeconstructionPlanner-ExampleBlacklistPowerandRoboports.png|thumb|right|200px|A blacklist filter that removes everything except [[roboport]]s and [[Electric_system#Distribution|power poles]].]]&lt;br /&gt;
&lt;br /&gt;
=== Principles of filtering ===&lt;br /&gt;
&lt;br /&gt;
Each tab consists of 30 slots in which an entity or tile can be chosen. When one or more slots is filled the planner becomes filtered and will now act according to those filters.&lt;br /&gt;
&lt;br /&gt;
A set of filters is either a whitelist or blacklist, and this is set with a toggle at the top of each tab. The default is whitelist. In whitelist mode the planner will act only upon those items added to the filter slots - any entities and tiles not added as filters will be ignored by the planner.&lt;br /&gt;
&lt;br /&gt;
In blacklist mode the opposite applies: the planner will mark everything &#039;&#039;except&#039;&#039; the entities or tiles filtered on.&lt;br /&gt;
&lt;br /&gt;
=== Setting and removing filters ===&lt;br /&gt;
&lt;br /&gt;
Clicking any slot with {{keybinding|lmb}} will open the &#039;&#039;&#039;Set the filter&#039;&#039;&#039; window in which the desired item can be chosen. Alternatively, an item in the hand can be clicked into a slot to filter on that item.&lt;br /&gt;
&lt;br /&gt;
A filter is removed by clicking on a filled slot with {{keybinding|rmb}}.&lt;br /&gt;
&lt;br /&gt;
=== Entities tab ===&lt;br /&gt;
&lt;br /&gt;
In the entities tab the user can select items to filter from the follow categories:&lt;br /&gt;
* Environment&lt;br /&gt;
* Logistics&lt;br /&gt;
* Production&lt;br /&gt;
* Combat&lt;br /&gt;
* Unsorted&lt;br /&gt;
[[File:DeconstructionPlanner-SetFilterEnvironment.png|thumb|right|200px|The Environment tab lists all types of trees and rocks, plus cliffs and fish.]]&lt;br /&gt;
Logistics, production and combat will be familiar to the player from the [[items|item selection]] window. Environment and unsorted are unique to the deconstruction planner.&lt;br /&gt;
&lt;br /&gt;
The environment tab lists cliffs, fish, and every individual kind of tree and rock. This facilitates filtering on specific environmental entities if desired.&lt;br /&gt;
&lt;br /&gt;
==== Trees/rocks only toggle ====&lt;br /&gt;
&lt;br /&gt;
At the top of the entities tab is the &#039;&#039;&#039;Trees/rocks only&#039;&#039;&#039; tick-box. With this enabled the deconstruction planner will filter on all items listed in the Environment section, and the filter slots will be disabled. The Whitelist/Blacklist toggle is still in effect and controls whether the planner selects only environmental entities, or selects everything but them.&lt;br /&gt;
&lt;br /&gt;
==== Special items in the Unsorted section ====&lt;br /&gt;
&lt;br /&gt;
The unsorted section provides four special items, each using a red X icon.&lt;br /&gt;
* Entity ghost: To filter on any type of entity ghost, separate from constructed entities.&lt;br /&gt;
* Item on ground: Loose items on the ground, such as dropped by the player, spilled from removing [[armor]], and stones dropped from destroyed [[rock]]s. Does not include items on [[transport belts]].&lt;br /&gt;
* Item request slot: Filters on the pending addition of items such as [[module]]s to [[assembling machine 2]] or [[electric furnace]]. This would also target [[fuel]] queued for addition to a [[locomotive]]. Does not target items already installed, only those waiting to be added following the placement of a blueprint or as a result of an undo operation.&lt;br /&gt;
* Tile ghost: As with entity ghost, this will target [[tile]] ghosts separately from constructed tiles. If the user wants a deconstruction planner that only removes tile ghosts, they can place this item as an entity filter. If they want a filter that removes all types of tiles and tile ghosts, they should add &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; under Entities and then set the Tiles tab drop-down to &#039;Always&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tiles tab ===&lt;br /&gt;
&lt;br /&gt;
Clicking a filter slot will bring up the &#039;&#039;&#039;Set the Filter&#039;&#039;&#039; window showing the available tiles. [[Landfill]] is included in the list but has no function as landfill cannot be removed once placed.&lt;br /&gt;
&lt;br /&gt;
At the top of the Tiles tab is a drop-down that controls constructed tile removal behavior. It has four options:&lt;br /&gt;
* Normal: The default. Constructed tiles are removed only when no entities, entity ghosts or tiles ghosts are found in the deconstruction area.&lt;br /&gt;
* Always: Constructed tiles are always removed, even if the deconstruction planner also selects entities or entity ghosts. Tile ghosts are not selected unless &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; is added under the Entities tab.&lt;br /&gt;
* Never: Constructed tiles are never removed, even if they are the only object selected. Tile ghosts are not selected unless &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; is added in the Entities tab.&lt;br /&gt;
* Only: Constructed tiles are always removed, and nothing else will be. Entities, entity ghosts and tile ghosts will be ignored. The Entities tab is effectively disabled when this mode is selected.&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner always follows the settings of this drop-down, regardless of any filters set in the Tiles tab. For example if a user wishes to configure a planner that removes both walls and [[concrete]], they must first set those filters in the Entities and Tiles tabs, and then also set the Tiles drop-down to &#039;&#039;&#039;Always&#039;&#039;&#039;. Without changing the drop-down the planner would only select concrete in places where no entities, entity ghosts or tile ghosts were found, as per the rules described under Normal in the above list.&lt;br /&gt;
&lt;br /&gt;
=== Clearing all filters and configuration ===&lt;br /&gt;
&lt;br /&gt;
The option to clear the filters was removed. See the [https://forums.factorio.com/viewtopic.php?p=503743#p503743 forum] for reference.&lt;br /&gt;
&lt;br /&gt;
=== Exporting and importing with strings ===&lt;br /&gt;
&lt;br /&gt;
The settings for a deconstruction planner can be exported in string form.&lt;br /&gt;
&lt;br /&gt;
Clicking the &#039;&#039;&#039;Export to string&#039;&#039;&#039; button ( [[File:ExportToString.png|25px]] ) in the top right of the planner edit window will pop up a window containing the &#039;&#039;&#039;Deconstruction item string&#039;&#039;&#039;. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.&lt;br /&gt;
&lt;br /&gt;
To import a deconstruction planner the player can click the &#039;&#039;&#039;Import String&#039;&#039;&#039; icon on the [[shortcut bar]] ( [[File:ImportString.png|25px]] ). A dialogue box will appear into which the string can be pasted. This will result in a deconstruction planner appearing on the hand with the same configuration as the one that was exported.&lt;br /&gt;
&lt;br /&gt;
The export/import process can be used to copy deconstruction planners between games and to other players.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-cleanup}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.37|&lt;br /&gt;
* Deconstruction planners can be inserted into blueprint books and the blueprint library.&lt;br /&gt;
* Deconstruction planners can now have custom icons specified.&lt;br /&gt;
* Icons and filters in the deconstruction planners are preserving the original values so whenever the mods would be re-added, the original values can be restored, unless the player clears the related icons manually.&lt;br /&gt;
* Deconstruction planners can no longer be cleared by shift-right mouse button.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.13|&lt;br /&gt;
* Allowed to delete deconstruction planners also when opened in other inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make deconstruction planner&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Added cliffs as a valid deconstruction target.&lt;br /&gt;
* Trains can be deconstructed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Deconstruction planners can be destroyed by clicking the trash can icon in the GUI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Several non-stackable items can be swapped directly with counterparts, this includes the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.15|&lt;br /&gt;
* When using the deconstruction planner, the [[logistic network]] is not drawn if the mouse is over a GUI element.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Added a cancel deconstruction option to the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=182786</id>
		<title>Deconstruction planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=182786"/>
		<updated>2020-10-10T12:23:23Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Deconstruction planner}}&lt;br /&gt;
The &#039;&#039;&#039;deconstruction planner&#039;&#039;&#039; is an item which allows the player to mark [[tile]]s and entities, including [[tree]]s, [[rock]]s, [[cliff]]s, [[fish]] and items on the ground, for removal.&lt;br /&gt;
&lt;br /&gt;
By default, tiles are only marked when no entities are found. Tiles or entities queued for deconstruction will be marked with a red &#039;X&#039;. When within the range of [[construction robot]]s they will be removed by the robots and the resulting items stored in [[logistic network]] chests or, when a [[personal roboport]] is used, the player&#039;s inventory. [[Ghost]]s will be removed immediately. Anything marked for deconstruction will immediately stop functioning. Deconstruction orders can be cancelled prior to the removal of the target. The deconstruction planner can be used unfiltered (blank) to remove all entities or tiles within its selection area, or it can be filtered to specific targets.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Getting a deconstruction planner ===&lt;br /&gt;
&lt;br /&gt;
A planner can be obtained by:&lt;br /&gt;
* Clicking the red deconstruction planner icon ( [[File:DeconstructionPlanner-ShortcutIcon.png|25px]] ) in the [[shortcut bar]]. (Available once [[Construction robotics (research)|construction robotics]] is researched in at least one game.)&lt;br /&gt;
* Pressing the keyboard shortcut assigned to &#039;&#039;&#039;Make new deconstruction planner&#039;&#039;&#039;; default: {{Keybinding|ALT + D}}.&lt;br /&gt;
* [[#Exporting_and_importing_with_strings|Importing a deconstruction planner string]].&lt;br /&gt;
&lt;br /&gt;
Once a new planner is in the hand it can be used immediately and then deleted by pressing {{Keybinding|Q}} to clear the hand. Alternatively, it can be dropped into the player&#039;s inventory for later use. Once in the inventory it can be pinned to a [[quickbar]] slot.&lt;br /&gt;
&lt;br /&gt;
=== Accessing settings ===&lt;br /&gt;
&lt;br /&gt;
The planner must be in an inventory in order for its configuration to be changed. Settings can be accessed by clicking {{Keybinding|rmb}} on a planner&#039;s icon, either in the inventory or on a quickbar link.&lt;br /&gt;
&lt;br /&gt;
A full description of available settings and filters can be found under [[#Configuration and filtering|configuration and filtering]].&lt;br /&gt;
&lt;br /&gt;
=== Deleting a planner ===&lt;br /&gt;
&lt;br /&gt;
A planner that has been stored in an inventory can be deleted by clicking the red trash-can icon labelled &#039;&#039;&#039;Destroy deconstruction planner&#039;&#039;&#039; ( [[File:TrashCan.png|25px]] ) in the top right of its settings window. &lt;br /&gt;
&lt;br /&gt;
Care should be taken when the planner has been configured as this operation is performed immediately without confirmation and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
=== Using the deconstruction planner ===&lt;br /&gt;
&lt;br /&gt;
With a planner held in the hand the player can click-drag it ({{Keybinding|lmb}} is held down while moving the mouse) over existing structures and ghosts to mark them for deconstruction. A tooltip appears indicating what will be removed.&lt;br /&gt;
&lt;br /&gt;
The planner can be used anywhere on the map where the player has [[radar]] coverage (map view).&lt;br /&gt;
&lt;br /&gt;
Once {{Keybinding|lmb}} is released the deconstruction planner will take effect according to the rules listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=300px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlanner.png|Dragging a deconstruction planner.&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlannerTooltip.png|The tooltip shows what will be removed.&lt;br /&gt;
File:DeconstructionPlanner-DraggingAPlannerMarkers.png|Red Xs indicate queued deconstruction orders. Ghosts were immediately removed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects of deconstruction ===&lt;br /&gt;
&lt;br /&gt;
The following describes the possible results of using a deconstruction planner in the game world:&lt;br /&gt;
* Any selected entity ghosts and tile ghosts will be immediately removed.&lt;br /&gt;
* Any selected entities and tiles will be queued for deconstruction, indicated with a red X.&lt;br /&gt;
* Anything queued for deconstruction will stop functioning; for example [[transport belts]] will stop moving, [[assembling machine]]s will cease producing items, [[wall]]s stop connecting to each other, and so on. Laser and gun turrets will continue functioning even when marked for deconstruction.&lt;br /&gt;
* If the deconstruction orders are within the construction area of construction robots the orders will be added to the bots&#039; queue and will be removed in due course:&lt;br /&gt;
** Bots will fly in and remove all entities and tiles and place the resulting items in logistic network chests, or the player&#039;s inventory when the bots flew from a personal roboport.&lt;br /&gt;
** Where there are items to be removed - for example being carried by transport belts or stored inside a chest or assembling machine - these will also be picked up by bots and placed in the appropriate storage.&lt;br /&gt;
*** Items must be removed before the entities that carry or hold them. For example if a [[wooden chest]] holding 500 [[iron plate]]s is marked for removal, the plates will be picked up first and only when all have been removed will the bots deconstruct the chest itself.&lt;br /&gt;
** Environmental entities such as trees, rocks and fish are handled in the same way, except bots mine them and collect and store the resource items they leave behind.&lt;br /&gt;
*** Cliffs are a special case: they are destroyed by bots carrying [[cliff explosives]] and do not yield any item to be stored.&lt;br /&gt;
&lt;br /&gt;
=== Cancelling deconstruction orders ===&lt;br /&gt;
&lt;br /&gt;
Queued deconstruction orders can be cancelled by holding {{Keybinding|Shift}} while click-dragging a deconstruction planner over the affected area. &lt;br /&gt;
&lt;br /&gt;
When {{Keybinding|Shift}} is held down the area selection border will change from red to blue to indicate cancellation mode is in effect.&lt;br /&gt;
&lt;br /&gt;
=== Undo ===&lt;br /&gt;
&lt;br /&gt;
The undo tool can be used to revert the actions of a deconstruction planner. This applies both to pending deconstruction orders and completed removals. &lt;br /&gt;
&lt;br /&gt;
Undo is triggered by pressing {{Keybinding|Control + Z}} (on macOS: {{Keybinding|Command + Z}})&lt;br /&gt;
&lt;br /&gt;
Performing an undo will cancel any queued removal orders (red Xs) that have not yet been actioned. Any ghosts that were removed will be immediately replaced. Where built entities and tiles have already been removed the undo will reinstate them in the form of new ghosts that can then be re-built by any construction robots in range.&lt;br /&gt;
&lt;br /&gt;
Items that were removed as part of the deconstruction - for example the inventory of chests or items carried by a transport belt - will not be restored by an undo. This means that a deconstruction that consisted exclusively of items, for example picking up [[stone]] from the ground, cannot be undone.&lt;br /&gt;
&lt;br /&gt;
It is also not possible to undo the removal of trees, rocks, cliffs and fish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=230px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-CancelDemo.gif|Cancelling deconstruction orders by dragging with {{keybinding|Shift}} held down. The entities start working when the deconstruction is cancelled.&lt;br /&gt;
File:DeconstructionPlanner-UndoDemo.gif|Using then undoing a deconstruction planner. Deconstruction markers are cancelled, ghosts re-appear, and removed entities are reinstated as new ghosts for bot rebuilding.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Valid targets ==&lt;br /&gt;
[[File:DeconstructionPlanner-Fish.png|thumb|right|300px|Harvesting fish with a deconstruction planner.]]&lt;br /&gt;
The deconstruction planner can remove player-built entities, [[Ghost#Entities|entity ghosts]], tiles, [[Ghost#Tiles|tile ghosts]] and loose items. In addition, it can remove [[tree]]s, [[rock]]s, [[cliff]]s and [[fish]].&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
[[Tile]]s are treated differently to entities, entity ghosts and tile ghosts. By default a deconstruction planner will not select any tiles unless the area selected contains &#039;&#039;only&#039;&#039; tiles; whenever one or more entities, entity ghosts or tile ghosts is included, tile selection is disabled. This is done to allow the player to use a deconstruction planner to remove entities that are placed on top of path tiles (such as [[concrete]]) without the floor always being removed as well.&lt;br /&gt;
&lt;br /&gt;
When the user wishes to select tiles in areas where other objects also exist the deconstruction planner configuration must be changed as described in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Environmental entities ===&lt;br /&gt;
&lt;br /&gt;
These are handled in the same way as entities and tiles placed by the player: they are marked with a red X and construction robots will remove them. A difference with environmental entities is that bots will collect resources rather than the entity itself, such as [[wood]] from trees and stone from rocks. &lt;br /&gt;
&lt;br /&gt;
The removal of cliffs requires that the bots have access to cliff explosives. Cliffs do not leave behind any resource.&lt;br /&gt;
&lt;br /&gt;
The ability to use a deconstruction planner to remove and collect fish provides a convenient way for a player equipped with a [[personal roboport]] to replenish their stocks of healing items even in the middle of combat. Fish marked with a deconstruction planner will stop moving.&lt;br /&gt;
&lt;br /&gt;
== Configuration and filtering ==&lt;br /&gt;
[[File:DeconstructionPlanner-IconFiltered.png|thumb|right|An example of a filtered planner icon.]]&lt;br /&gt;
A new deconstruction planner is blank, meaning it removes according to a pre-defined set of rules. The planner can optionally be edited to provide a custom list of removal rules which control which types of entities and tiles will - or won&#039;t - be removed. These rules are called filters.&lt;br /&gt;
&lt;br /&gt;
A filtered planner will show its filtered items on its icon. Up to the first four filters will be shown.&lt;br /&gt;
&lt;br /&gt;
=== Blank planner rules ===&lt;br /&gt;
&lt;br /&gt;
A blank planner will select:&lt;br /&gt;
* Any entities and entity ghosts, including trees, rocks, cliffs and fish;&lt;br /&gt;
* Tile ghosts;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Or&#039;&#039;&#039;&#039;&#039;, if and only if no entities, entity ghosts and tile ghosts are found, it will instead select tiles.&lt;br /&gt;
&lt;br /&gt;
These rules are the base point from which a filtered planner can then be customized.&lt;br /&gt;
&lt;br /&gt;
=== Filter settings window ===&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner interface is divided into two sections: &#039;&#039;&#039;entities&#039;&#039;&#039; and &#039;&#039;&#039;tiles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=280px heights=150px&amp;gt;&lt;br /&gt;
File:DeconstructionPlanner-BlankEntities.png|The entities tab.&lt;br /&gt;
File:DeconstructionPlanner-BlankTiles.png|The tiles tab.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DeconstructionPlanner-ExampleWhitelistDefences.png|thumb|right|200px|A whitelist filter that removes only defensive structures.]]&lt;br /&gt;
[[File:DeconstructionPlanner-ExampleBlacklistPowerandRoboports.png|thumb|right|200px|A blacklist filter that removes everything except [[roboport]]s and [[Electric_system#Distribution|power poles]].]]&lt;br /&gt;
&lt;br /&gt;
=== Principles of filtering ===&lt;br /&gt;
&lt;br /&gt;
Each tab consists of 30 slots in which an entity or tile can be chosen. When one or more slots is filled the planner becomes filtered and will now act according to those filters.&lt;br /&gt;
&lt;br /&gt;
A set of filters is either a whitelist or blacklist, and this is set with a toggle at the top of each tab. The default is whitelist. In whitelist mode the planner will act only upon those items added to the filter slots - any entities and tiles not added as filters will be ignored by the planner.&lt;br /&gt;
&lt;br /&gt;
In blacklist mode the opposite applies: the planner will mark everything &#039;&#039;except&#039;&#039; the entities or tiles filtered on.&lt;br /&gt;
&lt;br /&gt;
=== Setting and removing filters ===&lt;br /&gt;
&lt;br /&gt;
Clicking any slot with {{keybinding|lmb}} will open the &#039;&#039;&#039;Set the filter&#039;&#039;&#039; window in which the desired item can be chosen. Alternatively, an item in the hand can be clicked into a slot to filter on that item.&lt;br /&gt;
&lt;br /&gt;
A filter is removed by clicking on a filled slot with {{keybinding|rmb}}.&lt;br /&gt;
&lt;br /&gt;
=== Entities tab ===&lt;br /&gt;
&lt;br /&gt;
In the entities tab the user can select items to filter from the follow categories:&lt;br /&gt;
* Environment&lt;br /&gt;
* Logistics&lt;br /&gt;
* Production&lt;br /&gt;
* Combat&lt;br /&gt;
* Unsorted&lt;br /&gt;
[[File:DeconstructionPlanner-SetFilterEnvironment.png|thumb|right|200px|The Environment tab lists all types of trees and rocks, plus cliffs and fish.]]&lt;br /&gt;
Logistics, production and combat will be familiar to the player from the [[items|item selection]] window. Environment and unsorted are unique to the deconstruction planner.&lt;br /&gt;
&lt;br /&gt;
The environment tab lists cliffs, fish, and every individual kind of tree and rock. This facilitates filtering on specific environmental entities if desired.&lt;br /&gt;
&lt;br /&gt;
==== Trees/rocks only toggle ====&lt;br /&gt;
&lt;br /&gt;
At the top of the entities tab is the &#039;&#039;&#039;Trees/rocks only&#039;&#039;&#039; tick-box. With this enabled the deconstruction planner will filter on all items listed in the Environment section, and the filter slots will be disabled. The Whitelist/Blacklist toggle is still in effect and controls whether the planner selects only environmental entities, or selects everything but them.&lt;br /&gt;
&lt;br /&gt;
==== Special items in the Unsorted section ====&lt;br /&gt;
&lt;br /&gt;
The unsorted section provides four special items, each using a red X icon.&lt;br /&gt;
* Entity ghost: To filter on any type of entity ghost, separate from constructed entities.&lt;br /&gt;
* Item on ground: Loose items on the ground, such as dropped by the player, spilled from removing [[armor]], and stones dropped from destroyed [[rock]]s. Does not include items on [[transport belts]].&lt;br /&gt;
* Item request slot: Filters on the pending addition of items such as [[module]]s to [[assembling machine 2]] or [[electric furnace]]. This would also target [[fuel]] queued for addition to a [[locomotive]]. Does not target items already installed, only those waiting to be added following the placement of a blueprint or as a result of an undo operation.&lt;br /&gt;
* Tile ghost: As with entity ghost, this will target [[tile]] ghosts separately from constructed tiles. If the user wants a deconstruction planner that only removes tile ghosts, they can place this item as an entity filter. If they want a filter that removes all types of tiles and tile ghosts, they should add &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; under Entities and then set the Tiles tab drop-down to &#039;Always&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Tiles tab ===&lt;br /&gt;
&lt;br /&gt;
Clicking a filter slot will bring up the &#039;&#039;&#039;Set the Filter&#039;&#039;&#039; window showing the available tiles. [[Landfill]] is included in the list but has no function as landfill cannot be removed once placed.&lt;br /&gt;
&lt;br /&gt;
At the top of the Tiles tab is a drop-down that controls constructed tile removal behavior. It has four options:&lt;br /&gt;
* Normal: The default. Constructed tiles are removed only when no entities, entity ghosts or tiles ghosts are found in the deconstruction area.&lt;br /&gt;
* Always: Constructed tiles are always removed, even if the deconstruction planner also selects entities or entity ghosts. Tile ghosts are not selected unless &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; is added under the Entities tab.&lt;br /&gt;
* Never: Constructed tiles are never removed, even if they are the only object selected. Tile ghosts are not selected unless &#039;&#039;&#039;Tile ghost&#039;&#039;&#039; is added in the Entities tab.&lt;br /&gt;
* Only: Constructed tiles are always removed, and nothing else will be. Entities, entity ghosts and tile ghosts will be ignored. The Entities tab is effectively disabled when this mode is selected.&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner always follows the settings of this drop-down, regardless of any filters set in the Tiles tab. For example if a user wishes to configure a planner that removes both walls and [[concrete]], they must first set those filters in the Entities and Tiles tabs, and then also set the Tiles drop-down to &#039;&#039;&#039;Always&#039;&#039;&#039;. Without changing the drop-down the planner would only select concrete in places where no entities, entity ghosts or tile ghosts were found, as per the rules described under Normal in the above list.&lt;br /&gt;
&lt;br /&gt;
=== Clearing all filters and configuration ===&lt;br /&gt;
&lt;br /&gt;
The option to clear the filters was removed. See https://forums.factorio.com/viewtopic.php?p=503743#p503743 for reference.&lt;br /&gt;
&lt;br /&gt;
=== Exporting and importing with strings ===&lt;br /&gt;
&lt;br /&gt;
The settings for a deconstruction planner can be exported in string form.&lt;br /&gt;
&lt;br /&gt;
Clicking the &#039;&#039;&#039;Export to string&#039;&#039;&#039; button ( [[File:ExportToString.png|25px]] ) in the top right of the planner edit window will pop up a window containing the &#039;&#039;&#039;Deconstruction item string&#039;&#039;&#039;. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.&lt;br /&gt;
&lt;br /&gt;
To import a deconstruction planner the player can click the &#039;&#039;&#039;Import String&#039;&#039;&#039; icon on the [[shortcut bar]] ( [[File:ImportString.png|25px]] ). A dialogue box will appear into which the string can be pasted. This will result in a deconstruction planner appearing on the hand with the same configuration as the one that was exported.&lt;br /&gt;
&lt;br /&gt;
The export/import process can be used to copy deconstruction planners between games and to other players.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-cleanup}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.37|&lt;br /&gt;
* Deconstruction planners can be inserted into blueprint books and the blueprint library.&lt;br /&gt;
* Deconstruction planners can now have custom icons specified.&lt;br /&gt;
* Icons and filters in the deconstruction planners are preserving the original values so whenever the mods would be re-added, the original values can be restored, unless the player clears the related icons manually.&lt;br /&gt;
* Deconstruction planners can no longer be cleared by shift-right mouse button.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.13|&lt;br /&gt;
* Allowed to delete deconstruction planners also when opened in other inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make deconstruction planner&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Added cliffs as a valid deconstruction target.&lt;br /&gt;
* Trains can be deconstructed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Deconstruction planners can be destroyed by clicking the trash can icon in the GUI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Several non-stackable items can be swapped directly with counterparts, this includes the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.15|&lt;br /&gt;
* When using the deconstruction planner, the [[logistic network]] is not drawn if the mouse is over a GUI element.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Added a cancel deconstruction option to the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Sulfuric_acid&amp;diff=140799</id>
		<title>Infobox:Sulfuric acid</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Sulfuric_acid&amp;diff=140799"/>
		<updated>2017-07-09T15:39:45Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: corrected item name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = recipe&lt;br /&gt;
|internal-name = sulfuric-acid&lt;br /&gt;
|total-raw = Time, 1 + Iron plate, 1 + Sulfur, 5 + Water, 100&lt;br /&gt;
|category = Liquids&lt;br /&gt;
|category-name = Liquid&lt;br /&gt;
|recipe = Time, 1 + Iron plate, 1 + Sulfur, 5 + Water, 100 = Sulfuric acid, 50&lt;br /&gt;
|producers = Chemical plant&lt;br /&gt;
|consumers = Processing unit + battery + Electric mining drill&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Sulfuric_acid&amp;diff=140798</id>
		<title>Infobox:Sulfuric acid</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Sulfuric_acid&amp;diff=140798"/>
		<updated>2017-07-09T15:36:39Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: Added Electric Mining Drill to list of consumers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = recipe&lt;br /&gt;
|internal-name = sulfuric-acid&lt;br /&gt;
|total-raw = Time, 1 + Iron plate, 1 + Sulfur, 5 + Water, 100&lt;br /&gt;
|category = Liquids&lt;br /&gt;
|category-name = Liquid&lt;br /&gt;
|recipe = Time, 1 + Iron plate, 1 + Sulfur, 5 + Water, 100 = Sulfuric acid, 50&lt;br /&gt;
|producers = Chemical plant&lt;br /&gt;
|consumers = Processing unit + battery + electric-mining-drill&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=136657</id>
		<title>Science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=136657"/>
		<updated>2017-05-04T17:11:44Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Science Packs are items which are required by [[lab]]s to perform [[research]]. Researching technologies requires a certain number of different types of science packs, which is then multiplied by a certain value to get the tech cost. For example, [[Bullet damage| Bullet damage 3]] requires one Science Pack 1 and one Science Pack 2  and one Military Science Pack to begin researching, but it needs this to be input into labs a total of 100 times, raising the research cost to 100 Science Pack 1, 100 Science Pack 2 and 100 Military Science Pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|science-pack-1|Science pack 1}} || {{icon|Time|5|Time}} {{icon|copper-plate|1|copper_plate}} {{icon|iron gear wheel|1|iron gear wheel}} || {{icon|Time|5.5|Time}} {{icon|copper-plate|1|copper_plate}} {{icon|iron-plate|2|iron_plate}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|science-pack-2|Science pack 2}} || {{icon|Time|6|Time}} {{icon|Inserter|1|Inserter}} {{icon|Transport belt|1|Transport belt}} || {{icon|Time|8.8|Time}} {{icon|copper-plate|1.5|copper_plate}} {{icon|iron-plate|5.5|iron_plate}} &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|science-pack-3|Science pack 3}} || {{icon|Time|12|Time}} {{icon|Battery|1|Battery}} {{icon|Advanced circuit|1|Advanced circuit}} {{icon|Filter Inserter|1|Filter inserter}} {{icon|steel-plate|1|Steel plate}} ||  {{icon|Time|34.3|Time}} {{icon|copper-plate|15.5|copper_plate}} {{icon|iron-plate|15|iron_plate}} {{icon|steel-plate|1|Steel plate}} {{icon|Battery|1|Battery}} {{icon|plastic-bar|2|Plastic bar}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|Military_science_pack|Military science pack}} || {{icon|Time|10|Time}} {{icon|Piercing Rounds Magazine|1|Piercing Rounds Magazine}} {{icon|Grenade|1|Grenade}} {{icon|Gun Turret|1|Gun Turret}} ||  {{icon|Time|35|Time}} {{icon|Coal|10|Coal}} {{icon|Iron Plate|45|Iron Plate}} {{icon|Copper Plate|15|Copper Plate}} {{icon|Steel Plate|1|Steel Plate}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|Production_science_pack|Production science pack}} || {{icon|Time|14|Time}} {{icon|Pumpjack|1|Pumpjack}} {{icon|Electric engine unit|1|Electric engine unit}} {{icon|Electric Furnace|1|Electric Furnace}} ||  {{icon|Time|92,7|Time}} {{icon|Stone Brick|10|Stone Brick}} {{icon|Iron Plate|45|Iron Plate}} {{icon|Copper Plate|32,5|Copper Plate}} {{icon|Steel Plate|15|Steel Plate}} {{icon|Plastic bar|10|Plastic bar}} {{icon|Electric engine unit|1|Electric engine unit}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|High_tech_science_pack|High tech science pack}} || {{icon|Time|14|Time}} {{icon|Battery|1|Battery}} {{icon|Processing unit|1|Processing unit}} {{icon|Speed module|1|Speed module}} ||  {{icon|Time|90,2|Time}} {{icon|Iron Plate|15|Iron Plate}} {{icon|Copper Plate|47,5|Copper Plate}} {{icon|Plastic bar|1|Plastic bar}} {{icon|Battery|1|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|Space_science_pack|Space science pack}} || 1000 per launched {{icon|Rocket silo||Rocket silo}} || {{icon|Time|300|Time}} {{icon|Iron Plate|43,7|Iron Plate}} {{icon|Copper Plate|85,3|Copper Plate}} {{icon|Steel plate|11,5|Steel Plate}} {{icon|Plastic bar|19,9|Plastic bar}} {{icon|Solid Fuel|10,5|Solid fuel}} {{icon|Sulfuric acid|15,5|Sulfuric acid}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating science packs==&lt;br /&gt;
[[File:Bildschirmfoto 2014-04-22 um 21.36.26.png|thumb|left]]&lt;br /&gt;
There are several examples of how to create a working science pack production line. Many examples can also be found in the [http://www.factorioforums.com/forum/viewforum.php?f=8 Show your creations] board or [http://www.factorioforums.com/forum/viewforum.php?f=18 Help] board of the forum. If one cannot find a solution to their problem there, they can always ask for help in the latter forum! &lt;br /&gt;
&lt;br /&gt;
As a very basic example here is a working setup for automated red and green science pack production (posted by Bleda in the forum: [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3188]):&lt;br /&gt;
Tips:&lt;br /&gt;
* No more than 3-4 red and green assemblers are ever needed. If the player manages to build enough labs that they outpace your production, they should typically be at the stage where they can utilize [[modules]]. This should help mitigate the need for new assemblers until a new solution can be made.&lt;br /&gt;
* Leave space for feeding blue and alien-science packs into the labs from below!&lt;br /&gt;
&lt;br /&gt;
The next stage is to create the blue science pack. This is essential to move on with the tech tree, and can generally be automated in roughly the same way- but with a heavily expanded list of requirements.&lt;br /&gt;
The final stage of one&#039;s automated research fabrication is alien science packs. This requires [[Alien technology]]. Alien science packs are the simplest to craft but require the player to attack [[enemies]] and their hives, which can increase the evolution factor dramatically and have nasty results!&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Turret&amp;diff=131403</id>
		<title>Turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Turret&amp;diff=131403"/>
		<updated>2016-10-06T21:08:38Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: added damage modifiers for different fluids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Turrets&#039;&#039;&#039; are defensive structures that can be crafted after being researched. They come in three different types with different health, shooting speed, range, ammunition, damage type and damage per shot.&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== Gun Turrets ==&lt;br /&gt;
&lt;br /&gt;
Gun turrets are very basic and cheap defensive structures and the simplest element of automatic defenses.  They use magazines for ammunition which can be refilled manually or by [[inserters]].  They do not require power and can operate practically anywhere as long as they have sufficient ammunition.  Gun turrets deal double damage per shot as compared to the man-portable [[pistol]] and [[submachine gun]], but have somewhat lower fire rate than the latter, so absent any turret-specific upgrades it does 1.33 times as much damage per second as the submachine guns.  The gun turret receives bonuses from technologies that improve bullets so it keeps pace with the submachine gun as those improve, and they also receive bonuses from their own damage upgrade.  These two damage effects stack multiplicatively: fully upgraded, bullets do 2.2 times as much damage as a standard bullet, and turrets do 2.2 times as much damage as a standard turret, so bullets from a turret do 2.2&amp;amp;times;2.2=4.84 times as much damage as without the upgrades, totaling 19.36 damage from [[Regular_Magazine|regular]] and 48.4 damage from [[Piercing_Rounds_Magazine|piercing]] bullets, more than fully-upgraded laser turrets can provide, though still not quite enough to kill medium spitters in a single shot.&lt;br /&gt;
&lt;br /&gt;
If one plans to exclusively use gun turrets, using a [[Train]] to send ammo to restock distant turrets is very effective.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Prerequisites&#039;&#039;&#039; || {{icontech|turrets||Turrets (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|iron-plate|20|Iron plate}}+{{icon|copper-plate|10|Copper plate}}+{{icon|iron-gear-wheel|10|Iron gear wheel}}+{{icon|time icon|10|Time}} =&amp;gt; {{icon|turrets|1|Turrets (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|iron-plate|40|Iron plate}}+{{icon|copper-plate|10|Copper plate}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Health:&#039;&#039;&#039; || 400 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039; || Based on ammunition damage (Physical)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shooting speed&#039;&#039;&#039; || 10 shots/second&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage bonus&#039;&#039;&#039; || 100%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range:&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ammunition:&#039;&#039;&#039; || {{icon|basic-bullet-magazine||Regular magazine}} {{icon|piercing-bullet-magazine||Piercing rounds magazine}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgrades:&#039;&#039;&#039; || {{icon|gun-turret-damage||Gun turret damage (research)}} {{icon|bullet-damage||Bullet damage (research)}} {{icon|bullet-speed||Bullet shooting speed (research)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Laser Turrets ==&lt;br /&gt;
&lt;br /&gt;
Laser turrets are an advanced defense building with a longer range, good damage and use [[Electric network|electricity]] to operate (and a smaller amount of energy when idle). By dealing &#039;&#039;&#039;laser damage&#039;&#039;&#039; they don&#039;t face any resistances ([[enemies]] receive full damage) but have a lower rate of fire than gun turrets.  Each shot costs a constant 800kJ of energy; as the shooting speed increases through upgrades, so too does the power required to keep firing. &lt;br /&gt;
&lt;br /&gt;
Since using laser turrets to ward off attacks can cause electricity usage spikes, using [[Basic accumulator|accumulators]] to offset the cost is recommended to keep the rest of the network fully functional.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Prerequisites&#039;&#039;&#039; || {{icontech|laser-turrets||Laser turrets}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|time icon|20|time}} + {{icon|steel-plate|20|Steel plate}} + {{icon|electronic-circuit|20|Electronic circuit}} + {{icon|battery|12|Battery}} =&amp;gt; {{icon|laser-turret|1|Laser turret}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|time icon|45|time}} {{icon|iron-plate|20|Iron plate}} {{icon|copper-plate|30|Copper plate}} {{icon|steel-plate|20|Steel plate}} {{icon|battery|12|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Health:&#039;&#039;&#039; || 1000 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max power:&#039;&#039;&#039; || 2.4 MW ([[Electric network|electric]])&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Energy consumption on standby&#039;&#039;&#039; || 24 kW&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039; || 20 (Laser)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shooting speed&#039;&#039;&#039; || 3 shots/second&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range:&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgrades:&#039;&#039;&#039; || {{icon|laser-turret-damage||Laser turret damage upgrade (research)}} {{icon|laser-turret-speed||Laser turret shooting speed (research)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flamethrower Turret==&lt;br /&gt;
&lt;br /&gt;
New in version 0.13, Flamethrower turrets provide literal fire support, setting enemies on fire and doing damage over time. Unlike the previous turrets, they have a limited firing arc, therefore should be place at choke points or behind walls. They use liquids as ammunition, which requires dedicated fluid pumping, capable of using crude oil, heavy oil, or light oil. Different liquids provide further damage bonuses. (Light oil yielding a 10% damage boost.)&lt;br /&gt;
&lt;br /&gt;
Currently, flamethrower turrets have a tendency to miss the first row of biters, as unlike the laser and gun turrets they do not have a seeking projectile, instead firing over the heads of the first row. Due to this, gun/laser turrets will be necessary in addition to flame turrets. The second biters in line will not be so lucky, however. When fully upgraded, Flamethrower turrets are capable of doing 145.2/s Fire damage plus an additional 217.8/s damage for 8 seconds. This makes them far more powerful than the gun turret or the laser turret, especially considering Biters&#039; lack of resistance to fire. The high damage cheapens the cost of liquids. &lt;br /&gt;
&lt;br /&gt;
The optimal attack for flamethrower turrets to handle would be a very linear attack, where the enemy attacked in a line formation, to ensure most attackers end up walking through the pool of fire left by the turret.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Prerequisites&#039;&#039;&#039; || {{icontech|Flamethrower||Flamethrower}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|time icon|20|time}} + {{icon|steel-plate|30|Steel plate}} + {{icon|iron-gear-wheel|15|Iron gear wheel}} + {{icon|pipe|10|Pipe}} + {{icon|engine-unit|5|Engine Unit}} =&amp;gt; {{icon|flamethrower-turret|1|Flamethrower turret}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|time icon|140|time}} + {{icon|iron-plate|60|Iron plate}} + {{icon|steel-plate|35|Steel Plate}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Health:&#039;&#039;&#039; || 1400 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max ammo:&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fluid Consumption&#039;&#039;&#039; || 0.12/s while firing (zero while idle)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039; || 30 (Fire)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Over Time&#039;&#039;&#039; || 45/s (Fire) for 8 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area of Effect size&#039;&#039;&#039; || 2.5 tiles&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range:&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgrades:&#039;&#039;&#039; || {{icon|laser-turret-damage||Laser turret damage upgrade (research)}} {{icon|laser-turret-speed||Laser turret shooting speed (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage modifiers:&#039;&#039;&#039; || {{icon|crude-oil|}} = 100 % {{icon|heavy-oil|}} = 105 %  {{icon|light-oil|}} = 110 % &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Defense]]&lt;br /&gt;
* [[Regular magazine]]&lt;br /&gt;
* [[Piercing rounds magazine]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=4363&amp;amp;start=20 Thread about the different power of the turrets]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5083 About gun turrets]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Weapons]]&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Stack_filter_inserter&amp;diff=126800</id>
		<title>Archive:Stack filter inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Stack_filter_inserter&amp;diff=126800"/>
		<updated>2016-08-16T07:16:04Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: added hp, energy, drain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health=40&lt;br /&gt;
|energy=132 kW electric&lt;br /&gt;
|drain=1 kW electric&lt;br /&gt;
|input = Time, 0.5, + Stack inserter, 1 + Electronic Circuit, 5 &lt;br /&gt;
|raw = Time, 33.9 + Petroleum Gas, 3 + Iron Plate, 60 + Copper Plate, 39.5 + Coal, 1&lt;br /&gt;
&lt;br /&gt;
|technologies=electronics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The stack filter inserter combines the characteristics of the [[Filter inserter]] and the [[Stack inserter]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Stack_filter_inserter&amp;diff=126799</id>
		<title>Archive:Stack filter inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Stack_filter_inserter&amp;diff=126799"/>
		<updated>2016-08-16T07:11:22Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: Created page with &amp;quot; {{Languages}} {{Machinery |image = Stack_filter_inserter.png |input = Time, 0.5, + Stack inserter, 1 + Electronic Circuit, 5  |raw = Time, 33.9 + Petroleum Gas, 3 + Iron Plat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|image = Stack_filter_inserter.png&lt;br /&gt;
|input = Time, 0.5, + Stack inserter, 1 + Electronic Circuit, 5 &lt;br /&gt;
|raw = Time, 33.9 + Petroleum Gas, 3 + Iron Plate, 60 + Copper Plate, 39.5 + Coal, 1&lt;br /&gt;
|power = 132 W electric&lt;br /&gt;
|technologies=electronics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The stack filter inserter combines the characteristics of the [[Filter inserter]] and the [[Stack inserter]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Filter_inserter&amp;diff=126798</id>
		<title>Archive:Filter inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Filter_inserter&amp;diff=126798"/>
		<updated>2016-08-16T06:53:33Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|image = Filter-inserter.jpg&lt;br /&gt;
|input = Fast inserter + Electronic Circuit, 4 + Time, 0.5&lt;br /&gt;
|raw = Iron Plate, 12 + Copper Plate, 10.5 + Time, 10.7&lt;br /&gt;
|power = 40 W electric&lt;br /&gt;
|technologies=electronics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Making a return in 0.13, the filter inserter allows specifying what items it will move. You can specify the 5 types of items the inserter will move by using the left click menu. It has the same speed as a [[Fast inserter]] and a range of 1 tile.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Solid_fuel&amp;diff=126789</id>
		<title>Talk:Solid fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Solid_fuel&amp;diff=126789"/>
		<updated>2016-08-15T17:29:19Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Which Solid Fuel recipe to use ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On 05:05, 19 June 2016‎, Hamburger changed the adjusted ratio (Heavy Oil to Solid Fuel) from 2:1,5 to 1,3:1.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heavy Oil has a much worse ratio (2:1) and should be cracked into Light Oil first instead. The cracking process changes the ratio for Heavy Oil to 1.3:1, which is much better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I think the old ratio of 1,5 : 1 was correct. Let me recap this in short:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|2 Heavy Oil : 1 Solid Fuel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -&amp;gt;&lt;br /&gt;
|2 Heavy Oil : 1,5 Light Oil&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -&amp;gt;&lt;br /&gt;
|1,5 Light Oil : 1,5 Solid Fuel&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -&amp;gt;&lt;br /&gt;
| = 2 Heavy Oil : 1,5 Solid Fuel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Correct me if I miscalculated. Otherwise, I will change the Page in few days.&lt;br /&gt;
[[User:Tamanous|Tamanous]] ([[User talk:Tamanous|talk]])&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:That is not so much a miscalculation as a miscomparison.  Here&#039;s an alternate breakdown:&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
|-&lt;br /&gt;
|2 Heavy Oil : 1 Solid Fuel&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2 Heavy Oil : 1.5 Light Oil&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -&amp;gt;&lt;br /&gt;
|1.5 Light Oil : 1.5 Solid Fuel&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -&amp;gt;&lt;br /&gt;
|2.0 Heavy Oil : 1.5 Solid Fuel&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | &lt;br /&gt;
| = 4.0 Heavy Oil : 3.0 Solid Fuel&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | &lt;br /&gt;
| = 1.3 Heavy Oil : 1.0 Solid Fuel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:You must use the ratio of &#039;&#039;&#039;Heavy Oil to one Solid Fuel&#039;&#039;&#039;, which is either (2:1) or (1.3:1).&lt;br /&gt;
&lt;br /&gt;
:The 1.3 is 1.3333333, obviously, one and a third.  It rounds to 1.3.&lt;br /&gt;
&lt;br /&gt;
:To get (1.5:1) it looks like you are leaving the (1.3:1) expressed as (2:1.5), and then comparing the 1.5 Solid Fuel from one ratio to 1 Solid Fuel from the other ratio.  But that doesn&#039;t make sense, you can&#039;t ratio Solid Fuel to Solid Fuel.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Thank you. Seemed I got lost at some point, as I&#039;ve written &amp;quot; = 2 Heavy Oil : 1,5 Solid Fuel&amp;quot; ...  [[User:Tamanous|Tamanous]] ([[User talk:Tamanous|talk]]) 17:29, 15 August 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_inserter&amp;diff=126788</id>
		<title>Fast inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_inserter&amp;diff=126788"/>
		<updated>2016-08-15T16:47:14Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: corrected link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|image=Fast-Inserter-Between-Chests&lt;br /&gt;
|health=40&lt;br /&gt;
|energy=32 kW electric&lt;br /&gt;
|drain=400 W electric&lt;br /&gt;
|input=Time, 0.5 + Inserter + Iron Plate, 2 + Electronic Circuit, 2&lt;br /&gt;
|raw=Time, 5.3 + Iron Plate, 8 + Copper Plate, 4.5&lt;br /&gt;
|technologies=Logistics&lt;br /&gt;
|producers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers=Filter inserter + Stack Inserter&lt;br /&gt;
}}&lt;br /&gt;
The [[Fast inserter]] is an electric inserter that is more than twice as fast as the regular [[Inserter]].&lt;br /&gt;
&lt;br /&gt;
As of game version 0.13 it is able to be connected directly to the circuit and logistics networks, allowing it to replace the removed [[Smart inserter]] for applications that do not require the use of the item filter functionality. Applications that do need filtering of the items it is recommended to use the [[Filter inserter]] or [[Filter Stack inserter]] instead. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Crafting network]]&lt;br /&gt;
[[Category:Inserters]]&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=126692</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=126692"/>
		<updated>2016-08-13T10:34:18Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health       =200&lt;br /&gt;
|energy       =480 kW electric&lt;br /&gt;
|supplyarea   =9&lt;br /&gt;
|modules      =2&lt;br /&gt;
|input        =time, 15 + electronic circuit, 20 + advanced circuit, 20 + steel plate, 10 + copper cable, 10&lt;br /&gt;
|raw          =time, 273 + iron plate, 60 + copper plate, 135 + steel plate, 10 + plastic bar, 40&lt;br /&gt;
|technologies =effect transmission&lt;br /&gt;
|producers    =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
|extra1       =&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;Distribution Efficiency:&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:right;&amp;quot;&amp;gt;0.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A basic beacon is a device that transmits [[module]] effects to nearby machines. The effects are not transmitted with only half efficiency. However, a basic beacon allows you to transmit the effect of a module to multiple machines and the effect of all beacons around is added (it might make sense to use more beacons in a dense area). Additionally, beacons can add qualities beyond the normal effective module cap of an item, such as boosting a [[Pumpjack]]&#039;s output at peak oil to .25 oil per cycle where, alone, it could only reach .2 yield. Only buildings with module slots can benefit from modules distributed by beacons(i.e. laser turret doesn&#039;t benefit), but beacons themselves don&#039;t benefit from the modules inserted, so their energy cost can&#039;t be reduced.&lt;br /&gt;
&lt;br /&gt;
Currently, only [[Module#Speed_Module|speed]] and [[Module#Effectivity_Module|effectivity]] modules can be used in the basic beacon, and [[Module#Productivity Module|productivity]] modules cannot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are extremely specialized since you need to focus your buildings around a beacon layout to be worth placing.&lt;br /&gt;
&lt;br /&gt;
Their need for power makes them only useable with serious planning!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=500px heights=350px&amp;gt;&lt;br /&gt;
File:factorio-beacon.png|Basic beacon and 12 [[Electric furnace]]s affected by it. See this [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1253 forum thread].&lt;br /&gt;
File:iron-smelting-with-beacon.png|Beacon and 12 [[Electric furnace]]s affected by it also works for other ways (0.9.8).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting network]]&lt;br /&gt;
*[[Electric network]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;br /&gt;
[[Category:Crafting network]]&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Tamanous&amp;diff=126678</id>
		<title>User:Tamanous</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Tamanous&amp;diff=126678"/>
		<updated>2016-08-12T13:34:17Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though English is not my mothers tongue, I concentrate on English articles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seems like I&#039;m going to review/anew articles concerning oil and ore processing, and modules as well.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll aim to add formulas for calculation and tables for overview.&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module&amp;diff=126677</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module&amp;diff=126677"/>
		<updated>2016-08-12T13:30:03Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: /* Productivity Module */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research and are produced slowly, but can eventually greatly improve the efficiency of a factory.&lt;br /&gt;
&lt;br /&gt;
:If you want more products per second, use a speed module.&lt;br /&gt;
:If you want more products per input resource, use a productivity module.&lt;br /&gt;
:If you want more products per watt of energy, use an efficiency module.&lt;br /&gt;
&lt;br /&gt;
In addition to improving the efficiency of the factory, modules are also used in many late- and endgame recipes such as modular armor and its equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7985 Do Efficiency Modules Reduce Pollution?]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Required research ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{icontech|module||Modules}} [[Modules]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|effectivity-module||Efficiency module (research)}} [[Efficiency module (research)|Efficiency module]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|productivity-module||Productivity module (research)}} [[Productivity module (research)|Productivity module]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|speed-module||Speed module (research)}} [[Speed module (research)|Speed module]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|advanced-circuit|5|Advanced circuit}} + {{icon|electronic-circuit|5|Electronic circuit}} + {{icon|time icon|15|time}} =&amp;gt; {{icon|speed-module|1|Speed module 1}} or {{icon|productivity-module|1|Productivity module 1}} or {{icon|effectivity-module|1|Efficiency module 1}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|32.5|Copper plate}} {{icon|iron-plate|15|Iron plate}} {{icon|plastic-bar|10|Plastic bar}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|advanced-circuit|5|Advanced circuit}} {{icon|processing-unit|5|Processing Unit}} + ({{icon|speed-module|4|Speed module 1}} or {{icon|productivity-module|4|Productivity module 1}} or {{icon|effectivity-module|4|Efficiency module 1}}) + {{icon|time icon|30|time}} =&amp;gt; {{icon|speed-module-2|1|Speed module 2}} or {{icon|productivity-module-2|1|Productivity module 2}} or {{icon|effectivity-module-2|1|Efficiency module 2}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|355|Copper plate}} {{icon|iron-plate|190|Iron plate}} {{icon|plastic-bar|70|Plastic bar}} {{icon|sulfuric-acid|2.5|Sulfuric Acid}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|advanced-circuit|5|Advanced circuit}} {{icon|processing-unit|5|Processing Unit}} + {{icon|speed-module-2|4|Speed module 2}} + {{icon|alien-artifact|1|Alien artifact}} + {{icon|time icon|60|time}} =&amp;gt; {{icon|speed-module-3|1|Speed module 3}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|1645|Copper plate}} {{icon|iron-plate|890|Iron plate}}  {{icon|plastic-bar|310|Plastic bar}} {{icon|sulfuric-acid|12.5|Sulfuric Acid}} {{icon|alien-artifact|1|Alien artifact}} =&amp;gt; {{icon|speed-module-3|1|Speed module 3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|advanced-circuit|5|Advanced circuit}} {{icon|processing-unit|5|Processing Unit}} + ( {{icon|productivity-module-2|5|Productivity module 2}} or {{icon|effectivity-module-2|5|Efficiency module 2}} ) + {{icon|alien-artifact|1|Alien artifact}} + {{icon|time icon|60|time}} =&amp;gt; {{icon|productivity-module-3|1|Productivity module 3}} or {{icon|effectivity-module-3|1|Efficiency module 3}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|2000|Copper plate}} {{icon|iron-plate|1080|Iron plate}}  {{icon|plastic-bar|380|Plastic bar}} {{icon|sulfuric-acid|15|Sulfuric Acid}} {{icon|alien-artifact|1|Alien artifact}} =&amp;gt; {{icon|effectivity-module-3|1|Efficiency module 3}} or {{icon|productivity-module-3|1|Productivity module 3}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed Module ===&lt;br /&gt;
Used in many [[Modular armor]] recipes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Speed bonus !! [[Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +20% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +30% || +60%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +50% || +70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Productivity Module ===&lt;br /&gt;
Productivity modules add a second &amp;quot;production bar&amp;quot; at item producing buildings and labs. It fills at the speed of (production - 100%). When it reaches 100%, an extra item (or items, in recipes that result in more than one) is produced.&lt;br /&gt;
&lt;br /&gt;
Productivity modules can only be used to make [[Items#Intermediate products|intermediate products]]. These are products that cannot directly be placed, but are used in other recipes. Examples include circuits, science Packs and engine units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Productivity modules have some &#039;&#039;&#039;[[Module/Productivity module limitations|usage limitations]]!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Productivity !! [[Electricity]]&amp;lt;br/&amp;gt; consumption !! Speed !! [[Pollution]]&amp;lt;br/&amp;gt; multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +4% || +40% || -15% || +30%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +6% || +60% || -15% || +40%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10% || +80% || -15% || +50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be fooled by the extra energy consumption! The energy consumption is each second, but the decrease in speed makes this worse per product made. Eventually energy is &amp;quot;free&amp;quot; because of solar energy and accumulators, but there is a limit to how much consumption is practical. The energy consumption per product made is bigger than the simple &amp;quot;+consumption&amp;quot; stat would make you think, but in a likewise unintuitive way, adding speed modules by [[Basic Beacon]] is better than expected. While speed modules strictly add energy consumption, their effect on speed counters this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Productivity !! [[Electricity]]&amp;lt;br/&amp;gt; consumption !! Speed !! Energy/&amp;lt;br/&amp;gt;Unit !! Units/&amp;lt;br/&amp;gt;time&lt;br /&gt;
|-&lt;br /&gt;
| Assembling Machine 3&amp;lt;br/&amp;gt; + # of Chips in Beacon(s)  || 100% ||  100% || 100% || 100% || 100% &lt;br /&gt;
|-&lt;br /&gt;
| +1 productivity 3 chip  || 110% ||  180% || 85%  || 193% || 93.5% &lt;br /&gt;
|-&lt;br /&gt;
| +2 productivity 3 chips || 120% ||  260% || 70%  || 310% || 84%   &lt;br /&gt;
|-&lt;br /&gt;
| +3 productivity 3 chips || 130% ||  340% || 55%  || 476% || 71.5% &lt;br /&gt;
|-&lt;br /&gt;
| +4 productivity 3 chips || 140% ||  420% || 40%  || &#039;&#039;&#039;750%&#039;&#039;&#039; || &#039;&#039;&#039;56%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| +4 productivity 3 chips&amp;lt;br/&amp;gt; +1 speed 3 chip || 140% || 455% || 65%  || 500% || 91%&lt;br /&gt;
|-&lt;br /&gt;
| +4 productivity 3 chips&amp;lt;br/&amp;gt; +2 speed 3 chips || 140% || 490% || 90%  || 389% || 126% &lt;br /&gt;
|-&lt;br /&gt;
| +4 productivity 3 chips&amp;lt;br/&amp;gt; +3 speed 3 chips || 140% || 525% || 115% || 326% || 161% &lt;br /&gt;
|-&lt;br /&gt;
| +4 productivity 3 chips&amp;lt;br/&amp;gt; +4 speed 3 chips || 140% || 560% || 140% || 286% || 196% &lt;br /&gt;
|-&lt;br /&gt;
| +4 productivity 3 chips&amp;lt;br/&amp;gt; +5 speed 3 chips || 140% || 595% || 165% || 258% || 231% &lt;br /&gt;
|-&lt;br /&gt;
| +4 productivity 3 chips&amp;lt;br/&amp;gt; +6 speed 3 chips || 140% || 630% || 190% || 237% || 266% &lt;br /&gt;
|-&lt;br /&gt;
| +4 productivity 3 chips&amp;lt;br/&amp;gt; +7 speed 3 chips || 140% || 665% || 215% || 221% || 301% &lt;br /&gt;
|-&lt;br /&gt;
| +4 productivity 3 chips&amp;lt;br/&amp;gt; +8 speed 3 chips || 140% || 700% || 240% || 209% || 336% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the effects are biggest with the version 3 chips, this stacking effect is also very noticeable with version 2 chips. Or if the final 10% productivity doesn&#039;t matter that much, consider putting a speed chip in there too.&lt;br /&gt;
&lt;br /&gt;
=== Efficiency Module ===&lt;br /&gt;
Minimal energy usage is 20% of base energy usage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! [[Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -30%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -40%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings that support modules ===&lt;br /&gt;
&lt;br /&gt;
Buildings support different amounts of modules.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Slots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|assembling-machine-2|Assembling machine 2}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|assembling-machine-3|Assembling machine 3}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-beacon|Basic beacon}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|chemical-plant|Chemical plant}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-furnace|Electric furnace}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric mining drill}} || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lab|Lab}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil refinery}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
&lt;br /&gt;
More modules of the same type in one device will give diminishing returns. Because of that, it is generally more effective to add &#039;&#039;&#039;efficiency modules with speed and/or productivity modules&#039;&#039;&#039; to get more bonuses over the crafting cascade (assembly lines), especially when assembling machines are part of logistics network. This applies to situations where resources are plentiful but finite.&lt;br /&gt;
&lt;br /&gt;
This is has been [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 calculated through in this discussion].&lt;br /&gt;
&lt;br /&gt;
Filling the device with &#039;&#039;&#039;speed modules&#039;&#039;&#039; is useful when a resource is infinite but the amount of resource pools is low. The best example would be &#039;&#039;&#039;oil deposits&#039;&#039;&#039;. Another good place to use speed modules would be for assembly machines which make products that take a long time to make. Examples would be engine units.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;productivity modules&#039;&#039;&#039; is recommended when resources are scarce. Example would be &#039;&#039;&#039;alien artifact&#039;&#039;&#039; processing.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;efficiency modules&#039;&#039;&#039; is recommended for electric furnaces as these use a lot of power.&lt;br /&gt;
&lt;br /&gt;
Modules are also able to control [[Pollution]], as &#039;&#039;&#039;pollution depends also on [[Energy]] usage&#039;&#039;&#039;. So reducing a machines energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa!&lt;br /&gt;
&lt;br /&gt;
== Examples of usage ==&lt;br /&gt;
[[Electric furnace]]s are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (-30%) - almost a [[Solar panel]] worth of power. &lt;br /&gt;
&lt;br /&gt;
[[Electric mining drill]]s create 9 units of [[Pollution]] with no efficiency modules and 1.8 with 2 basic ones.&lt;br /&gt;
&lt;br /&gt;
Same [[Electric mining drill]] with 3 Productivity modules 3 would create 76.5 units of [[Pollution]].&lt;br /&gt;
&lt;br /&gt;
== Limitations on Productivity Module ==&lt;br /&gt;
&lt;br /&gt;
The productivity module has &#039;&#039;&#039;[[Module/Productivity module limitations|some limitations]]!&lt;br /&gt;
&lt;br /&gt;
== Efficiency and Effectivity ==&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/Efficiency&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/Effectiveness&lt;br /&gt;
&lt;br /&gt;
http://www.usingenglish.com/forum/threads/142360-Is-effectivity-a-relevant-word&lt;br /&gt;
&lt;br /&gt;
And this (lol): http://de.urbandictionary.com/define.php?term=effectivity&lt;br /&gt;
&lt;br /&gt;
... So: Might be changed ...&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 Productivity Module Math]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Basic beacon]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=126675</id>
		<title>Pumpjack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=126675"/>
		<updated>2016-08-11T16:55:44Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health       =100&lt;br /&gt;
|energy       =90 kW electric&lt;br /&gt;
|miningpower  =2&lt;br /&gt;
|miningspeed  =1&lt;br /&gt;
|miningarea   =1&lt;br /&gt;
|pollution    =9&lt;br /&gt;
|modules      =2&lt;br /&gt;
|input        =Time, 20 + Steel Plate, 15 + Iron Gear Wheel, 10 + Electronic Circuit, 10 + Pipe, 10&lt;br /&gt;
|raw          =Time, 42.5 + Iron Plate, 40 + Copper Plate, 15 + Steel Plate, 15&lt;br /&gt;
|technologies =Oil processing&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pumpjacks&#039;&#039;&#039; extract [[Crude Oil|crude oil]] from [[Oil field|oil fields]]. Each oil field can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of crude oil per cycle equal to 1.0 multiplied by the field&#039;s yield (e.g. 5.4 crude oil for 538% yield) per second. Without speed modules one pumpjack cycle takes one second to complete. &lt;br /&gt;
&lt;br /&gt;
Extracting oil lowers the field&#039;s yield by 1% per 75 pumpjack cycles to a minimum of 10%.&lt;br /&gt;
&lt;br /&gt;
Pumpjacks are limited to an maximum output of 10.0 crude oil per cycle, achieved by an oil field with more than 999% yield.&lt;br /&gt;
&lt;br /&gt;
Pumpjacks output tile location is fixed relative to its orientation.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
If oil fields are depleted ( to the minimum of 10% ) speed [[Module]]s are a good option to raise the pumpjacks output. With two [[Speed module 3]]&#039;s the output doubles from 0.1 to 0.2 crude oil per second and even more when using additional [[Basic beacon]]s ( + another 0.05 oil per beacon per second ). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The formula to determine the modified output is:&lt;br /&gt;
&lt;br /&gt;
Output of unmodified oil field * ( Number of modules in pumpjack * bonus from module ) + output of unmodified oil field * ( number of Beacons * ( number of modules * distribution efficiency ) * bonus from module + 1 )&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Example&lt;br /&gt;
|-&lt;br /&gt;
|For 1 pumpjack on a depleted oil field with two lvl 3 speed modules and 6 beacons with each two lvl 3 speed modules:&lt;br /&gt;
|0,1 * ( 2 * 0,5 ) + 0,1 * ( 6 * ( 2 * 0,5 ) 0,5 + 1 ) = 0,5 Crude oil per 1 second. &lt;br /&gt;
|-&lt;br /&gt;
|Assuming that there will be always 2 modules equipped in pumpjack and beacons, formula can be shortened :&lt;br /&gt;
|0,1  + 0,1 * ( 6 * 0,5 + 1 ) = 0,5 Crude oil per 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=126674</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=126674"/>
		<updated>2016-08-11T15:56:04Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The Beacon is a building that spreads the effects of inserted [[Module]]s to nearby buildings touching the effect-radius, but only half the benefits. This effect is called &amp;quot;distribution efficiency&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Multiple beacons can affect a single building, even one that is already full of modules.&lt;br /&gt;
&lt;br /&gt;
They affect only buildings with module slots (laser turret doesn&#039;t benefit). Beacons themselves don&#039;t benefit from the modules inserted, so their energy cost can&#039;t be reduced.&lt;br /&gt;
&lt;br /&gt;
They can&#039;t be loaded with productivity modules.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are extremely specialized since you need to focus your buildings around a beacon layout to be worth placing.&lt;br /&gt;
&lt;br /&gt;
Their need for power makes them only useable with serious planning!&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
As of 7.2, only [[Basic beacon]] exists. (0.9.x there is only a beacon)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Total raw !! Max power !! Module slots !! Efficiency !! Coverage area&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-beacon|Basic beacon}} || {{icon|copper-plate|195|Copper plate}} {{icon|iron-plate|100|Iron plate}} {{icon|steel-plate|10|Steel plate}} || 480 W ([[Electric network|electric]]) ||2 || 0.5 || 9 x 9&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Modules]]&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
[[File:factorio-beacon.png|thumb|384px|Basic beacon and 12 [[Electric furnace]]s affected by it.]]&lt;br /&gt;
&lt;br /&gt;
[[File:iron-smelting-with-beacon.png|thumb|384px|Beacon and 12 [[Electric furnace]]s affected by it also works for other ways (0.9.8).]]&lt;br /&gt;
&lt;br /&gt;
See this [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1253 forum thread].&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Electric network]] [[Category: Crafting network]]&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Solid_fuel&amp;diff=126673</id>
		<title>Talk:Solid fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Solid_fuel&amp;diff=126673"/>
		<updated>2016-08-11T15:00:03Z</updated>

		<summary type="html">&lt;p&gt;Tamanous: Created page with &amp;quot; == Which Solid Fuel recipe to use ==   On 05:05, 19 June 2016‎, Hamburger changed the adjusted ratio (Heavy Oil to Solid Fuel) from 2:1,5 to 1,3:1.  &amp;quot;Heavy Oil has a much w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Which Solid Fuel recipe to use ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On 05:05, 19 June 2016‎, Hamburger changed the adjusted ratio (Heavy Oil to Solid Fuel) from 2:1,5 to 1,3:1.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heavy Oil has a much worse ratio (2:1) and should be cracked into Light Oil first instead. The cracking process changes the ratio for Heavy Oil to 1.3:1, which is much better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I think the old ratio of 1,5 : 1 was correct. Let me recap this in short:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|2 Heavy Oil : 1 Solid Fuel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -&amp;gt;&lt;br /&gt;
|2 Heavy Oil : 1,5 Light Oil&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -&amp;gt;&lt;br /&gt;
|1,5 Light Oil : 1,5 Solid Fuel&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | -&amp;gt;&lt;br /&gt;
| = 2 Heavy Oil : 1,5 Solid Fuel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Correct me if I miscalculated. Otherwise, I will change the Page in few days.&lt;/div&gt;</summary>
		<author><name>Tamanous</name></author>
	</entry>
</feed>