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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tau</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tau"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Tau"/>
	<updated>2026-06-20T04:12:41Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Technologies&amp;diff=218339</id>
		<title>Talk:Technologies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Technologies&amp;diff=218339"/>
		<updated>2026-05-01T18:55:06Z</updated>

		<summary type="html">&lt;p&gt;Tau: added thoughts on reordering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Order interesting combat breakpoints numerically? ==&lt;br /&gt;
For the combat section any thoughts about re-ordering the items so that they start with a low number and end with a high number so laser would be next to last and explosives would be last? [[User:WormeymanWiki|WormeymanWiki]] ([[User talk:WormeymanWiki|talk]])&lt;br /&gt;
: I like that idea, though having the railgun techs together makes sense so maybe doing it via alphabetical or &amp;quot;order of unlock&amp;quot; is best/better? I agree that the current order seems random. --[[User:Tau|Tau]] ([[User talk:Tau|talk]]) 18:54, 1 May 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railgun_shooting_speed_(research)&amp;diff=218338</id>
		<title>Railgun shooting speed (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railgun_shooting_speed_(research)&amp;diff=218338"/>
		<updated>2026-05-01T18:46:14Z</updated>

		<summary type="html">&lt;p&gt;Tau: changed it correctly this time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Railgun shooting speed (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Railgun shooting speed&#039;&#039;&#039; increases the firing speed of the [[railgun]] and [[railgun turret]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)|1}} Railgun shooting speed 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} {{Icon|Electromagnetic science pack|1}} {{Icon|Cryogenic science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|1000*2^(Level-1)}}&amp;lt;/big&amp;gt; (eg. 1000 for level 1, 2000 for level 2, 4000 for level 3) || 15% per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The railgun turret&#039;s shooting speed is limited by its [https://forums.factorio.com/viewtopic.php?p=673363#p673363 animation], which means it can&#039;t shoot faster than 0.845 times per second (once per 71 [[Time#Tick | ticks]]). This shooting speed is reached at level 10 and researching past that level will have no practical effect on the railgun turret, however it &#039;&#039;&#039;will&#039;&#039;&#039; continue to increase the shooting speed of the hand-held railgun.&lt;br /&gt;
&lt;br /&gt;
The table below shows each level of the railgun speed research and the resulting actual speed of the turret.&lt;br /&gt;
&amp;lt;!-- Formula:&lt;br /&gt;
data is from Twinsen at https://forums.factorio.com/viewtopic.php?p=673363#p673363&lt;br /&gt;
as far as I can tell, default_speed is 170.000 ticks&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&amp;lt;br/&amp;gt;level !! Shooting Speed&amp;lt;br/&amp;gt;(ticks)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|0}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(170)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|1}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(147.826087)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|2}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(130.7692308)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|3}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(117.2413793)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|4}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(106.25)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|5}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(97.14285714)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|6}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(89.47368421)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|7}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(82.92682927)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|8}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(77.27272727)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|9}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(72.34042553)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|10}}+&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(71)}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.54|&lt;br /&gt;
* Bonus adjusted to 15% as part of railgun turret fixes}}&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railgun_shooting_speed_(research)&amp;diff=218337</id>
		<title>Railgun shooting speed (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railgun_shooting_speed_(research)&amp;diff=218337"/>
		<updated>2026-05-01T18:44:01Z</updated>

		<summary type="html">&lt;p&gt;Tau: changed format of infinity to match other pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Railgun shooting speed (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Railgun shooting speed&#039;&#039;&#039; increases the firing speed of the [[railgun]] and [[railgun turret]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)|1}} Railgun shooting speed 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} {{Icon|Electromagnetic science pack|1}} {{Icon|Cryogenic science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|1000*2^(Level-1)}}&amp;lt;/big&amp;gt; (eg. 1000 for level 1, 2000 for level 2, 4000 for level 3) || 15% per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The railgun turret&#039;s shooting speed is limited by its [https://forums.factorio.com/viewtopic.php?p=673363#p673363 animation], which means it can&#039;t shoot faster than 0.845 times per second (once per 71 [[Time#Tick | ticks]]). This shooting speed is reached at level 10 and researching past that level will have no practical effect on the railgun turret, however it &#039;&#039;&#039;will&#039;&#039;&#039; continue to increase the shooting speed of the hand-held railgun.&lt;br /&gt;
&lt;br /&gt;
The table below shows each level of the railgun speed research and the resulting actual speed of the turret.&lt;br /&gt;
&amp;lt;!-- Formula:&lt;br /&gt;
data is from Twinsen at https://forums.factorio.com/viewtopic.php?p=673363#p673363&lt;br /&gt;
as far as I can tell, default_speed is 170.000 ticks&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&amp;lt;br/&amp;gt;level !! Shooting Speed&amp;lt;br/&amp;gt;(ticks)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|0}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(170)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|1}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(147.826087)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|2}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(130.7692308)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|3}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(117.2413793)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|4}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(106.25)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|5}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(97.14285714)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|6}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(89.47368421)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|7}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(82.92682927)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|8}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(77.27272727)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|9}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(72.34042553)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|10-∞}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(71)}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.54|&lt;br /&gt;
* Bonus adjusted to 15% as part of railgun turret fixes}}&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railgun_shooting_speed_(research)&amp;diff=218336</id>
		<title>Railgun shooting speed (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railgun_shooting_speed_(research)&amp;diff=218336"/>
		<updated>2026-05-01T18:42:07Z</updated>

		<summary type="html">&lt;p&gt;Tau: removed seconds column from table as calculation was incorrect (and ticks should be more than enough information)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Railgun shooting speed (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Railgun shooting speed&#039;&#039;&#039; increases the firing speed of the [[railgun]] and [[railgun turret]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)|1}} Railgun shooting speed 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} {{Icon|Electromagnetic science pack|1}} {{Icon|Cryogenic science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|1000*2^(Level-1)}}&amp;lt;/big&amp;gt; (eg. 1000 for level 1, 2000 for level 2, 4000 for level 3) || 15% per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The railgun turret&#039;s shooting speed is limited by its [https://forums.factorio.com/viewtopic.php?p=673363#p673363 animation], which means it can&#039;t shoot faster than 0.845 times per second (once per 71 [[Time#Tick | ticks]]). This shooting speed is reached at level 10 and researching past that level will have no practical effect on the railgun turret, however it &#039;&#039;&#039;will&#039;&#039;&#039; continue to increase the shooting speed of the hand-held railgun.&lt;br /&gt;
&lt;br /&gt;
The table below shows each level of the railgun speed research and the resulting actual speed of the turret.&lt;br /&gt;
&amp;lt;!-- Formula:&lt;br /&gt;
data is from Twinsen at https://forums.factorio.com/viewtopic.php?p=673363#p673363&lt;br /&gt;
as far as I can tell, default_speed is 170.000 ticks&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&amp;lt;br/&amp;gt;level !! Shooting Speed&amp;lt;br/&amp;gt;(ticks)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|0}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(170)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|1}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(147.826087)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|2}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(130.7692308)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|3}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(117.2413793)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|4}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(106.25)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|5}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(97.14285714)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|6}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(89.47368421)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|7}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(82.92682927)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|8}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(77.27272727)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|9}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(72.34042553)}}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|10+}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(71)}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.54|&lt;br /&gt;
* Bonus adjusted to 15% as part of railgun turret fixes}}&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railgun_shooting_speed_(research)&amp;diff=218335</id>
		<title>Railgun shooting speed (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railgun_shooting_speed_(research)&amp;diff=218335"/>
		<updated>2026-05-01T18:39:13Z</updated>

		<summary type="html">&lt;p&gt;Tau: typo fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Railgun shooting speed (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Railgun shooting speed&#039;&#039;&#039; increases the firing speed of the [[railgun]] and [[railgun turret]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)|1}} Railgun shooting speed 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} {{Icon|Electromagnetic science pack|1}} {{Icon|Cryogenic science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|1000*2^(Level-1)}}&amp;lt;/big&amp;gt; (eg. 1000 for level 1, 2000 for level 2, 4000 for level 3) || 15% per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The railgun turret&#039;s shooting speed is limited by its [https://forums.factorio.com/viewtopic.php?p=673363#p673363 animation], which means it can&#039;t shoot faster than 0.845 times per second (once per 71 [[Time#Tick | ticks]]). This shooting speed is reached at level 10 and researching past that level will have no practical effect on the railgun turret, however it &#039;&#039;&#039;will&#039;&#039;&#039; continue to increase the shooting speed of the hand-held railgun.&lt;br /&gt;
&lt;br /&gt;
The table below shows each level of the railgun speed research and the resulting actual speed of the turret.&lt;br /&gt;
&amp;lt;!-- Formula:&lt;br /&gt;
data is from Twinsen at https://forums.factorio.com/viewtopic.php?p=673363#p673363&lt;br /&gt;
as far as I can tell, default_speed is 170.000 ticks&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&amp;lt;br/&amp;gt;level !! Shooting Speed&amp;lt;br/&amp;gt;(ticks) !! Shooting Speed&amp;lt;br/&amp;gt;(seconds)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|0}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(170)}}}} || {{Icon|Time|{{#expr: ceil(170/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|1}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(147.826087)}}}} || {{Icon|Time|{{#expr: ceil(147.826087/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|2}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(130.7692308)}}}} || {{Icon|Time|{{#expr: ceil(130.7692308/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|3}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(117.2413793)}}}} || {{Icon|Time|{{#expr: ceil(117.2413793/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|4}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(106.25)}}}} || {{Icon|Time|{{#expr: ceil(106.25/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|5}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(97.14285714)}}}} || {{Icon|Time|{{#expr: ceil(97.14285714/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|6}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(89.47368421)}}}} || {{Icon|Time|{{#expr: ceil(89.47368421/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|7}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(82.92682927)}}}} || {{Icon|Time|{{#expr: ceil(82.92682927/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|8}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(77.27272727)}}}} || {{Icon|Time|{{#expr: ceil(77.27272727/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|9}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(72.34042553)}}}} || {{Icon|Time|{{#expr: ceil(72.34042553/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|10+}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(71)}}}} || {{Icon|Time|{{#expr: ceil(71/60)}}s}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.54|&lt;br /&gt;
* Bonus adjusted to 15% as part of railgun turret fixes}}&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railgun_shooting_speed_(research)&amp;diff=218334</id>
		<title>Railgun shooting speed (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railgun_shooting_speed_(research)&amp;diff=218334"/>
		<updated>2026-05-01T18:38:38Z</updated>

		<summary type="html">&lt;p&gt;Tau: added table to show shooting speed changes up to level 10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Railgun shooting speed (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Railgun shooting speed&#039;&#039;&#039; increases the firing speed of the [[railgun]] and [[railgun turret]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)|1}} Railgun shooting speed 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} {{Icon|Electromagnetic science pack|1}} {{Icon|Cryogenic science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|1000*2^(Level-1)}}&amp;lt;/big&amp;gt; (eg. 1000 for level 1, 2000 for level 2, 4000 for level 3) || 15% per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The railgun turret&#039;s shooting speed is limited by its [https://forums.factorio.com/viewtopic.php?p=673363#p673363 animation], which means it can&#039;t shoot faster than 0.845 times per second (once per 71 [[Time#Tick | ticks]]). This shooting speed is reached at level 10 and researching past that level will have no practical effect on the railgun turret, however it &#039;&#039;&#039;will&#039;&#039;&#039; continue to increase the shooting speed of the hand-held railgun.&lt;br /&gt;
&lt;br /&gt;
The table below shows for teach level the railgun speed research and the resulting actual speed of the turret.&lt;br /&gt;
&amp;lt;!-- Formula:&lt;br /&gt;
data is from Twinsen at https://forums.factorio.com/viewtopic.php?p=673363#p673363&lt;br /&gt;
as far as I can tell, default_speed is 170.000 ticks&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&amp;lt;br/&amp;gt;level !! Shooting Speed&amp;lt;br/&amp;gt;(ticks) !! Shooting Speed&amp;lt;br/&amp;gt;(seconds)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|0}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(170)}}}} || {{Icon|Time|{{#expr: ceil(170/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|1}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(147.826087)}}}} || {{Icon|Time|{{#expr: ceil(147.826087/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|2}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(130.7692308)}}}} || {{Icon|Time|{{#expr: ceil(130.7692308/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|3}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(117.2413793)}}}} || {{Icon|Time|{{#expr: ceil(117.2413793/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|4}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(106.25)}}}} || {{Icon|Time|{{#expr: ceil(106.25/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|5}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(97.14285714)}}}} || {{Icon|Time|{{#expr: ceil(97.14285714/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|6}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(89.47368421)}}}} || {{Icon|Time|{{#expr: ceil(89.47368421/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|7}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(82.92682927)}}}} || {{Icon|Time|{{#expr: ceil(82.92682927/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|8}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(77.27272727)}}}} || {{Icon|Time|{{#expr: ceil(77.27272727/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|9}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(72.34042553)}}}} || {{Icon|Time|{{#expr: ceil(72.34042553/60)}}s}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:middle;&amp;quot; | {{Icontech|Railgun shooting speed (research)|10+}}&lt;br /&gt;
| {{Icon|Time|{{#expr: ceil(71)}}}} || {{Icon|Time|{{#expr: ceil(71/60)}}s}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.54|&lt;br /&gt;
* Bonus adjusted to 15% as part of railgun turret fixes}}&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railgun_turret&amp;diff=218333</id>
		<title>Railgun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railgun_turret&amp;diff=218333"/>
		<updated>2026-05-01T18:12:56Z</updated>

		<summary type="html">&lt;p&gt;Tau: added that power and ammo are required to function. added link to railgun damage threshold.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Railgun turret}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Railgun turret&#039;&#039;&#039; is a powerful late-game turret, unlocked with [[cryogenic science pack]]s{{SA}}. They require both power and [[railgun ammo]] to function.&lt;br /&gt;
&lt;br /&gt;
The railgun turret has a limited firing arc of 72°. To compensate for this, it can be placed in one of 8 directions.&lt;br /&gt;
&lt;br /&gt;
The turret does massive damage to all entities and structures in its line of fire. Any buildings in its firing arc are unlikely to survive (including [[wall]]s).&lt;br /&gt;
&lt;br /&gt;
Railgun turrets are very effective against [[Asteroids|huge asteroids]], as the damage of [[railgun ammo]] easily beats their flat physical resistance. In fact, it only takes the second level of [[Railgun damage (research)#Thresholds| railgun damage research]] to be able to destroy all asteroid sizes in one shot. It is also quite useful against [[Demolisher]]s, especially when fired directly down their bodies, as shells can hit multiple segments at once.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
Railgun turret placement.png|All directions for railgun turret placement.&lt;br /&gt;
Railgun turret damage anim.gif|Railgun turret damages all entities on its trajectory.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spoilage_mechanics&amp;diff=218332</id>
		<title>Spoilage mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spoilage_mechanics&amp;diff=218332"/>
		<updated>2026-05-01T18:02:30Z</updated>

		<summary type="html">&lt;p&gt;Tau: /* Spoil products */ changed wording to premature wriggler to match other pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;For the article encompassing the spoilage item, see [[Spoilage]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spoilage&#039;&#039;&#039; is a mechanism whereby an item type, after a fixed period of time, will spontaneously transform into a different item, or sometimes an entity (or nothing at all). Most items which can spoil are either produced on [[Gleba]] or produced from Gleba resources.&lt;br /&gt;
&lt;br /&gt;
== Spoil time and freshness ==&lt;br /&gt;
&lt;br /&gt;
Any type of item which can spoil has a spoil time, the maximum time it takes for the item to spoil. An item&#039;s &#039;&#039;freshness&#039;&#039; is a percentage of how far the item is from spoiling. 100% freshness means that the item is at its maximum spoil time away from spoiling, and 0% meaning that it has spoiled.&lt;br /&gt;
&lt;br /&gt;
Spoiling can happen at &#039;&#039;any&#039;&#039; time. It can happen while an item is in a chest, in the input or output slots of a machine, in the hand of an inserter, etc. Almost nothing can arrest the process of spoilage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Spoilable Item Times&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Time&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Raw fish}} || 2 hours, 5 minutes, 50 seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux|space-age=yes}} || 2 hours&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || 1 hour&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || 1 hour&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || 1 hour&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients|space-age=yes}} || 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || 4 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || 3 minutes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || 1 minute&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || 1 minute&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Freshness and stacking ===&lt;br /&gt;
&lt;br /&gt;
When spoilable items form a stack (inserters picking up items, items being placed in containers, items being placed in a production machine, etc), the freshness of the resulting stack is determined by the average freshness of all items being combined. If you take a stack of 10 items with freshness 50% and add one item of freshness 100%, the result is a stack of 11 items with a freshness of 54.5%.&lt;br /&gt;
&lt;br /&gt;
As such, all items in a stack will spoil at the same time. If spoiling spawns an entity, one entity will be spawned per item in the stack.&lt;br /&gt;
&lt;br /&gt;
=== Production and freshness ===&lt;br /&gt;
&lt;br /&gt;
Items that are generated by means other than a machine (or the player) executing a recipe are generated at 100% freshness. This includes harvesting [[yumako]]s and [[jellynut]]s, as well as extracting [[biter egg]]s from [[captive biter spawner]]s. Captive biter spawners have the unique property that the eggs they generate do not begin to spoil until they are removed from the spawner.&lt;br /&gt;
&lt;br /&gt;
If no spoilable inputs are used to generate a spoilable output, then the freshness of the output is determined by the recipe (usually 100% fresh, but [[nutrients]] created from [[spoilage]] are 50% fresh). Note that [[recycler]] recipes are no different; if a non-spoilable item can be recycled to a spoilable input, that input item will have 100% freshness (the [[biochamber]] recipe is one such example).&lt;br /&gt;
&lt;br /&gt;
If a recipe generates a spoilable product using one or more spoilable inputs, the freshness of the spoilable input products may be transferred to the freshness of the output. If the recipe only has one spoilable input, then the freshness percentage is transferred directly to the output. If a recipe uses multiple spoilable inputs, then the freshness of the output is the average freshness of the input.&lt;br /&gt;
&lt;br /&gt;
Some recipes override the freshness of the output product, even when the inputs can spoil. Most catalytic recipes (recipes which consume and produce an item of the same type, for example [[iron bacteria cultivation]]) do not transfer freshness to their catalytic product; their outputs are always 100% fresh.&lt;br /&gt;
&lt;br /&gt;
While items can spoil while in a machine&#039;s input slots, once the item has been consumed to start a production cycle, the item cannot spoil.&lt;br /&gt;
&lt;br /&gt;
The freshness of inputs can transfer to outputs. But the freshness of the fuel used to power the building producing the spoilable product is irrelevant. The [[biochamber]] uses [[nutrients]] as fuel, but so long as the recipe itself does not use nutrients as an ingredient, the freshness of those nutrients does not matter to the freshness of the output.&lt;br /&gt;
&lt;br /&gt;
When using the player&#039;s hand-crafting queue for spoilable outputs, the freshness of the output is timed based on when the hand-craft was added to the crafting queue. This means that, if you craft a lot of fast-spoiling spoilable products all at once, the final crafts may directly generate spoilage instead of the desired item. &amp;lt;!-- As noted here: https://www.reddit.com/r/factorio/comments/1ib4ff3/biter_egg_to_spoilage_bug/  This could be a bug. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freshness effects ===&lt;br /&gt;
&lt;br /&gt;
For most spoilable items, their freshness matters only in that the freshness can transfer during production. For [[agricultural science pack]]s however, there is an additional effect. Freshness affects the speed at which a science pack is consumed in a lab. A 50% fresh pack will be consumed twice as fast. But because it does not generate more science value during that consumption, it effectively only produces half the science that a 100% fresh pack would.&lt;br /&gt;
&lt;br /&gt;
Note that freshness does not affect the [[fuel]] value of any spoilable that has a fuel value. So long as the fuel is consumed before it spoils, it will impart all of its energy to the device.&lt;br /&gt;
&lt;br /&gt;
== Spoil products ==&lt;br /&gt;
&lt;br /&gt;
Most items which can spoil will transform into [[spoilage]], but some items spoil into other things. Some items transform into entities on the map.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Special spoilables&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Special effect on spoiling&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || Turns into [[copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || Turns into [[iron ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || Spawns a [[Enemies#Biters|big biter]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || Spawns a [[Enemies#Wrigglers|premature wriggler]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner|space-age=yes}} || Spawns a [[Enemies#Biters|behemoth biter]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special spoiling effects ===&lt;br /&gt;
&lt;br /&gt;
When an item spoils, it transforms into a different item, or even an entity. Because spoiling can happen at any time, the game must account for this possibility in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
If a recipe consumes or generates a spoilable item, the machine executing that recipe gains a number of &amp;quot;trash slots&amp;quot; appropriate for the spoil products of these types. If a stack in its input or output slots spoils, then those items are moved to the machine&#039;s trash slots. The machine may not continue to operate if its trash slots are full. Any output inserter can take from trash slots, so you may need to filter inserters to specifically remove trash.&lt;br /&gt;
&lt;br /&gt;
If an inserter is aimed at a machine which has trash slots based on spoilable input items, and the item it attempts to insert into the machine spoils before insertion is complete, the inserter will insert the item into the machine&#039;s trash slots. It will &#039;&#039;not&#039;&#039; do so if the item has spoiled before it was picked up (and it will not pick up spoiled items).&lt;br /&gt;
&lt;br /&gt;
If a machine&#039;s output is full, then spoil-based trash slots don&#039;t function. If input or fuel stacks spoil while in this state, they will remain in the those locations (blocking further inputs or fuel) until the machine&#039;s outputs have been emptied.&lt;br /&gt;
&lt;br /&gt;
[[Lab]]s and [[biolab]]s have pass-through logic that allows science packs to be passed from one machine to another. While this works for [[agricultural science pack]]s, it does not work for spoilage. So each lab must have its own inserter specifically to remove any spoilage.&lt;br /&gt;
&lt;br /&gt;
While inserters can be filtered, spoilable items can cause filters to be bypassed if the item spoils after being picked up. The inserter will not attempt to put the item back even if the spoiled item type violates the rules of the filter.&lt;br /&gt;
&lt;br /&gt;
If an inserter is holding an item that spoils, it will immediately turn and attempt to insert the item in its destination. Note that this overrides the general rule of [[stack inserter]]s that they only turn when they have a full hand size. This is done to prevent stack inserters from getting stuck.&lt;br /&gt;
&lt;br /&gt;
==Mathematics==&lt;br /&gt;
&lt;br /&gt;
A buffer holding &#039;&#039;n&#039;&#039; items with a spoilage time of &#039;&#039;t&#039;&#039; will have an average spoilage rate of &#039;&#039;n/t&#039;&#039;. For example, a steel chest holding 48 stacks of 50 normal-quality copper bacteria, which spoil in 1 minute, will produce on average 2400 copper ore per minute. This relation is called [https://en.wikipedia.org/wiki/Little%27s_law Little&#039;s law] in queueing theory. The formula only gives the average spoilage rate, assuming spoiled items are immediately removed and replaced with completely fresh items. In practice, the rate can vary over time due to many factors, such as items being already partially spoiled when they are inserted, or many fresh items being inserted at the same time.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* In Space Age, a base quality [[fish]] has a spoilage time of 2 hours, 5 minutes, and 50 seconds. This equates to 7,550 seconds, or 453,000 [[time#Ticks|game ticks]], which is a reference to developer V453000, the artist behind the fish icon.&lt;br /&gt;
&lt;br /&gt;
{{C|Space Age}}&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=218331</id>
		<title>Science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=218331"/>
		<updated>2026-05-01T17:58:07Z</updated>

		<summary type="html">&lt;p&gt;Tau: /* Creating science packs */ added science pack ratios for Space Age though it unfortunately includes fractions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Science packs&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
For example, [[Physical projectile damage (research)|Physical projectile damage 3&#039;&#039;]] requires one automation science pack and one logistic science pack and one military science pack to begin researching, but it needs this to be input into labs a total of 300 times, raising the research cost to 300 science packs each.&lt;br /&gt;
&lt;br /&gt;
== Types of science packs ==&lt;br /&gt;
=== Base game ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !!  Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|Time|5}} + {{icon|copper plate|1}} + {{icon|iron gear wheel|1}} &amp;amp;rarr; {{icon|Automation science pack|1}} || {{icon|Time|5.5}} {{icon|iron plate|2}} {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|Time|6}} + {{icon|Transport belt|1}} + {{icon|Inserter|1}} &amp;amp;rarr; {{icon|Logistic science pack|1}} || {{icon|Time|8.75}} {{icon|iron plate|5.5}} {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|Time|10}} + {{icon|Piercing rounds magazine|1}} + {{icon|Grenade|1}} + {{Icon|Wall|2}} &amp;amp;rarr; {{icon|Military science pack|2}} || {{icon|Time|23}} {{icon|Iron plate|9}} {{icon|Copper plate|1}} {{icon|Steel plate|0.5}} {{icon|Coal|10}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|Time|24}} + {{icon|Sulfur|1}} + {{icon|Advanced circuit|3}} + {{icon|Engine unit|2}} &amp;amp;rarr; {{icon|Chemical science pack|2}} || {{icon|Time|52.5}} {{icon|Iron plate|6}} {{icon|Copper plate|15}} {{icon|Engine unit|2}} {{icon|Plastic bar|6}} {{icon|Sulfur|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|Time|21}} + {{icon|Rail|30}} + {{icon|Electric furnace|1}} + {{icon|Productivity module|1}} &amp;amp;rarr; {{icon|Production science pack|3}} || {{icon|Time|153.5}} {{icon|Iron plate|32.5}} {{icon|Copper plate|57.5}} {{icon|Steel plate|25}} {{icon|Plastic bar|20}} {{icon|Stone|15}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|Time|21}} + {{icon|Processing unit|2}} + {{icon|Flying robot frame|1}} + {{icon|Low density structure|3}} &amp;amp;rarr; {{icon|Utility science pack|3}} ||  {{icon|Time|104.75}} {{icon|Iron plate|3}} {{icon|Copper plate|64.5}} {{icon|Steel plate|7}} {{icon|Plastic bar|15}} {{icon|Battery|2}} {{icon|Processing unit|2}} {{icon|Electric engine unit|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|Space science pack|1000}} per launched {{icon|Satellite}} || {{icon|Time|300}} {{icon|Iron plate|43.7}} {{icon|Copper plate|101.8}} {{icon|Steel plate|2.7}} {{icon|Plastic bar|19.9}} {{icon|Solid fuel|10.5}} {{icon|Sulfuric acid|15.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Space science pack calculations:&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=0-17-1&amp;amp;items=space-science-pack:r:1&amp;amp;ignore=sulfuric-acid,steel-plate&lt;br /&gt;
Space science pack calculations (Total raw):&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=1-1-19&amp;amp;rate=h&amp;amp;rp=5&amp;amp;cp=4&amp;amp;items=space-science-pack:r:1&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Or, broken down into the most basic components:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Per 1 !! colspan=&amp;quot;5&amp;quot; | Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|iron plate|2}} || {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|iron plate|5.5}} || {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|iron plate|5.75}} || {{icon|copper plate|0.5}} || {{icon|coal|5}} || || {{icon|stone|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|iron plate|12}} || {{icon|copper plate|7.5}} || {{icon|coal|1.5}} || {{icon|crude oil|38.46}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|iron plate|52.5}} || {{icon|copper plate|19.17}} || {{icon|coal|3.33}} || {{icon|crude oil|68.38}} || {{icon|stone|11.67}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|iron plate|33.33}} || {{icon|copper plate|49.83}} || {{icon|coal|3.83}} || {{icon|crude oil|106.84}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|iron plate|57.54}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|copper plate|101.79}} || {{icon|coal|9.95}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|crude oil|306.92}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Space Age&#039;&#039; ===&lt;br /&gt;
The &#039;&#039;[[Space Age]]&#039;&#039;{{SA}} expansion adds five new types of science packs, and changes the recipe for [[space science pack]]. Each is only able to be crafted on a specific [[planets|planet]] or a [[space platform]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Crafted on !! Made in !! Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|Space platform hub}} || {{icon|assembling machine}} {{icon|assembling machine 2}} {{icon|assembling machine 3}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate|2}} &amp;amp;rarr; {{icon|Space science pack|5}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack|space-age=yes}} || {{icon|Vulcanus}} || {{icon|Foundry}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}} &amp;amp;rarr; {{icon|Metallurgic science pack|1}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack|space-age=yes}} || {{icon|Fulgora}} || {{icon|Electromagnetic plant}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}} &amp;amp;rarr; {{icon|Electromagnetic science pack|1}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || {{icon|Gleba}} || {{icon|Biochamber}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}} &amp;amp;rarr; {{icon|Agricultural science pack|1}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic science pack|space-age=yes}} || {{icon|Aquilo}} || {{icon|Cryogenic plant}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}} &amp;amp;rarr; {{icon|Cryogenic science pack|1}} + {{icon|Fluoroketone (hot)|3}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Promethium science pack|space-age=yes}} || {{icon|Space platform hub}} || {{icon|Cryogenic plant}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}} &amp;amp;rarr; {{icon|promethium science pack|10}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that Agricultural science packs are subject to [[Spoilage mechanics|spoilage]]. Their freshness also reduces their science value.&lt;br /&gt;
&lt;br /&gt;
== Creating science packs ==&lt;br /&gt;
The science packs and [[research]] are meant to guide players through the game by gradually increasing in complexity. At first the player has to create [[automation science pack]]s by hand to research automation. Then the next goal is to create automation and [[logistic science pack]]s automatically and to automatically feed the science packs into [[lab]]s. These science packs allow research of most of the basic [[technologies]].&lt;br /&gt;
&lt;br /&gt;
If needed due to [[enemies]], the next step is to create [[military science pack]]s to allow unlock higher tier combat-oriented products. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from automation/logistic.&lt;br /&gt;
&lt;br /&gt;
Following military science, [[chemical science pack]]s should be created. This science pack incorporates a new &#039;raw&#039; intermediary - [[plastic bar]]s necessitate the need to harvest and process [[crude oil]].&lt;br /&gt;
&lt;br /&gt;
After chemical science, [[production science pack]]s are next. Production science packs are a fair jump in complexity, as the required products have quite a few different intermediaries. Production packs yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
The final stage of automated research pack creation is [[utility science pack]]. Utility sciences packs are the most complex packs to make, requiring a large chain of intermediate products. Utility science packs, like previous production science packs, yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
[[Space science pack]]s are yielded from launching [[satellite]]s via [[rocket silo|rocket]], and thus are difficult to automate effectively without massive resource-hungry bases. Unlike other science packs, space science packs are exclusively used to research repeating/infinite technologies - such as [[mining productivity (research)|mining productivity]] or [[physical projectile damage (research)|gun turret damage]].&lt;br /&gt;
&lt;br /&gt;
The ratio needed to keep science production in sync is 5:6:5:12:7:7, or:&lt;br /&gt;
* 5 Automation science pack assemblers&lt;br /&gt;
* 6 Logistic science pack assemblers&lt;br /&gt;
* 5 Military science pack assemblers&lt;br /&gt;
* 12 Chemical science pack assemblers&lt;br /&gt;
* 7 Production science pack assemblers&lt;br /&gt;
* 7 Utility science pack assemblers&lt;br /&gt;
&lt;br /&gt;
The list above assumes that all science packs are being produced by the same tier of assembling machine. For example, if using plain [[assembling machine 3]] then packs will be produced at 75 items per minute.&lt;br /&gt;
&lt;br /&gt;
The ratio for [[Space Age]] {{SA}} science (if we include the baseline productivity for [[foundry|foundries]] and [[electromagnetic plant|electromagnetic plants]] and assume the agricultural science is at full [[Spoilage mechanics|freshness]]) is 3:6⅔:6⅔:4:20:½, or:&lt;br /&gt;
* 3 Space science pack assemblers&lt;br /&gt;
* 6.666 Metallurgic science pack foundries&lt;br /&gt;
* 6.666 Electromagnetic science pack electromagnetic plants&lt;br /&gt;
* 4 Agricultural science pack biochambers (assuming no spoilage)&lt;br /&gt;
* 20 Cryogenic science pack cryogenic plants&lt;br /&gt;
* 0.5 Promethean science pack cryogenic plants&lt;br /&gt;
&lt;br /&gt;
== Productivity module vs. quality module ==&lt;br /&gt;
[[Quality]]{{SA}} science pack decreases science pack drain, while production science outputs additional science packs from the same amount of input. Assuming that you are only using common ingredients and a single 1 tier module, and that all quality levels have been researched.&lt;br /&gt;
&lt;br /&gt;
;[[Quality module]]{{SA}}&lt;br /&gt;
* &#039;&#039;&#039;0.9%&#039;&#039;&#039; chance to create at least 1 uncommon science pack, which lasts &#039;&#039;&#039;100%&#039;&#039;&#039; longer than normal (equivalent of 2 science packs).&lt;br /&gt;
* &#039;&#039;&#039;0.09%&#039;&#039;&#039; chance to create 1 rare science pack, which lasts &#039;&#039;&#039;200%&#039;&#039;&#039; longer than normal (equivalent of 3 science packs). &lt;br /&gt;
* &#039;&#039;&#039;0.009%&#039;&#039;&#039; chance to create 1 epic science pack, which lasts &#039;&#039;&#039;300%&#039;&#039;&#039; longer than normal (equivalent of 4 science packs).&lt;br /&gt;
* &#039;&#039;&#039;0.001%&#039;&#039;&#039; chance to create 1 legendary science pack, which lasts &#039;&#039;&#039;500%&#039;&#039;&#039; longer than normal (equivalent of 6 science packs).&lt;br /&gt;
&lt;br /&gt;
Overall, this represents approximately &#039;&#039;&#039;1.1112%&#039;&#039;&#039; extra science for the same number of inputs.&lt;br /&gt;
&lt;br /&gt;
;[[Module#Productivity module|Productivity module]]&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; extra product every &#039;&#039;&#039;25&#039;&#039;&#039; normal products.&lt;br /&gt;
&lt;br /&gt;
This provides approximately &#039;&#039;&#039;4%&#039;&#039;&#039; extra science for the same number of inputs.&lt;br /&gt;
&lt;br /&gt;
==== Comparison ====&lt;br /&gt;
* Productivity is more resource efficient, as it provides more science progress for the same amount of resources.&lt;br /&gt;
* Quality is more space/rocket efficient, as higher quality packs take up the same amount of space.&lt;br /&gt;
* Quality has a special effect on [[agricultural science pack]]s, as quality increases their spoil time. This means that a higher quality pack will not only have more science value, it will lose less of that value over the same time period as a lower one.&lt;br /&gt;
* In situations where the [[foundry]] isn&#039;t being used for casting copper or iron, inserting quality modules in mining drills and utilizing quality ores for making ingredients for science packs can be more resource-efficient if the bonus from mining productivity research exceeds +300%. This is much slower than using [[speed module]]s (which are antagonistic to quality), and requires designing a base around handling multiple quality levels.&lt;br /&gt;
** Casting metals with foundries is not compatible with this strategy, as ores are turned into molten metal which, as a fluid, doesn&#039;t retain quality. With productivity modules, foundries are more resource-efficient and faster for processing metals for science packs than furnaces smelting quality ores, but this requires importing [[calcite]], as neither [[Nauvis]] or [[Gleba]] (the two planets that commonly produce ores) have this as a local resource.&lt;br /&gt;
&lt;br /&gt;
Do note that quality modules should not be combined with multiple [[speed module]]s or speed [[beacon]]s, while productivity modules can.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Creating science packs is directly connected to the following achievements:&lt;br /&gt;
{{Achievement|research-with-automation}}&lt;br /&gt;
{{Achievement|research-with-logistics}}&lt;br /&gt;
{{Achievement|research-with-chemicals}}&lt;br /&gt;
{{Achievement|research-with-military}}&lt;br /&gt;
{{Achievement|research-with-production}}&lt;br /&gt;
{{Achievement|research-with-utility}}&lt;br /&gt;
{{Achievement|research-with-space}}&lt;br /&gt;
{{Achievement|research-with-metallurgics}}&lt;br /&gt;
{{Achievement|research-with-electromagnetics}}&lt;br /&gt;
{{Achievement|research-with-agriculture}}&lt;br /&gt;
{{Achievement|research-with-cryogenics}}&lt;br /&gt;
{{Achievement|research-with-promethium}}&lt;br /&gt;
{{Achievement|rush-to-space}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav|category=false}}&lt;br /&gt;
{{C|Intermediate products{{!}}#Science pack}}&lt;br /&gt;
{{C|Science packs{{!}}#Science pack}}&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Technologies&amp;diff=218315</id>
		<title>Technologies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Technologies&amp;diff=218315"/>
		<updated>2026-05-01T17:03:20Z</updated>

		<summary type="html">&lt;p&gt;Tau: /* Combat */ changed links from railgun to railgun turrets, and added row for railgun turret speed effective maximum to match wording in /* Space Age */  ~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Technology tree.png|thumb|right|280px|The base game technology tree − Click to enlarge.]]&lt;br /&gt;
[[File:tech_bonuses.png|thumb|right|280px|Researched tech bonuses.]]&lt;br /&gt;
&#039;&#039;&#039;Technologies&#039;&#039;&#039; are series of [[research]] projects that provide various enhancements. Some technologies unlock new items or recipes, while others provide bonuses. &lt;br /&gt;
&lt;br /&gt;
Most technologies can be researched in [[lab]]s by consuming [[science pack]]s of various types. For example, the [[Logistics (research)|Logistics]] technology can be unlocked by placing 20 [[automation science pack]]s into labs while the technology is selected for research.  Besides, [[#Trigger_technologies|some technologies]] will automatically unlock after meeting specific conditions, without consumption of any science packs.&lt;br /&gt;
&lt;br /&gt;
== Infinite technologies ==&lt;br /&gt;
&lt;br /&gt;
While most technologies in Factorio are either one-off or have a finite, relatively small number of levels available, a few are &amp;quot;infinite&amp;quot;, meaning the player can research as many levels as they can afford. All of them unlock bonuses to existing technologies, never new structures or abilities. The per-level bonuses are constant for a particular infinite technologies and, like finite research bonuses, are additive within a single technology. They are subject to diminishing returns; thus, the per-level and per-science pack contributions from very high levels of infinite technologies will eventually provide only marginal improvements.&lt;br /&gt;
&lt;br /&gt;
All base game infinite technologies levels require [[space science pack]]s, and are also the only technologies that do. As such, they are late-game technologies intended primarily for players who wish to continue playing and expand their factory past the nominal victory condition of launching a rocket.&lt;br /&gt;
&lt;br /&gt;
Infinite technologies are identified in-game by a small &amp;lt;code&amp;gt;∞&amp;lt;/code&amp;gt; infinity symbol shown in the top right corner of the research technology&#039;s card in the research screen.&lt;br /&gt;
&lt;br /&gt;
Most infinite technologies are continuations of ordinary multi-level technologies; the &amp;quot;infinite&amp;quot; mechanic becomes effective once the player reaches the card initially labeled with &amp;lt;code&amp;gt;N - ∞&amp;lt;/code&amp;gt; in the research tree.  In the base game, only the two [[artillery]]-related technologies (artillery shell [[artillery shell range (research)|range]] and [[artillery shell shooting speed (research)|shooting speed]]) are infinite-only; for these, &amp;lt;code&amp;gt;1 - ∞&amp;lt;/code&amp;gt; is shown before any levels in them are researched. In either case, once the first infinite level is researched, the card label switches to the one discussed above.&lt;br /&gt;
&lt;br /&gt;
=== Pricing formulas ===&lt;br /&gt;
&lt;br /&gt;
The price of all infinite technologies is generated in a [[Wikipedia:Progression|mathematical progression]]; for the majority of technologies, the progression is [[Wikipedia:Geometric_progression|geometric]], mostly in powers of 2. Two technologies - [[mining productivity (research)|mining productivity]] and [[follower robot count (research)|follower robot count]] - use an [[Wikipedia:Arithmetic_progression|arithmetic progression]] instead.&lt;br /&gt;
&lt;br /&gt;
The table below summarizes for all infinite researches their first infinite level, the cost of the first few infinite levels, the cost formula and the per-level bonus. &lt;br /&gt;
&lt;br /&gt;
We denote by &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; the current level of the research, by &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; the final non-infinite level of the research (hence F+1 is the first &amp;quot;infinite&amp;quot; level) and by &amp;lt;code&amp;gt;P[N]&amp;lt;/code&amp;gt; the price of the research at level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Category !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! P[F+2] !! P[F+3] !! P[F+4] !! P[F+5] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || Productivity || +10% Mining productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|4 || 2,500 × (N - F) || style=text-align:center|2,500 || style=text-align:center|5,000 || style=text-align:center|7,500 || style=text-align:center|10,000 || style=text-align:center|12,500 || style=text-align:center|+2500&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || rowspan=&amp;quot;4&amp;quot; | Weapon Damage || +40% Bullet damage &amp;lt;br&amp;gt; +70% Gun turret damage &amp;lt;br&amp;gt; +40% Shotgun shell damage &amp;lt;br&amp;gt; +100% Cannon shell damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket damage &amp;lt;br&amp;gt; +20% Grenade damage &amp;lt;br&amp;gt; +20% Land mine damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Fire damage &amp;lt;br&amp;gt; +20% Flamethrower turret damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Energy weapons damage (research)}} [[Energy weapons damage (research)|Energy weapons damage]] || +70% Laser damage &amp;lt;br&amp;gt; +70% Electric damage &amp;lt;br&amp;gt; +30% Beam damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || rowspan=&amp;quot;3&amp;quot; | Non-Damage&amp;lt;br&amp;gt; Weapon Bonus || +30% Artillery shell range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 × 2^N || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|32,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;white-space: nowrap&amp;quot; | {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell shooting speed]] || +100% Artillery shell shooting speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 + 1,000 × 3^(N - 1) || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|10,000 || style=text-align:center|28,000 || style=text-align:center|82,000 || style=text-align:center|×3 then - 2,000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +25 Maximum following robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|5 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|3,000 || style=text-align:center|4,000 || style=text-align:center|5,000 || style=text-align:center|+1,000&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed]] || Other || +65% Worker robot speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|6 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Space Age ====&lt;br /&gt;
The table below summarizes all the infinite technologies in Space Age. Some are unique to Space Age, while some have their price and/or effect changed from the base game.&lt;br /&gt;
&lt;br /&gt;
Due to the introduction of [[Tesla weapons (research)|tesla weapons]], the [[Energy weapons damage (research)|energy weapons damage]] technology is split into [[Laser weapons damage (research)|laser weapons damage]] and [[Electric weapons damage (research)|electric weapons damage]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Category !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || rowspan=&amp;quot;2&amp;quot; | Productivity || +10% Mining productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || style=text-align:center|3 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|+1,000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Research productivity (research)}} [[Research productivity (research)|Research productivity]] {{SA}} || +10% Lab research productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Electromagnetic science pack}} {{icon|Agricultural science pack}} {{icon|Cryogenic science pack}} {{icon|Promethium science pack}} || style=text-align:center|1 || 1,000 × 1.2^N || style=text-align:center|1,200 || style=text-align:center|×1.2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Steel plate productivity (research)}} [[Steel plate productivity (research)|Steel plate productivity]] {{SA}} || rowspan=&amp;quot;8&amp;quot; | Recipe Productivity &amp;lt;br&amp;gt; (no effect beyond level 30) || +10% Steel plate productivity&amp;lt;br&amp;gt; +10% Casting steel productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;white-space: nowrap&amp;quot; | {{Icontech|Low density structure productivity (research)}} [[Low density structure productivity (research)|Low density structure productivity]] {{SA}} || +10% Low density structure productivity&amp;lt;br&amp;gt; +10% Casting low density structure productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Scrap recycling productivity (research)}} [[Scrap recycling productivity (research)|Scrap recycling productivity]] {{SA}} || +10% Scrap recycling productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|1 || 500 × 1.5^N || style=text-align:center|750 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Processing unit productivity (research)}} [[Processing unit productivity (research)|Processing unit productivity]] {{SA}} || +10% Processing unit productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Plastic bar productivity (research)}} [[Plastic bar productivity (research)|Plastic bar productivity]] {{SA}} || +10% Plastic bar productivity&amp;lt;br&amp;gt; +10% Bioplastic productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket fuel productivity (research)}} [[Rocket fuel productivity (research)|Rocket fuel productivity]] {{SA}} || +10% Rocket fuel productivity&amp;lt;br&amp;gt; +10% Rocket fuel from jelly productivity&amp;lt;br&amp;gt; +10% Ammonia rocket fuel productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Asteroid productivity (research)}} [[Asteroid productivity (research)|Asteroid productivity]] {{SA}} || +10% Carbonic asteroid crushing productivity&amp;lt;br&amp;gt; +10% Oxide asteroid crushing productivity&amp;lt;br&amp;gt; +10% Metallic asteroid crushing productivity&amp;lt;br&amp;gt; +10% Advanced carbonic asteroid productivity&amp;lt;br&amp;gt; +10% Advanced oxide asteroid crushing productivity&amp;lt;br&amp;gt; +10% Advanced metallic asteroid crushing productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket part productivity (research)}} [[Rocket part productivity (research)|Rocket part productivity]] {{SA}} || +10% Rocket part productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Cryogenic science pack}} || style=text-align:center|1 || 2,000 × 1.5^N || style=text-align:center|3,000 || style=text-align:center|×1.5&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || rowspan=&amp;quot;7&amp;quot; | Weapon Damage || +20% Bullet damage &amp;lt;br&amp;gt; +20% Gun turret damage &amp;lt;br&amp;gt; +40% Shotgun shell damage &amp;lt;br&amp;gt; +100% Cannon shell damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Laser weapons damage (research)}} [[Laser weapons damage (research)|Laser weapons damage]] {{SA}} || +70% Laser damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell damage (research)}} [[Artillery shell damage (research)|Artillery shell damage]] {{SA}} || +10% Artillery shell damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket damage &amp;lt;br&amp;gt; +20% Grenade damage &amp;lt;br&amp;gt; +20% Land mine damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Fire damage&amp;lt;br&amp;gt; +20% Flamethrower turret damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Electric weapons damage (research)}} [[Electric weapons damage (research)|Electric weapons damage]] {{SA}} || +70% Tesla damage &amp;lt;br&amp;gt; +70% Electric damage &amp;lt;br&amp;gt; +30% Beam damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|4 || 1,000 × 2^(N - F) || style=text-align:center|2,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun damage (research)}} [[Railgun damage (research)|Railgun damage]] {{SA}} || +40% Railgun damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || rowspan=&amp;quot;4&amp;quot; | Non-Damage &amp;lt;br&amp;gt; Weapon Bonus || +30% Artillery shell range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell shooting speed]] || +100% Artillery shell shooting speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)}} [[Railgun shooting speed (research)|Railgun shooting speed]] {{SA}} || +15% Railgun shooting speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} {{icon|Cryogenic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +25 Maximum following robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|5 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|+1,000&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed ]] || rowspan=&amp;quot;2&amp;quot; | Other || +65% Worker robot speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F) || style=text-align:center|2,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Health (research)}} [[Health (research)|Health]] {{SA}} || +50 Character health || {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 50 × 2^N || style=text-align:center|100 || style=text-align:center|×2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cumulative cost ===&lt;br /&gt;
&lt;br /&gt;
As the price of most infinite technologies (specifically, those based on geometric progressions) increases very steeply, it may be a good idea for players to set realistic target levels for each of the infinite technologies they wish to pursue, and make their factory plans accordingly. To that end, the following properties of cumulative infinite research prices may be useful:&lt;br /&gt;
&lt;br /&gt;
#For infinite technologies whose underlying equation is a powers-of-two geometric series, the cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; infinite levels (skipping the first &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; level, so counting &amp;quot;infinite&amp;quot; levels only) is &amp;lt;code&amp;gt;2 × P[N] - P[F+1]&amp;lt;/code&amp;gt;; i.e., twice the price of the final researched level, less the price of the first &amp;quot;infinite&amp;quot; level. &lt;br /&gt;
#*As &#039;&#039;N&#039;&#039; increases, this is approximated well by &amp;lt;code&amp;gt;2 × P[N] = P[N+1]&amp;lt;/code&amp;gt;, so the cumulative cost of researching to level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is about as much as researching level &amp;lt;code&amp;gt;N+1&amp;lt;/code&amp;gt;. &lt;br /&gt;
#*If one decides a level &amp;lt;code&amp;gt;M&amp;lt;/code&amp;gt; which one considers the &amp;quot;highest feasible&amp;quot; with their current science pack production capacity, expanding said capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; will allow about &amp;lt;code&amp;gt;log[2](X)&amp;lt;/code&amp;gt; additional levels to be researched before the next level takes longer to research with the expanded capacity than level &amp;lt;code&amp;gt;M + 1&amp;lt;/code&amp;gt; would have taken with the pre-expansion production capacity.&lt;br /&gt;
#*For example, if one expands production capacity by a factor of 10, they will be able to research at least &amp;lt;code&amp;gt;floor(log[2](10)) = 3&amp;lt;/code&amp;gt; and at most &amp;lt;code&amp;gt;ceiling(log[2](10)) = 4&amp;lt;/code&amp;gt; additional levels in a given technology before the exponential increase in price negates the speed benefits of their ×10 capacity expansion.&lt;br /&gt;
#The cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; levels of infinite technologies whose underlying equation is an arithmetic series is &amp;lt;code&amp;gt;(N - F) × (P[N] + P[F + 1]) ÷ 2&amp;lt;/code&amp;gt;; i.e, &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; times the mean of the prices of the first and last &amp;quot;infinite&amp;quot; level. For the [[Follower robot count (research)]], an additional &amp;lt;code&amp;gt;900 × (N-F)&amp;lt;/code&amp;gt; need to be added. &lt;br /&gt;
#*Expanding production capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;, as above, will in this case allow an additional &amp;lt;code&amp;gt;N × (X - 1)&amp;lt;/code&amp;gt; levels to be researched before the benefit of the expansion is wiped out (i.e., research progress speed drops to or below what it was pre-expansion).&lt;br /&gt;
#The cumulative price of the first &#039;&#039;&#039;&#039;&#039;N&#039;&#039;&#039;&#039;&#039; levels of &#039;&#039;&#039;artillery shell shooting speed&#039;&#039;&#039;, the sole infinite technology whose underlying equation is a powers-of-three geometric series (equation type (2)) is &amp;lt;code&amp;gt;1.5 × P[N] - 0.5 × P[1]&amp;lt;/code&amp;gt;; i.e., 1.5 times the price of the final researched level, less half the price of the first level.&lt;br /&gt;
&lt;br /&gt;
Note that these prices reflect &#039;&#039;&#039;research units&#039;&#039;&#039;, which will not be equal to science packs if [[productivity module|productivity modules]] are used in labs. (In that case, the science pack requirement will be lower.)&lt;br /&gt;
&lt;br /&gt;
=== Infinite research limits ===&lt;br /&gt;
&lt;br /&gt;
[[Follower robot count (research)|Follower robot count]] is limited by the rate at which capsules can be thrown out. 2 [[Destroyer capsule|Destroyer capsules]] can be thrown out per second, creating 10 robots per second. With a lifetime of 120s, this allows a theoretical maximum of 1200 robots to be deployed at once. This maximum is reached at level 50 and researching past that level will have no practical effect on the maximum number of deployed robots.&lt;br /&gt;
&lt;br /&gt;
==== Space Age ====&lt;br /&gt;
&lt;br /&gt;
All recipes have a maximum productivity of 300%. This was [https://factorio.com/blog/post/fff-375 primarily done to prevent infinite resource exploits] involving the [[recycler]]{{SA}} and its 25% return of input items. This cap puts a hard limit on the effectiveness of most infinite productivity researches. It can be researched past level 30, but it will have no practical effect.&lt;br /&gt;
&lt;br /&gt;
Note that miners are not crafting machines that execute recipes, nor are labs. As such, [[mining productivity (research)]] and [[research productivity (research)]]{{SA}} have no limit.&lt;br /&gt;
&lt;br /&gt;
The [[Railgun shooting speed (research)|railgun turret&#039;s shooting speed]] is limited by its [https://forums.factorio.com/viewtopic.php?p=673363#p673363 animation], which means it can&#039;t shoot faster than 0.845 times per second (once per 71 [[Time#Tick|ticks]]). This shooting speed is reached at level 10 and researching past that level will have no practical effect on the railgun turret, however it &#039;&#039;&#039;will&#039;&#039;&#039; continue to increase the shooting speed of the hand-held [[railgun]].&lt;br /&gt;
&lt;br /&gt;
=== Infinite research breakpoints ===&lt;br /&gt;
&lt;br /&gt;
While [[Technologies#Infinite_technologies|infinite research technologies]] can be leveled forever, there are certain breakpoints that provide a notable benefit by reaching a practical cap or greatly conserving resources. These may be important factory goals.&lt;br /&gt;
&lt;br /&gt;
==== Productivity ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Interesting breakpoints&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Processing unit productivity (research)}} [[Processing unit productivity (research)|Processing unit productivity]] {{SA}}&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Level 13&#039;&#039;&#039;: [[Electromagnetic plant]]s filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039;: Electromagnetic plants reach the 300% productivity cap with no modules.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Low density structure productivity (research)}} [[Low density structure productivity (research)|Low density structure productivity]] {{SA}}&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Level 15&#039;&#039;&#039;: [[Foundry|Foundries]] filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039;: Foundries reach the 300% productivity cap with no modules.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Steel plate productivity (research)}} [[Steel plate productivity (research)|Steel plate productivity]] {{SA}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 15&#039;&#039;&#039;: [[Foundry|Foundries]] filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039;: Foundries reach the 300% productivity cap with no modules.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Plastic bar productivity (research)}} [[Plastic bar productivity (research)|Plastic bar productivity]] {{SA}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 10&#039;&#039;&#039;: [[Cryogenic plant]]s filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 15&#039;&#039;&#039;: [[Biochamber]]s filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039;: Biochambers reach the 300% productivity cap with no modules.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 30&#039;&#039;&#039;: Cryogenic plants reach the 300% productivity cap with no modules.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket fuel productivity (research)}} [[Rocket fuel productivity (research)|Rocket fuel productivity]] {{SA}}&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Level 10&#039;&#039;&#039;: [[Cryogenic plant]]s filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 15&#039;&#039;&#039;: [[Biochamber]]s filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039;: Biochambers reach the 300% productivity cap with no modules.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 30&#039;&#039;&#039;: Cryogenic plants reach the 300% productivity cap with no modules.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket part productivity (research)}} [[Rocket part productivity (research)|Rocket part productivity]] {{SA}}&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Level 20&#039;&#039;&#039;: [[Rocket silo]]s filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 30&#039;&#039;&#039;: Rocket silos reach the 300% productivity cap with no modules.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]]&lt;br /&gt;
|&lt;br /&gt;
{{SA}} &#039;&#039;&#039;Level 50&#039;&#039;&#039;: [[Big mining drill]]s mining [[scrap]] saturate one side of a [[Turbo transport belt|turbo belt]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{SA}} &#039;&#039;&#039;Level 110&#039;&#039;&#039;: Big mining drills mining [[scrap]] saturate an entire [[Turbo transport belt|turbo belt]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Interesting breakpoints&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;: [[Gun turret]]s loaded with [[firearm magazine]]s kill basic [[biter]]s in 3 shots instead of 4; greatly conserves [[iron plate]]s.&lt;br /&gt;
|-&lt;br /&gt;
|  {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 2:&#039;&#039;&#039; [[Grenade]]s destroy trees in one hit.&amp;lt;br&amp;gt;&lt;br /&gt;
{{SA}} &#039;&#039;&#039;Level 7:&#039;&#039;&#039; [[Rocket]]s (yellow) destroy medium [[asteroid]]s in one hit; greatly conserves rockets.&amp;lt;br&amp;gt;&lt;br /&gt;
{{SA}} &#039;&#039;&#039;Level 12:&#039;&#039;&#039; Rockets (yellow) destroy large asteroids in two hits; greatly conserves rockets.&amp;lt;br&amp;gt;&lt;br /&gt;
{{SA}} &#039;&#039;&#039;Level 16:&#039;&#039;&#039; [[Explosive rocket]]s (red) destroy large asteroids in two hits with direct damage; greatly conserves rockets.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Laser weapons damage (research)}} [[Laser weapons damage (research)|Laser weapons damage]] {{SA}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 11:&#039;&#039;&#039; [[Laser turret]]s destroy small [[asteroids]] in one damage cycle.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Railgun damage (research)}} [[Railgun damage (research)|Railgun damage]] {{SA}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 2&#039;&#039;&#039;: [[Railgun turret]]s destroy all asteroid sizes in one shot; conserves ammo.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)}} [[Railgun shooting speed (research)|Railgun shooting speed]] {{SA}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 10&#039;&#039;&#039;: [[Railgun turret]]s reach their effective maximum speed (this cap does not apply to the hand-held [[railgun]]).&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell damage (research)}} [[Artillery shell damage (research)|Artillery shell damage]] {{SA}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 9:&#039;&#039;&#039; [[Artillery shell]]s defeat [[Enemies#Nests|Nauvis spawners]] and [[Enemies#Worms|Behemoth worms]] &amp;lt;!-- (Actually level 8) --&amp;gt; in one hit; conserves shells.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 9:&#039;&#039;&#039; [[Flamethrower turret]]s require 90% &amp;lt;!--(actually 90.1%)--&amp;gt;less [[crude oil]] to destroy [[Enemies|Behemoth Biter]]s; greatly conserves fuel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trigger technologies ==&lt;br /&gt;
The technologies listed below are researched by the player performing certain actions (usually mining or crafting a specific item) instead of by using science packs in labs.&lt;br /&gt;
&lt;br /&gt;
=== Nauvis ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Steam power (research)}} [[Steam power (research)|Steam power]] || Craft 50 [[iron plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Electronics (research)}} [[Electronics (research)|Electronics]] || Craft 10 [[copper plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Automation science pack (research)}} [[Automation science pack (research)|Automation science pack]] || Craft a [[lab]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Steel axe (research)}} [[Steel axe (research)|Steel axe]] || Craft 50 [[steel plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Oil processing (research)}} [[Oil processing (research)|Oil processing]] || Mine [[crude oil]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Uranium processing (research)}} [[Uranium processing (research)|Uranium processing]] || Mine [[uranium ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Biter egg handling (research)}} [[Biter egg handling (research)|Biter egg handling]] {{SA}} || Capture a [[Enemies#Nests|biter/spitter spawner]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Space platform (research)}} [[Space platform (research)|Space platform]] {{SA}} || Launch a [[space platform starter pack]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Space science pack (research)}} [[Space science pack (research)|Space science pack]] {{SA}} || Craft an [[asteroid collector]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fulgora {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Recycling (research)}} [[Recycling (research)|Recycling]] {{SA}} || Mine [[Fulgoran vault ruin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Holmium processing (research)}} [[Holmium processing (research)|Holmium processing]] {{SA}} || Craft [[holmium ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Electromagnetic plant (research)}} [[Electromagnetic plant (research)|Electromagnetic plant]] {{SA}} || Craft 50 [[holmium plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Electromagnetic science pack (research)}} [[Electromagnetic science pack (research)|Electromagnetic science pack]] {{SA}} || Craft [[supercapacitor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gleba {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Jellynut (research)}} [[Jellynut (research)|Jellynut]] {{SA}} || Mine [[jellystem]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Yumako (research)}} [[Yumako (research)|Yumako]] {{SA}} || Mine [[yumako tree]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Heating tower (research)}} [[Heating tower (research)|Heating tower]] {{SA}} || Mine [[copper stromatolite]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Agriculture (research)}} [[Agriculture (research)|Agriculture]] {{SA}} || Mine [[iron stromatolite]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Biochamber (research)}} [[Biochamber (research)|Biochamber]] {{SA}} || Craft 10 [[nutrients]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artificial soil (research)}} [[Artificial soil (research)|Artificial soil]] {{SA}} || Craft 500 [[nutrients]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Bioflux (research)}} [[Bioflux (research)|Bioflux]] {{SA}} || Craft [[biochamber]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Bacteria cultivation (research)}} [[Bacteria cultivation (research)|Bacteria cultivation]] {{SA}} || Craft [[bioflux]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Bioflux processing (research)}} [[Bioflux processing (research)|Bioflux processing]] {{SA}} || Craft 25 [[bioflux]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Agricultural science pack (research)}} [[Agricultural science pack (research)|Agricultural science pack]] {{SA}} || Craft 100 [[bioflux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vulcanus {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Tungsten carbide (research)}} [[Tungsten carbide (research)|Tungsten carbide]] {{SA}} || Mine [[Rock|big volcanic rock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Calcite processing (research)}} [[Calcite processing (research)|Calcite processing]] {{SA}} || Mine [[calcite]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Foundry (research)}} [[Foundry (research)|Foundry]] {{SA}} || Craft [[tungsten carbide]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Big mining drill (research)}} [[Big mining drill (research)|Big mining drill]] {{SA}} || Craft a [[foundry]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Tungsten steel (research)}} [[Tungsten steel (research)|Tungsten steel]] {{SA}} || Craft a [[big mining drill]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Metallurgic science pack (research)}} [[Metallurgic science pack (research)|Metallurgic science pack]] {{SA}} || Craft [[tungsten plate]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aquilo {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Lithium processing (research)}} [[Lithium processing (research)|Lithium processing]] {{SA}} || Mine [[Lithium ice formation|big lithium ice formation]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Cryogenic plant (research)}} [[Cryogenic plant (research)|Cryogenic plant]] {{SA}} || Craft [[lithium plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Cryogenic science pack (research)}} [[Cryogenic science pack (research)|Cryogenic science pack]] {{SA}} || Craft [[cryogenic plant]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|tech-maniac}}&lt;br /&gt;
* Completing infinite technologies of any level is not required for &#039;&#039;&#039;Tech maniac&#039;&#039;&#039;. All non-infinite levels of technologies that have infinite continuations are still required.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced trigger technologies (https://www.factorio.com/blog/post/fff-376)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Tau&amp;diff=218078</id>
		<title>User:Tau</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Tau&amp;diff=218078"/>
		<updated>2026-04-17T16:24:33Z</updated>

		<summary type="html">&lt;p&gt;Tau: added words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hello There!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;small&amp;gt;general kenobi!&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am Tau and I play. I made this account so I could add the cool findings I found while playing factorio that I thought everyone should know about.&lt;br /&gt;
&lt;br /&gt;
Quality mixed with Speed Form Discussion:&lt;br /&gt;
https://forums.factorio.com/viewtopic.php?t=133358&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Tau&amp;diff=218077</id>
		<title>User:Tau</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Tau&amp;diff=218077"/>
		<updated>2026-04-17T16:18:35Z</updated>

		<summary type="html">&lt;p&gt;Tau: added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quality mixed with Speed Form Discussion:&lt;br /&gt;
https://forums.factorio.com/viewtopic.php?t=133358&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=218076</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=218076"/>
		<updated>2026-04-17T16:14:21Z</updated>

		<summary type="html">&lt;p&gt;Tau: /* Using quality modules with speed modules */ added clarification regarding more than one speed module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Any quality.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. When Space Age itself is enabled, the two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond ([[File:Quality info.png]]) in the tooltip.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (&#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note that legendary quality represents a 2-tier improvement over epic.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of each level of quality are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +1 robot recharge slot for [[personal roboport]]s (both tiers, but not [[roboport]]s)&lt;br /&gt;
* +30% robot recharge rate (all roboports)&lt;br /&gt;
* +30% positive module effects (rounded down to the nearest 0.1% for [[quality module]]s, rounded down to the nearest 1% for non-quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +10% weapon range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* +30% chest inventory size (rounded down)&lt;br /&gt;
* +30% increased ammo damage&lt;br /&gt;
* +30% inserter rotation speed&lt;br /&gt;
** The power consumption of inserters is defined as energy per angle of turn. A 30% faster inserter can turn 30% more angles in a given space of time, so it consumes 30% more energy.&lt;br /&gt;
* -16.67% (1/6) resource drain on miners and [[pumpjack]]s&lt;br /&gt;
** This is multiplicative with [[productivity]]&lt;br /&gt;
* +30% [[solar panel]] output&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* +30% capacity on [[personal battery|personal batteries]] (all three tiers)&lt;br /&gt;
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s, [[accumulator]]s (also affects input rate), and [[nuclear reactor]]s&lt;br /&gt;
** Note that consumption and pollution are also increased at the same rate&lt;br /&gt;
* +30% reach and efficiency for lightning [[lightning rod|rods]] and [[lightning collector|collectors]]&lt;br /&gt;
* -16.67% (1/6) power consumption on [[beacon]]s&lt;br /&gt;
* +1 to both continuous coverage distance and exploration coverage distance in [[radar]]s&lt;br /&gt;
* +100% durability on consumable items ([[repair pack]]s, [[science pack]]s)&lt;br /&gt;
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun&lt;br /&gt;
* [[Asteroid collector]]s:&lt;br /&gt;
** +5% arm speed&lt;br /&gt;
** +1 arm&lt;br /&gt;
** +10% active power consumption per arm and +10% drain&lt;br /&gt;
** +2 collection area size (both dimensions)&lt;br /&gt;
** +5 storage size&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive: a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings only get increased health, with no special effect. Examples are:&lt;br /&gt;
*Buildings related to [[circuit network]]s and [[rail signal]]s&lt;br /&gt;
*[[Transport belt]]s&lt;br /&gt;
*[[Pipe]]s&lt;br /&gt;
*[[Wall]]s&lt;br /&gt;
*[[Locomotive|Trains]]&lt;br /&gt;
*[[Cargo wagon]]s&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Quality effects&lt;br /&gt;
! Item !! Effect !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_1.png|15px]] [[Assembling machine 1]] || Health || 300 || 390 || 480 || 570 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.5 || 0.65 || 0.8 || 0.95 || 1.25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_2.png|15px]] [[Assembling machine 2]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.75 || 0.975 || 1.2 || 1.425 || 1.875&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_3.png|15px]] [[Assembling machine 3]] || Health || 400 || 520 || 640 || 760 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 1.25 || 1.625 || 2 || 2.375 || 3.125&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:construction_robot.png|15px]] [[Construction robot]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Max flying reach || 571m || 1152m || 1728m || 2305m || 3457m&lt;br /&gt;
|-&lt;br /&gt;
| Energy capacity || 3MJ || 6MJ || 9MJ || 12MJ || 18MJ&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:inserter.png|15px]] [[Inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 15.1kW || 19.51kW || 23.92kW || 28.33kW || 37.15kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 302°/s || 393°/s || 484°/s || 575°/s || 756°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:fast_inserter.png|15px]] [[Fast inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 59.3kW  || 76.94kW || 94.58kW || 112kW || 148kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 864°/s || 1123°/s || 1382°/s || 1642°/s || 2160°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:laser_turret.png|15px]] [[Laser turret]] || Health || 1000  || 1300 || 1600 || 1900 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Range || 24 tiles || 26.4 tiles || 28.8 tiles || 31.2 tiles || 36 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | [[File:pipe.png|15px]] [[Pipe]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:roboport.png|15px]] [[Roboport]] || Health || 500 || 650 || 800 || 950 || 1250&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 2.1MW || 2.7MW || 3.3MW || 3.9MW || 5.1MW&lt;br /&gt;
|-&lt;br /&gt;
| Robot&amp;amp;nbsp;recharge&amp;amp;nbsp;rate || 4 x 500kW || 4 x 650kW || 4 x 800kW || 4 x 950kW || 4 x 1.25MW&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:small_electric_pole.png|15px]] [[Small electric pole]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Supply&amp;amp;nbsp;area || 5x5 || 7x7 || 9x9 || 11x11 || 15x15&lt;br /&gt;
|-&lt;br /&gt;
| Wire&amp;amp;nbsp;reach || 7.5 tiles || 9.5 tiles || 11.5 tiles || 13.5 tiles || 17.5 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:wooden_chest.png|15px]] [[Wooden chest]] || Health || 100  || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 16 || 20 || 25 || 30 || 40&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:iron_chest.png|15px]] [[Iron chest]] || Health || 200 || 260 || 320 || 380 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Storage size || 32 || 41 || 51 || 60 || 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:steel_chest.png|15px]] [[Steel chest]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 48 || 62 || 76 || 91 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that consume items have variations for each quality that the items might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality. Recipes that consume only fluids do not have quality variations. If they produce items, those items will be normal quality unless affected by quality modules. Recipes that fill or empty [[barrel]]s and recipes that produce the same item they consume ([[kovarex enrichment process]] and [[fish breeding]]) do not accept quality modules.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; the same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
{{Main|Quality module}}&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds a quality chance to a machine, depending on its tier and quality. See the following table for all quality chances:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Module|Quality}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module}}&lt;br /&gt;
| +1% || +1.3% || +1.6% || +1.9% || +2.5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_2}}&lt;br /&gt;
| +2% || +2.6% || +3.2% || +3.8% || +5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_3}}&lt;br /&gt;
| +2.5% || +3.2% || +4% || +4.7% || +6.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where Q is quality chance, the following tables present expected outputs for each level of research.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 9/1000 || Q * 1/1000&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 9/100 || Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|16px]]&lt;br /&gt;
| - || - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 2× {{Icon|quality_module_2|[[File:quality_normal.png|Normal|16px]]}} → Q = 4%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 96% || 3.6% || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 96% || 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_normal.png|Normal|16px]]}} → Q = 10%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} → Q = 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 75.2% || 22.32% || 2.232% || 0.2232% || 0.0248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 75.2% || 22.32% || 2.232% || 0.248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 75.2% || 22.32% || 2.48%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 75.2% || 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
{{Main|Tutorial:Quality upcycling math}}&lt;br /&gt;
&lt;br /&gt;
It is optimal to improve quality on the lead-up to the target output item due to the [[recycler]] only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
The following tables summarize the number of normal crafts (rounded up) needed to produce 1 legendary output using ideal ratios of quality module 3s to productivity module 3s, with 4 matching quality module 3 in the recycler.&lt;br /&gt;
&lt;br /&gt;
It is important to emphasize that these ratios maximize return per input material. If input capacity isn&#039;t a concern and the goal is speed rather than material efficiency, then switch out productivity modules for quality modules as needed. Beware, however, that in many cases material inefficiency nearly keeps pace with the legendary output rate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_rare.png|Rare|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_rare.png|Rare|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 891&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 0 || 3 || 533&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 342&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 0 || 4 || 97&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 1 || 4 || 67&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 4 || 4 || 70&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_epic.png|Epic|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_epic.png|Epic|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 608&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 356&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 212&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 1 || 3 || 62&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 2 || 3 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 5 || 3 || 34&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 309&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 153&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 2 || 2 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 3 || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 4 || 1 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 8 || 0 || 7&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
For example, suppose legendary T3 modules are available and the goal is to produce legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing units. If each electromagnetic plant producing epic quality or below has 4 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3 and 1 legendary [[File:quality_module_3.png|link=Quality module 3|20px]]&amp;amp;nbsp;quality module 3, and the electromagnetic plant with the legendary recipe has 5 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3, then on average an input of 280 normal [[File:Electronic_circuit.png|link=Electronic circuit|20px]]&amp;amp;nbsp;electronic circuits and 28 normal [[File:Advanced_circuit.png|link=Advanced circuit|20px]]&amp;amp;nbsp;advanced circuits is expected to produce 1 legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing unit.&lt;br /&gt;
&lt;br /&gt;
===== Derivation =====&lt;br /&gt;
Derivation of the tables above was as follows: Starting with 1 set of common ingredients, with an assembly quality chance of Q and total productivity bonus of P, the statistical expected number of product is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;))|| (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * Q * 9/10 || (1 + P) * Q * 9/100 || (1 + P) * Q * 9/1000 || (1 + P) * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In a similar vein, the same calculations can be done for recycling products, except that there is, in effect, -75% productivity bonus, where only a quarter of the items are returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + -0.75) * (1-Q) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0.25 * (1-Q) || 0.25 * Q * 9/10|| 0.25 * Q * 9/100 || 0.25 * Q * 9/1000 || 0.25 * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, recycling an uncommon ingredient with a Q of 25%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#424242&amp;quot; | [[File:quality_uncommon.png|Uncommon|16px]] || - || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combining these results allows a &#039;Transition Matrix&#039; to be developed (see the Wikipedia article [[Wikipedia:Stochastic matrix|Stochastic matrix]]) which after iteration can generate the expected number of legendary products from 1 set of common ingredients via matrix multiplication. An example matrix for P of 50% and Q of 25% for both recycling and assembly is copied below. Note that since legendary products are the goal, they are not recycled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! !! style=&amp;quot;border-left:2px solid&amp;quot; | I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
! style=&amp;quot;border-left:2px solid&amp;quot; | P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 1.125 || 0.3375 || 0.03375 || 0.003375 || 0.000375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 1.125 || 0.3375 || 0.03375 || 0.00375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 1.125 || 0.3375 || 0.0375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 1.125 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1.5&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0.1875 || 0.05625 || 0.005625 || 0.0005625 || 0.0000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0.1875 || 0.05625 || 0.00625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0.1875 || 0.0625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To iterate this matrix (M) apply the matrix to itself. For example, M&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; would indicate 6 iterations, corresponding to 3 crafting steps and 3 recycling steps. To see how much 1 ingredient set produces after a given iteration, x, multiply an input vector by M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;. The vector format follows that of the matrix labels, so with the table arranged as above, left multiply a row vector of ingredient(s) by the matrix. In order to see the expected product of 1 set of normal ingredients, the vector will have &#039;1&#039; in the first column and &#039;0&#039;s everywhere else. Likewise, a set of uncommon ingredients will correspond to &#039;1&#039; in the second column of the vector.&lt;br /&gt;
&lt;br /&gt;
It is important to note that since the recycling step has a material loss of 75% most recycling loops will be well behaved and converge quickly.&lt;br /&gt;
&lt;br /&gt;
Extreme productivity from research breaks this pattern and will prevent convergence, but this simply means that there is a positive material cycle, so 1 set of ingredients will produce infinite legendary crafts, on average. The closer the total productivity is to 400%, the slower the convergence of the matrix iteration and the higher you need to calculate x in M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;!--[[File:Quality_Transition_Matrix.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
=== Using quality to increase production ===&lt;br /&gt;
There are four ways in which quality can increase the output of a single production machine:&lt;br /&gt;
* Increasing the quality of the machine itself will improve its base crafting speed.&lt;br /&gt;
* Increasing the quality of [[speed module]]s will increase the effect of their speed improvements.&lt;br /&gt;
* Increasing the quality of [[productivity module]]s will increase their productivity bonus without reducing crafting speed. Since extra items obtained from the productivity bonus do not take extra time to produce, this will also increase the number of items produced over time.&lt;br /&gt;
* Increasing the quality of [[beacon]]s will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased.&lt;br /&gt;
&lt;br /&gt;
These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where [[electronic circuit]]s are made using one [[electromagnetic plant]] with five [[productivity module 3]]s, which is surrounded by 12 [[beacon]]s with two [[speed module 3]]s, each. With normal quality, this will achieve an output rate of almost 45 items per second (almost enough to saturate one non-layered [[express transport belt]]). However, if the electromagnetic plant and all beacons and modules have legendary quality, the output rate becomes slightly more than 600 items per second (enough to saturate two and a half [[turbo transport belt]]s with four layers of items). This is more than 13 times as many items as without quality.&lt;br /&gt;
&lt;br /&gt;
It should be noted that quality beacons are the only one of these factors that may increase energy consumption over time, as the transmission effect is also applied to the energy cost of speed modules. However, this is offset or even negated by the reduced energy consumption of the beacons themselves (which is also affected by quality), especially with high beacon counts wherein the transmission effect is subject to diminishing returns. For speed modules, productivity modules, and the machine itself, only the speed increase, productivity bonus, and base crafting speed are affected, respectively.&lt;br /&gt;
&lt;br /&gt;
The increased transmission effect of high-quality beacons is also notable because unlike when increasing the number of beacons, there are no diminishing returns for increasing their quality (aside from the exponentially increasing cost of producing those higher-quality beacons in the first place). This means that, despite a legendary beacon only being 1.66 times as powerful as a normal-quality beacon, one would need 0.36 times as many legendary beacons as normal ones to achieve the same effect. Aside from making more powerful beacon setups, this can also be used to save space by achieving the same effect with fewer beacons, thereby leaving more room for machines and belts.&lt;br /&gt;
&lt;br /&gt;
Higher-quality machines are also particularly useful for producing quality items as, unlike speed modules, machine quality does not reduce the chance of increasing a product&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
=== Using quality to save space ===&lt;br /&gt;
Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a [[space platform]], where small, compact designs are rewarded with increased speed, as well as needing fewer rockets to build the platform.&lt;br /&gt;
&lt;br /&gt;
=== Using quality modules with speed modules ===&lt;br /&gt;
While speed modules inherently reduce the effectiveness of quality modules, there are cases where using a single speed module can increase the both the output rate of normal and quality items per unit of time (at the cost of more power consumption). This effect is best seen when using a single speed module in a beacon affecting a device with 4 quality modules installed: the increased output per unit time more than offsets the reduced quality % chance. This is a delicate balance though, as adding two speed modules to the beacon is almost always worse (though still better than no beacon at all).&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* In the below circumstances, quality modules have no useful effects. &lt;br /&gt;
** Placed in a [[Rocket silo]]&lt;br /&gt;
** Placed in a [[Lab]] or [[Biolab]]&lt;br /&gt;
** Used with recipes that only output fluids (e.g [[holmium solution]])&lt;br /&gt;
* [[Barrel]]s cannot accept quality modules, most likely to stop quality upcycling with no loss.&lt;br /&gt;
* The [[Kovarex enrichment process]] recipe and [[raw fish|fish breeding]] cannot accept quality modules.&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|make-it-better}}&lt;br /&gt;
{{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
{{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
{{Achievement|crafting-with-quality}}&lt;br /&gt;
{{Achievement|my-modules-are-legendary}}&lt;br /&gt;
{{Achievement|no-room-for-more}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captive biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters choose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=218075</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=218075"/>
		<updated>2026-04-17T16:12:15Z</updated>

		<summary type="html">&lt;p&gt;Tau: /* Usage tips */ Added subsection regarding using speed and quality modules at the same time. Maybe it should be moved to a different subsection and include the actual calculations (which I can provide)?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Any quality.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. When Space Age itself is enabled, the two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond ([[File:Quality info.png]]) in the tooltip.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (&#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note that legendary quality represents a 2-tier improvement over epic.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of each level of quality are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +1 robot recharge slot for [[personal roboport]]s (both tiers, but not [[roboport]]s)&lt;br /&gt;
* +30% robot recharge rate (all roboports)&lt;br /&gt;
* +30% positive module effects (rounded down to the nearest 0.1% for [[quality module]]s, rounded down to the nearest 1% for non-quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +10% weapon range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* +30% chest inventory size (rounded down)&lt;br /&gt;
* +30% increased ammo damage&lt;br /&gt;
* +30% inserter rotation speed&lt;br /&gt;
** The power consumption of inserters is defined as energy per angle of turn. A 30% faster inserter can turn 30% more angles in a given space of time, so it consumes 30% more energy.&lt;br /&gt;
* -16.67% (1/6) resource drain on miners and [[pumpjack]]s&lt;br /&gt;
** This is multiplicative with [[productivity]]&lt;br /&gt;
* +30% [[solar panel]] output&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* +30% capacity on [[personal battery|personal batteries]] (all three tiers)&lt;br /&gt;
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s, [[accumulator]]s (also affects input rate), and [[nuclear reactor]]s&lt;br /&gt;
** Note that consumption and pollution are also increased at the same rate&lt;br /&gt;
* +30% reach and efficiency for lightning [[lightning rod|rods]] and [[lightning collector|collectors]]&lt;br /&gt;
* -16.67% (1/6) power consumption on [[beacon]]s&lt;br /&gt;
* +1 to both continuous coverage distance and exploration coverage distance in [[radar]]s&lt;br /&gt;
* +100% durability on consumable items ([[repair pack]]s, [[science pack]]s)&lt;br /&gt;
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun&lt;br /&gt;
* [[Asteroid collector]]s:&lt;br /&gt;
** +5% arm speed&lt;br /&gt;
** +1 arm&lt;br /&gt;
** +10% active power consumption per arm and +10% drain&lt;br /&gt;
** +2 collection area size (both dimensions)&lt;br /&gt;
** +5 storage size&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive: a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings only get increased health, with no special effect. Examples are:&lt;br /&gt;
*Buildings related to [[circuit network]]s and [[rail signal]]s&lt;br /&gt;
*[[Transport belt]]s&lt;br /&gt;
*[[Pipe]]s&lt;br /&gt;
*[[Wall]]s&lt;br /&gt;
*[[Locomotive|Trains]]&lt;br /&gt;
*[[Cargo wagon]]s&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Quality effects&lt;br /&gt;
! Item !! Effect !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_1.png|15px]] [[Assembling machine 1]] || Health || 300 || 390 || 480 || 570 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.5 || 0.65 || 0.8 || 0.95 || 1.25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_2.png|15px]] [[Assembling machine 2]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.75 || 0.975 || 1.2 || 1.425 || 1.875&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_3.png|15px]] [[Assembling machine 3]] || Health || 400 || 520 || 640 || 760 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 1.25 || 1.625 || 2 || 2.375 || 3.125&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:construction_robot.png|15px]] [[Construction robot]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Max flying reach || 571m || 1152m || 1728m || 2305m || 3457m&lt;br /&gt;
|-&lt;br /&gt;
| Energy capacity || 3MJ || 6MJ || 9MJ || 12MJ || 18MJ&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:inserter.png|15px]] [[Inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 15.1kW || 19.51kW || 23.92kW || 28.33kW || 37.15kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 302°/s || 393°/s || 484°/s || 575°/s || 756°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:fast_inserter.png|15px]] [[Fast inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 59.3kW  || 76.94kW || 94.58kW || 112kW || 148kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 864°/s || 1123°/s || 1382°/s || 1642°/s || 2160°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:laser_turret.png|15px]] [[Laser turret]] || Health || 1000  || 1300 || 1600 || 1900 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Range || 24 tiles || 26.4 tiles || 28.8 tiles || 31.2 tiles || 36 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | [[File:pipe.png|15px]] [[Pipe]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:roboport.png|15px]] [[Roboport]] || Health || 500 || 650 || 800 || 950 || 1250&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 2.1MW || 2.7MW || 3.3MW || 3.9MW || 5.1MW&lt;br /&gt;
|-&lt;br /&gt;
| Robot&amp;amp;nbsp;recharge&amp;amp;nbsp;rate || 4 x 500kW || 4 x 650kW || 4 x 800kW || 4 x 950kW || 4 x 1.25MW&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:small_electric_pole.png|15px]] [[Small electric pole]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Supply&amp;amp;nbsp;area || 5x5 || 7x7 || 9x9 || 11x11 || 15x15&lt;br /&gt;
|-&lt;br /&gt;
| Wire&amp;amp;nbsp;reach || 7.5 tiles || 9.5 tiles || 11.5 tiles || 13.5 tiles || 17.5 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:wooden_chest.png|15px]] [[Wooden chest]] || Health || 100  || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 16 || 20 || 25 || 30 || 40&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:iron_chest.png|15px]] [[Iron chest]] || Health || 200 || 260 || 320 || 380 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Storage size || 32 || 41 || 51 || 60 || 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:steel_chest.png|15px]] [[Steel chest]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 48 || 62 || 76 || 91 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that consume items have variations for each quality that the items might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality. Recipes that consume only fluids do not have quality variations. If they produce items, those items will be normal quality unless affected by quality modules. Recipes that fill or empty [[barrel]]s and recipes that produce the same item they consume ([[kovarex enrichment process]] and [[fish breeding]]) do not accept quality modules.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; the same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
{{Main|Quality module}}&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds a quality chance to a machine, depending on its tier and quality. See the following table for all quality chances:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Module|Quality}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module}}&lt;br /&gt;
| +1% || +1.3% || +1.6% || +1.9% || +2.5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_2}}&lt;br /&gt;
| +2% || +2.6% || +3.2% || +3.8% || +5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_3}}&lt;br /&gt;
| +2.5% || +3.2% || +4% || +4.7% || +6.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where Q is quality chance, the following tables present expected outputs for each level of research.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 9/1000 || Q * 1/1000&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 9/100 || Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|16px]]&lt;br /&gt;
| - || - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 2× {{Icon|quality_module_2|[[File:quality_normal.png|Normal|16px]]}} → Q = 4%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 96% || 3.6% || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 96% || 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_normal.png|Normal|16px]]}} → Q = 10%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} → Q = 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 75.2% || 22.32% || 2.232% || 0.2232% || 0.0248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 75.2% || 22.32% || 2.232% || 0.248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 75.2% || 22.32% || 2.48%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 75.2% || 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
{{Main|Tutorial:Quality upcycling math}}&lt;br /&gt;
&lt;br /&gt;
It is optimal to improve quality on the lead-up to the target output item due to the [[recycler]] only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
The following tables summarize the number of normal crafts (rounded up) needed to produce 1 legendary output using ideal ratios of quality module 3s to productivity module 3s, with 4 matching quality module 3 in the recycler.&lt;br /&gt;
&lt;br /&gt;
It is important to emphasize that these ratios maximize return per input material. If input capacity isn&#039;t a concern and the goal is speed rather than material efficiency, then switch out productivity modules for quality modules as needed. Beware, however, that in many cases material inefficiency nearly keeps pace with the legendary output rate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_rare.png|Rare|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_rare.png|Rare|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 891&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 0 || 3 || 533&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 342&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 0 || 4 || 97&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 1 || 4 || 67&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 4 || 4 || 70&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_epic.png|Epic|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_epic.png|Epic|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 608&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 356&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 212&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 1 || 3 || 62&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 2 || 3 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 5 || 3 || 34&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 309&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 153&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 2 || 2 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 3 || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 4 || 1 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 8 || 0 || 7&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
For example, suppose legendary T3 modules are available and the goal is to produce legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing units. If each electromagnetic plant producing epic quality or below has 4 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3 and 1 legendary [[File:quality_module_3.png|link=Quality module 3|20px]]&amp;amp;nbsp;quality module 3, and the electromagnetic plant with the legendary recipe has 5 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3, then on average an input of 280 normal [[File:Electronic_circuit.png|link=Electronic circuit|20px]]&amp;amp;nbsp;electronic circuits and 28 normal [[File:Advanced_circuit.png|link=Advanced circuit|20px]]&amp;amp;nbsp;advanced circuits is expected to produce 1 legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing unit.&lt;br /&gt;
&lt;br /&gt;
===== Derivation =====&lt;br /&gt;
Derivation of the tables above was as follows: Starting with 1 set of common ingredients, with an assembly quality chance of Q and total productivity bonus of P, the statistical expected number of product is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;))|| (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * Q * 9/10 || (1 + P) * Q * 9/100 || (1 + P) * Q * 9/1000 || (1 + P) * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In a similar vein, the same calculations can be done for recycling products, except that there is, in effect, -75% productivity bonus, where only a quarter of the items are returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + -0.75) * (1-Q) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0.25 * (1-Q) || 0.25 * Q * 9/10|| 0.25 * Q * 9/100 || 0.25 * Q * 9/1000 || 0.25 * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, recycling an uncommon ingredient with a Q of 25%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#424242&amp;quot; | [[File:quality_uncommon.png|Uncommon|16px]] || - || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combining these results allows a &#039;Transition Matrix&#039; to be developed (see the Wikipedia article [[Wikipedia:Stochastic matrix|Stochastic matrix]]) which after iteration can generate the expected number of legendary products from 1 set of common ingredients via matrix multiplication. An example matrix for P of 50% and Q of 25% for both recycling and assembly is copied below. Note that since legendary products are the goal, they are not recycled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! !! style=&amp;quot;border-left:2px solid&amp;quot; | I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
! style=&amp;quot;border-left:2px solid&amp;quot; | P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 1.125 || 0.3375 || 0.03375 || 0.003375 || 0.000375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 1.125 || 0.3375 || 0.03375 || 0.00375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 1.125 || 0.3375 || 0.0375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 1.125 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1.5&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0.1875 || 0.05625 || 0.005625 || 0.0005625 || 0.0000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0.1875 || 0.05625 || 0.00625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0.1875 || 0.0625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To iterate this matrix (M) apply the matrix to itself. For example, M&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; would indicate 6 iterations, corresponding to 3 crafting steps and 3 recycling steps. To see how much 1 ingredient set produces after a given iteration, x, multiply an input vector by M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;. The vector format follows that of the matrix labels, so with the table arranged as above, left multiply a row vector of ingredient(s) by the matrix. In order to see the expected product of 1 set of normal ingredients, the vector will have &#039;1&#039; in the first column and &#039;0&#039;s everywhere else. Likewise, a set of uncommon ingredients will correspond to &#039;1&#039; in the second column of the vector.&lt;br /&gt;
&lt;br /&gt;
It is important to note that since the recycling step has a material loss of 75% most recycling loops will be well behaved and converge quickly.&lt;br /&gt;
&lt;br /&gt;
Extreme productivity from research breaks this pattern and will prevent convergence, but this simply means that there is a positive material cycle, so 1 set of ingredients will produce infinite legendary crafts, on average. The closer the total productivity is to 400%, the slower the convergence of the matrix iteration and the higher you need to calculate x in M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;!--[[File:Quality_Transition_Matrix.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
=== Using quality to increase production ===&lt;br /&gt;
There are four ways in which quality can increase the output of a single production machine:&lt;br /&gt;
* Increasing the quality of the machine itself will improve its base crafting speed.&lt;br /&gt;
* Increasing the quality of [[speed module]]s will increase the effect of their speed improvements.&lt;br /&gt;
* Increasing the quality of [[productivity module]]s will increase their productivity bonus without reducing crafting speed. Since extra items obtained from the productivity bonus do not take extra time to produce, this will also increase the number of items produced over time.&lt;br /&gt;
* Increasing the quality of [[beacon]]s will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased.&lt;br /&gt;
&lt;br /&gt;
These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where [[electronic circuit]]s are made using one [[electromagnetic plant]] with five [[productivity module 3]]s, which is surrounded by 12 [[beacon]]s with two [[speed module 3]]s, each. With normal quality, this will achieve an output rate of almost 45 items per second (almost enough to saturate one non-layered [[express transport belt]]). However, if the electromagnetic plant and all beacons and modules have legendary quality, the output rate becomes slightly more than 600 items per second (enough to saturate two and a half [[turbo transport belt]]s with four layers of items). This is more than 13 times as many items as without quality.&lt;br /&gt;
&lt;br /&gt;
It should be noted that quality beacons are the only one of these factors that may increase energy consumption over time, as the transmission effect is also applied to the energy cost of speed modules. However, this is offset or even negated by the reduced energy consumption of the beacons themselves (which is also affected by quality), especially with high beacon counts wherein the transmission effect is subject to diminishing returns. For speed modules, productivity modules, and the machine itself, only the speed increase, productivity bonus, and base crafting speed are affected, respectively.&lt;br /&gt;
&lt;br /&gt;
The increased transmission effect of high-quality beacons is also notable because unlike when increasing the number of beacons, there are no diminishing returns for increasing their quality (aside from the exponentially increasing cost of producing those higher-quality beacons in the first place). This means that, despite a legendary beacon only being 1.66 times as powerful as a normal-quality beacon, one would need 0.36 times as many legendary beacons as normal ones to achieve the same effect. Aside from making more powerful beacon setups, this can also be used to save space by achieving the same effect with fewer beacons, thereby leaving more room for machines and belts.&lt;br /&gt;
&lt;br /&gt;
Higher-quality machines are also particularly useful for producing quality items as, unlike speed modules, machine quality does not reduce the chance of increasing a product&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
=== Using quality to save space ===&lt;br /&gt;
Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a [[space platform]], where small, compact designs are rewarded with increased speed, as well as needing fewer rockets to build the platform.&lt;br /&gt;
&lt;br /&gt;
=== Using quality modules with speed modules ===&lt;br /&gt;
While speed modules inherently reduce the effectiveness of quality modules, there are cases where using a single speed module can increase the both the output rate of normal and quality items per unit of time (at the cost of more power consumption). This effect is best seen when using a single speed module in a beacon affecting a device with 4 quality modules installed: the increased output per unit time more than offsets the reduced quality % chance.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* In the below circumstances, quality modules have no useful effects. &lt;br /&gt;
** Placed in a [[Rocket silo]]&lt;br /&gt;
** Placed in a [[Lab]] or [[Biolab]]&lt;br /&gt;
** Used with recipes that only output fluids (e.g [[holmium solution]])&lt;br /&gt;
* [[Barrel]]s cannot accept quality modules, most likely to stop quality upcycling with no loss.&lt;br /&gt;
* The [[Kovarex enrichment process]] recipe and [[raw fish|fish breeding]] cannot accept quality modules.&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|make-it-better}}&lt;br /&gt;
{{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
{{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
{{Achievement|crafting-with-quality}}&lt;br /&gt;
{{Achievement|my-modules-are-legendary}}&lt;br /&gt;
{{Achievement|no-room-for-more}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captive biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters choose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module&amp;diff=218074</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module&amp;diff=218074"/>
		<updated>2026-04-17T16:04:27Z</updated>

		<summary type="html">&lt;p&gt;Tau: /* Usage tips */ added paragraph regarding filling with quality modules with a sentence on the edge case of a single speed module.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:modules_preview.png|right]]&#039;&#039;&#039;Modules&#039;&#039;&#039; 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;
Quick usage summary:&lt;br /&gt;
*For more products per second a speed module should be used.&lt;br /&gt;
*For more products per input resource a productivity module should be used.&lt;br /&gt;
*For more products per watt of energy an efficiency module should be used (except in rare cases when productivity modules are also used - then a speed module might be better).&lt;br /&gt;
*For higher [[quality]] products, quality modules should be used, and they should not be paired with speed modules, whether directly in the machine or in [[beacon]]s.&lt;br /&gt;
&lt;br /&gt;
Note that changing a machine&#039;s energy consumption directly affects how much pollution the machine generates. This is the case because the pollution production rate is directly linked to the machine&#039;s energy consumption, so this applies even when power is produced in a pollution-free way.&lt;br /&gt;
&lt;br /&gt;
== Types of modules ==&lt;br /&gt;
There are three types of modules in &#039;&#039;Factorio&#039;&#039;, each with 3 tiers of effect. Higher tiers have stronger effects but are more expensive. Note that the machine&#039;s properties (speed, energy consumption and pollution) cannot be reduced below 20% of the original value.&lt;br /&gt;
&lt;br /&gt;
=== Speed module ===&lt;br /&gt;
{{Main|Speed module}}&lt;br /&gt;
Speed modules increase the speed and energy consumption of a machine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Speed&amp;lt;br \&amp;gt; bonus !! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption !! {{SA}} [[Quality]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Speed module}} || {{Quality|+20%|+26%|+32%|+38%|+50%}}&lt;br /&gt;
|| +50% || -1%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Speed module 2}} || {{Quality|+30%|+39%|+48%|+57%|+75%}}&lt;br /&gt;
|| +60% || -1.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Speed module 3}} || {{Quality|+50%|+65%|+80%|+95%|+125%}}&lt;br /&gt;
|| +70% || -2.5%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Increases speed of machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; If used with productivity modules, it can increase the efficiency of the machine in terms of items produced per joule (or items produced per pollution generated). &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Increases energy use per cycle (exceptions exist). &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Increased energy usage means increased pollution generation (pollution depends on power usage). &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; {{SA}} Reduced chance of producing quality items. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Productivity module ===&lt;br /&gt;
{{Main|Productivity module}}&lt;br /&gt;
&lt;br /&gt;
Productivity modules provide a [[productivity]] improvement to a machine when placed inside item-producing buildings and [[lab]]s. Each time the machine finishes crafting the recipe it is set to, an amount is added to the bar equal to the percentages of the productivity modules inside the machine. When the bar reaches 100%, an extra set of products is immediately generated without consuming any resources.&lt;br /&gt;
&lt;br /&gt;
Productivity modules cannot be used for every recipe. They can generally only be used in recipes that make an [[:Category:Intermediate_products|intermediate products]]. If you have productivity modules in a machine and you change the recipe to one which cannot accept them (manually or via the [[circuit network]], the machine will eject the modules.&lt;br /&gt;
&lt;br /&gt;
Intermediate recipes which cannot accept productivity modules include (but are not limited to):&lt;br /&gt;
&lt;br /&gt;
* [[barrel]] filling and emptying.&lt;br /&gt;
* Producing [[barrel]]s from steel.&lt;br /&gt;
* [[Steam condensation]]{{SA}} (likely to prevent loops that can generate more water than put into them).&lt;br /&gt;
&lt;br /&gt;
The non-intermediate product recipes can accept productivity modules are:&lt;br /&gt;
&lt;br /&gt;
* [[Stone brick]]&lt;br /&gt;
* [[Concrete from molten iron]]{{SA}} (but not the standard [[concrete]] recipe).&lt;br /&gt;
* Artificial [[Artificial jellynut soil|jellynut]] and [[Artificial yumako soil|yumako]] soils&lt;br /&gt;
* Overgrowth [[Overgrowth jellynut soil|jellynut]] and [[Overgrowth yumako soil|yumako]] soils&lt;br /&gt;
&lt;br /&gt;
Productivity modules cannot be placed in [[beacon]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! [[Productivity]]&amp;lt;br \&amp;gt; bonus !! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption !! Speed !! [[Pollution]]&amp;lt;br/&amp;gt; multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Productivity module}} || {{Quality|+4%|+5%|+6%|+7%|+10%}}&lt;br /&gt;
|| +40% || -5% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Productivity module 2}} || {{Quality|+6%|+7%|+9%|+11%|+15%}}&lt;br /&gt;
|| +60% || -10% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Productivity module 3}} || {{Quality|+10%|+13%|+16%|+19%|+25%}}&lt;br /&gt;
|| +80% || -15% || +10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Creates an additional free item occasionally. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Increases pollution generated. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Slows the machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Efficiency module ===&lt;br /&gt;
{{Main|Efficiency module}}&lt;br /&gt;
&lt;br /&gt;
Efficiency modules reduce the required electricity to run the machine. The lowest amount of energy that efficiency modules can be used to achieve is 20% of the machine&#039;s base energy usage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module!! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Efficiency module}} || {{Quality|-30%|-39%|-48%|-57%|-75%}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Efficiency module 2}} || {{Quality|-40%|-52%|-64%|-76%|-100%}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Efficiency module 3}} || {{Quality|-50%|-65%|-80%|-95%|-125%}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Reduces energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Decreased energy usage means decreased pollution generation (pollution depends on power usage). &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Cannot lower energy usage below 20%. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; If used with productivity modules, sometimes the efficiency gain is lower than what a speed module could achieve. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quality module ===&lt;br /&gt;
{{Main|Quality module}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Quality modules increase the chance of items being produced in higher qualities, which in turn grant bonuses which makes items and buildings work more efficiently. Higher quality items have a lesser chance of being created. Note that quality modules themselves can be made with higher qualities, which further increases the chance of higher quality products being made.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! [[Quality]]&amp;lt;br \&amp;gt; bonus !! Speed&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Quality module}} || {{Quality|+1%|+1.3%|+1.6%|+1.9%|+2.5%}}&lt;br /&gt;
|| -5%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Quality module 2}} || {{Quality|+2%|+2.6%|+3.2%|+3.8%|+5%}}&lt;br /&gt;
|| -5%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Quality module 3}} || {{Quality|+2.5%|+3.2%|+4%|+4.7%|+6.2%}}&lt;br /&gt;
|| -5%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Can provide higher quality items. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Quality modules themselves can have higher quality. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Modules with higher qualities have larger bonuses, further increasing the chance of better items being made. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Slightly decreases speed of buildings. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Not all higher quality items have bonuses. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
As a rule, the effects of multiple modules are &#039;&#039;&#039;additive, not multiplicative&#039;&#039;&#039;, meaning they don&#039;t have diminishing returns (except that consumption is capped to -80%), so if an assembler is making 2 items per second, adding one speed module 3 (+50% speed) will increase item production by 1/s, and a second speed module 3 will increase production by another 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency module 1 will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting two speed module 1&#039;s in one machine and two efficiency module 1&#039;s in a second machine, compared to putting one of each in both machines - in both cases the total items produced per second and average energy required per item is identical.&lt;br /&gt;
&lt;br /&gt;
There is however synergy between productivity modules and speed modules, productivity modules reduce crafting speed which lowers the production rate of items and increases the energy consumed per item, the speed bonus from speed modules increases production rate of items and lowers the energy consumed per item - in fact when dealing with productivity modules, the reduction in energy consumption from the increased speed from speed modules can be greater than the increased energy consumption. For detailed calculations on the synergy between productivity modules and speed modules refer to [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 this discussion] as well as [https://forums.factorio.com/viewtopic.php?f=16&amp;amp;t=59989 this warning].&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, for example engine units. Using speed modules allows more compact setups, because one machine can provide materials to more consumers than normal. If used together with productivity modules, they can also increase efficiency (in terms of items produced per watt or per pollution generated) of a machine.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;productivity modules&#039;&#039;&#039; is recommended when resources are scarce. An example would be more advanced products not being produced enough due to bottlenecks. It will take longer and more energy, but the overall amount of products per time will be higher. Productivity is especially useful in recipes that consume a lot of resources per second such as [[electronic circuit]]s, as this will result in a lot of free items being created and quickly cover the cost of the module. Also by saving the need to mine ore, smelt plates and process intermediates for those free items the additional energy cost can be easily covered.&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. Note that making higher level efficiency modules are not worth it in terms of power saved vs materials used to build a [[solar panel]] setup with same power output so the only incentive is to further reduce pollution or space utilization. Modules are also able to control [[pollution]], as &#039;&#039;&#039;pollution depends also on [[Electric system|energy]] usage&#039;&#039;&#039;. So reducing a machine&#039;s energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa! Also note that if you&#039;re using productivity modules, a speed module can sometimes provide better efficiency gains due to the fact that the machine will now be producing much more items per second. Efficiency modules also generally don&#039;t work well in beacons. &lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;quality modules&#039;&#039;&#039; is recommended for maximizing the total quality items per unit of time. Note that while speed modules inherently reduce the effectiveness of quality modules, there are cases where using a single speed module can increase the both the output rate of normal and quality items per unit of time (at the cost of more power consumption).&lt;br /&gt;
&lt;br /&gt;
=== Quality{{SA}} and module scaling ===&lt;br /&gt;
Getting modules of higher [[quality]] improves the benefits of the modules but not their drawbacks. Modules of sufficiently high quality can eclipse at least some of their drawbacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed modules&#039;&#039;&#039; make machines faster, which effectively makes them act like more machines of the same type. But they also cause them to increase power consumption, and this increase is higher than the speed increase. So speed modules can make machines act as if there were more machines, but they consume more power than the equivalent number of un-moduled machines.&lt;br /&gt;
&lt;br /&gt;
Quality changes things.&lt;br /&gt;
&lt;br /&gt;
Because a higher quality speed module provides a higher speed bonus, but not higher power consumption, it is possible to reach a break-even point where the speed bonus is equal to or greater than the power penalty. [[Speed module]] 1s do not achieve this break-even point until legendary quality, when their 50% speed bonus exactly matches the 50% power penalty.&lt;br /&gt;
&lt;br /&gt;
[[Speed module 2]]s also require legendary quality to surpass their power penalty, though since the speed bonus of 75% exceeds the power consumption of 60%, it effectively provides a small efficiency effect.&lt;br /&gt;
&lt;br /&gt;
[[Speed module 3]]s reach this break even point at rare quality, with an 80% speed vs. 70% power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Productivity modules&#039;&#039;&#039; have a similar break even point with regard to their speed penalty (though not their power penalty). Adding productivity to a process gives a de-facto speed increase in terms of the number of output products produced. The speed penalty of productivity modules offsets this de-facto speed increase. However, computing that break-even point is more complex.&lt;br /&gt;
&lt;br /&gt;
5% productivity means that 5% more outputs are generated over a given space of time. So if a machine would have output 100 products in a given time, it outputs 105. A 5% speed penalty means the machine operates 5% slower. If a machine would have output 105 products in a given time, it only outputs 95% of that, which is not 100; it is 99.75.&lt;br /&gt;
&lt;br /&gt;
[[Productivity module]] 1s have a 6% speed penalty. The minimum productivity bonus needed to overcome this speed penalty is 6.3%, which requires an epic prod 1 (though rare comes close). To offset the 10% speed penalty from a [[productivity module 2]], you need a productivity of at least 11.1%, which requires an legendary prod 2 (though epic comes very close). To offset the 15% speed penalty from a [[productivity module 3]], you need productivity of at least 17.6%, which requires an epic prod 3 (though rare comes very close).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality modules&#039;&#039;&#039; have unusual scaling for their quality bonuses due to how strong [[quality module 2]]s are. A rare quality module 2 has the same bonus as an uncommon [[quality module 3]]. And a legendary quality module 2 beats any non-legendary quality module 3. With the [[Space Age]] mod, quality module 3s require [[superconductor]]s, which makes acquiring quality versions of quality module 3s much more expensive than quality module 2s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Efficiency modules&#039;&#039;&#039; have a similar scaling effect, though much more pronounced. An uncommon [[efficiency module]] 1 is almost as good as a common [[efficiency module 2]], and a rare eff1 nearly matches a common [[efficiency module 3]]. Quality versions of efficiency module 2s are usually nearly as good as eff3s of one step lower quality. Though getting quality versions of [[spoilage]] is much cheaper than superconductors ([[bioflux]] can mass-produce [[nutrients]], which can be [[recycler|recycled]] using quality modules to produce quality spoilage, with any lower quality spoilage being fed back into the recycler), so making quality efficiency module 3s is much easier than most other module 3s.&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. [[Electric mining drill]]s normally create 10 units of [[pollution]], using 3 basic efficiency modules on them reduces their pollution production by 80% to 2 units per minute.&lt;br /&gt;
&lt;br /&gt;
Using productivity module 3s in the [[rocket silo]] reduces the total resource cost for 1 rocket launch by almost 30%, saving 26k copper ore per rocket launch.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|crafting-with-speed}}&lt;br /&gt;
{{Achievement|crafting-with-efficiency}}&lt;br /&gt;
{{Achievement|crafting-with-productivity}}&lt;br /&gt;
{{Achievement|crafting-with-quality}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Beacon]]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=16&amp;amp;t=59989 Speed modules are sometimes more efficient than Efficiencies]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav|category=false}}&lt;br /&gt;
{{C|Production{{!}}#Module}}&lt;br /&gt;
{{C|Modules{{!}}#Module}}&lt;/div&gt;</summary>
		<author><name>Tau</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=218073</id>
		<title>Science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=218073"/>
		<updated>2026-04-17T15:56:23Z</updated>

		<summary type="html">&lt;p&gt;Tau: changed wording regarding quality modules with speed/beacons: quality actually works better with a single speed module but worse with more modules/beacons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Science packs&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
For example, [[Physical projectile damage (research)|Physical projectile damage 3&#039;&#039;]] requires one automation science pack and one logistic science pack and one military science pack to begin researching, but it needs this to be input into labs a total of 300 times, raising the research cost to 300 science packs each.&lt;br /&gt;
&lt;br /&gt;
== Types of science packs ==&lt;br /&gt;
=== Base game ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !!  Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|Time|5}} + {{icon|copper plate|1}} + {{icon|iron gear wheel|1}} &amp;amp;rarr; {{icon|Automation science pack|1}} || {{icon|Time|5.5}} {{icon|iron plate|2}} {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|Time|6}} + {{icon|Transport belt|1}} + {{icon|Inserter|1}} &amp;amp;rarr; {{icon|Logistic science pack|1}} || {{icon|Time|8.75}} {{icon|iron plate|5.5}} {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|Time|10}} + {{icon|Piercing rounds magazine|1}} + {{icon|Grenade|1}} + {{Icon|Wall|2}} &amp;amp;rarr; {{icon|Military science pack|2}} || {{icon|Time|23}} {{icon|Iron plate|9}} {{icon|Copper plate|1}} {{icon|Steel plate|0.5}} {{icon|Coal|10}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|Time|24}} + {{icon|Sulfur|1}} + {{icon|Advanced circuit|3}} + {{icon|Engine unit|2}} &amp;amp;rarr; {{icon|Chemical science pack|2}} || {{icon|Time|52.5}} {{icon|Iron plate|6}} {{icon|Copper plate|15}} {{icon|Engine unit|2}} {{icon|Plastic bar|6}} {{icon|Sulfur|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|Time|21}} + {{icon|Rail|30}} + {{icon|Electric furnace|1}} + {{icon|Productivity module|1}} &amp;amp;rarr; {{icon|Production science pack|3}} || {{icon|Time|153.5}} {{icon|Iron plate|32.5}} {{icon|Copper plate|57.5}} {{icon|Steel plate|25}} {{icon|Plastic bar|20}} {{icon|Stone|15}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|Time|21}} + {{icon|Processing unit|2}} + {{icon|Flying robot frame|1}} + {{icon|Low density structure|3}} &amp;amp;rarr; {{icon|Utility science pack|3}} ||  {{icon|Time|104.75}} {{icon|Iron plate|3}} {{icon|Copper plate|64.5}} {{icon|Steel plate|7}} {{icon|Plastic bar|15}} {{icon|Battery|2}} {{icon|Processing unit|2}} {{icon|Electric engine unit|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|Space science pack|1000}} per launched {{icon|Satellite}} || {{icon|Time|300}} {{icon|Iron plate|43.7}} {{icon|Copper plate|101.8}} {{icon|Steel plate|2.7}} {{icon|Plastic bar|19.9}} {{icon|Solid fuel|10.5}} {{icon|Sulfuric acid|15.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Space science pack calculations:&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=0-17-1&amp;amp;items=space-science-pack:r:1&amp;amp;ignore=sulfuric-acid,steel-plate&lt;br /&gt;
Space science pack calculations (Total raw):&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=1-1-19&amp;amp;rate=h&amp;amp;rp=5&amp;amp;cp=4&amp;amp;items=space-science-pack:r:1&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Or, broken down into the most basic components:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Per 1 !! colspan=&amp;quot;5&amp;quot; | Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|iron plate|2}} || {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|iron plate|5.5}} || {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|iron plate|5.75}} || {{icon|copper plate|0.5}} || {{icon|coal|5}} || || {{icon|stone|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|iron plate|12}} || {{icon|copper plate|7.5}} || {{icon|coal|1.5}} || {{icon|crude oil|38.46}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|iron plate|52.5}} || {{icon|copper plate|19.17}} || {{icon|coal|3.33}} || {{icon|crude oil|68.38}} || {{icon|stone|11.67}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|iron plate|33.33}} || {{icon|copper plate|49.83}} || {{icon|coal|3.83}} || {{icon|crude oil|106.84}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|iron plate|57.54}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|copper plate|101.79}} || {{icon|coal|9.95}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|crude oil|306.92}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Space Age&#039;&#039; ===&lt;br /&gt;
The &#039;&#039;[[Space Age]]&#039;&#039;{{SA}} expansion adds five new types of science packs, and changes the recipe for [[space science pack]]. Each is only able to be crafted on a specific [[planets|planet]] or a [[space platform]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Crafted on !! Made in !! Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|Space platform hub}} || {{icon|assembling machine}} {{icon|assembling machine 2}} {{icon|assembling machine 3}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate|2}} &amp;amp;rarr; {{icon|Space science pack|5}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack|space-age=yes}} || {{icon|Vulcanus}} || {{icon|Foundry}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}} &amp;amp;rarr; {{icon|Metallurgic science pack|1}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack|space-age=yes}} || {{icon|Fulgora}} || {{icon|Electromagnetic plant}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}} &amp;amp;rarr; {{icon|Electromagnetic science pack|1}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || {{icon|Gleba}} || {{icon|Biochamber}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}} &amp;amp;rarr; {{icon|Agricultural science pack|1}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic science pack|space-age=yes}} || {{icon|Aquilo}} || {{icon|Cryogenic plant}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}} &amp;amp;rarr; {{icon|Cryogenic science pack|1}} + {{icon|Fluoroketone (hot)|3}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Promethium science pack|space-age=yes}} || {{icon|Space platform hub}} || {{icon|Cryogenic plant}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}} &amp;amp;rarr; {{icon|promethium science pack|10}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that Agricultural science packs are subject to [[Spoilage mechanics|spoilage]]. Their freshness also reduces their science value.&lt;br /&gt;
&lt;br /&gt;
== Creating science packs ==&lt;br /&gt;
The science packs and [[research]] are meant to guide players through the game by gradually increasing in complexity. At first the player has to create [[automation science pack]]s by hand to research automation. Then the next goal is to create automation and [[logistic science pack]]s automatically and to automatically feed the science packs into [[lab]]s. These science packs allow research of most of the basic [[technologies]].&lt;br /&gt;
&lt;br /&gt;
If needed due to [[enemies]], the next step is to create [[military science pack]]s to allow unlock higher tier combat-oriented products. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from automation/logistic.&lt;br /&gt;
&lt;br /&gt;
Following military science, [[chemical science pack]]s should be created. This science pack incorporates a new &#039;raw&#039; intermediary - [[plastic bar]]s necessitate the need to harvest and process [[crude oil]].&lt;br /&gt;
&lt;br /&gt;
After chemical science, [[production science pack]]s are next. Production science packs are a fair jump in complexity, as the required products have quite a few different intermediaries. Production packs yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
The final stage of automated research pack creation is [[utility science pack]]. Utility sciences packs are the most complex packs to make, requiring a large chain of intermediate products. Utility science packs, like previous production science packs, yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
[[Space science pack]]s are yielded from launching [[satellite]]s via [[rocket silo|rocket]], and thus are difficult to automate effectively without massive resource-hungry bases. Unlike other science packs, space science packs are exclusively used to research repeating/infinite technologies - such as [[mining productivity (research)|mining productivity]] or [[physical projectile damage (research)|gun turret damage]].&lt;br /&gt;
&lt;br /&gt;
The ratio needed to keep science production in sync is 5:6:5:12:7:7, or:&lt;br /&gt;
* 5 Automation science pack assemblers&lt;br /&gt;
* 6 Logistic science pack assemblers&lt;br /&gt;
* 5 Military science pack assemblers&lt;br /&gt;
* 12 Chemical science pack assemblers&lt;br /&gt;
* 7 Production science pack assemblers&lt;br /&gt;
* 7 Utility science pack assemblers&lt;br /&gt;
&lt;br /&gt;
The list above assumes that all science packs are being produced by the same tier of assembling machine. For example, if using plain [[assembling machine 3]] then packs will be produced at 75 items per minute.&lt;br /&gt;
&lt;br /&gt;
== Productivity module vs. quality module ==&lt;br /&gt;
[[Quality]]{{SA}} science pack decreases science pack drain, while production science outputs additional science packs from the same amount of input. Assuming that you are only using common ingredients and a single 1 tier module, and that all quality levels have been researched.&lt;br /&gt;
&lt;br /&gt;
;[[Quality module]]{{SA}}&lt;br /&gt;
* &#039;&#039;&#039;0.9%&#039;&#039;&#039; chance to create at least 1 uncommon science pack, which lasts &#039;&#039;&#039;100%&#039;&#039;&#039; longer than normal (equivalent of 2 science packs).&lt;br /&gt;
* &#039;&#039;&#039;0.09%&#039;&#039;&#039; chance to create 1 rare science pack, which lasts &#039;&#039;&#039;200%&#039;&#039;&#039; longer than normal (equivalent of 3 science packs). &lt;br /&gt;
* &#039;&#039;&#039;0.009%&#039;&#039;&#039; chance to create 1 epic science pack, which lasts &#039;&#039;&#039;300%&#039;&#039;&#039; longer than normal (equivalent of 4 science packs).&lt;br /&gt;
* &#039;&#039;&#039;0.001%&#039;&#039;&#039; chance to create 1 legendary science pack, which lasts &#039;&#039;&#039;500%&#039;&#039;&#039; longer than normal (equivalent of 6 science packs).&lt;br /&gt;
&lt;br /&gt;
Overall, this represents approximately &#039;&#039;&#039;1.1112%&#039;&#039;&#039; extra science for the same number of inputs.&lt;br /&gt;
&lt;br /&gt;
;[[Module#Productivity module|Productivity module]]&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; extra product every &#039;&#039;&#039;25&#039;&#039;&#039; normal products.&lt;br /&gt;
&lt;br /&gt;
This provides approximately &#039;&#039;&#039;4%&#039;&#039;&#039; extra science for the same number of inputs.&lt;br /&gt;
&lt;br /&gt;
==== Comparison ====&lt;br /&gt;
* Productivity is more resource efficient, as it provides more science progress for the same amount of resources.&lt;br /&gt;
* Quality is more space/rocket efficient, as higher quality packs take up the same amount of space.&lt;br /&gt;
* Quality has a special effect on [[agricultural science pack]]s, as quality increases their spoil time. This means that a higher quality pack will not only have more science value, it will lose less of that value over the same time period as a lower one.&lt;br /&gt;
* In situations where the [[foundry]] isn&#039;t being used for casting copper or iron, inserting quality modules in mining drills and utilizing quality ores for making ingredients for science packs can be more resource-efficient if the bonus from mining productivity research exceeds +300%. This is much slower than using [[speed module]]s (which are antagonistic to quality), and requires designing a base around handling multiple quality levels.&lt;br /&gt;
** Casting metals with foundries is not compatible with this strategy, as ores are turned into molten metal which, as a fluid, doesn&#039;t retain quality. With productivity modules, foundries are more resource-efficient and faster for processing metals for science packs than furnaces smelting quality ores, but this requires importing [[calcite]], as neither [[Nauvis]] or [[Gleba]] (the two planets that commonly produce ores) have this as a local resource.&lt;br /&gt;
&lt;br /&gt;
Do note that quality modules should not be combined with multiple [[speed module]]s or speed [[beacon]]s, while productivity modules can.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Creating science packs is directly connected to the following achievements:&lt;br /&gt;
{{Achievement|research-with-automation}}&lt;br /&gt;
{{Achievement|research-with-logistics}}&lt;br /&gt;
{{Achievement|research-with-chemicals}}&lt;br /&gt;
{{Achievement|research-with-military}}&lt;br /&gt;
{{Achievement|research-with-production}}&lt;br /&gt;
{{Achievement|research-with-utility}}&lt;br /&gt;
{{Achievement|research-with-space}}&lt;br /&gt;
{{Achievement|research-with-metallurgics}}&lt;br /&gt;
{{Achievement|research-with-electromagnetics}}&lt;br /&gt;
{{Achievement|research-with-agriculture}}&lt;br /&gt;
{{Achievement|research-with-cryogenics}}&lt;br /&gt;
{{Achievement|research-with-promethium}}&lt;br /&gt;
{{Achievement|rush-to-space}}&lt;br /&gt;
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		<author><name>Tau</name></author>
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