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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tecanec</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-22T06:42:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_ramp&amp;diff=214951</id>
		<title>Rail ramp</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_ramp&amp;diff=214951"/>
		<updated>2025-07-09T05:38:53Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Placement */ Previously added bit felt too long, so I tried rewriting it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rail_ramp}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
A &#039;&#039;&#039;rail ramp&#039;&#039;&#039; is a [[rail]] that inclines upward, which allows [[train]]s to travel over obstacles. Rails that continue off the higher part of the ramp must have [[rail support]]s to keep them elevated. [[Train stop]]s, [[rail signal]]s and [[rail chain signal]]s cannot be placed on rail ramps, unlike straight rails. Locomotives that are stopped on rail ramps will stay still and not slide back down to the ground level. Ramps do not affect train acceleration.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, elevated rails are a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
Much like [[rail support]]s, rail ramps can be placed on top of water on [[Nauvis]], oil oceans on [[Fulgora]]{{SA}}, marshes on [[Gleba]]{{SA}} and ammoniacal oceans on [[Aquilo]]{{SA}} without the need for [[landfill]] or [[foundation]]. After researching [[Rail support foundations (research)|rail support foundations]], they can also be placed on Fulgora&#039;s deep oil oceans.&lt;br /&gt;
&lt;br /&gt;
Since the purpose of a rail ramp is usually to transition between ground and elevated rails, there is generally no point in placing a rail ramp in the middle of an ocean, where ground rails can not be placed. However, being able to build the rail ramp on the edge of solid ground can be very useful when space is limited, such as on the small vault islands on [[Fulgora]]{{SA}}.&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;
* [[Elevated rail]]s&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Upcoming_features&amp;diff=214879</id>
		<title>Talk:Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Upcoming_features&amp;diff=214879"/>
		<updated>2025-07-04T17:09:58Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Outdated information?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Outdated information?==&lt;br /&gt;
This page was clearly written before 2.0/Space Age was released (which was over 8 months ago at the time of writing), and is now more or less entirely outdated. In fact, since Wube has declared their intentions of moving on to their next project rather than making another Factorio expantion, there is little left for this page to document.&lt;br /&gt;
&lt;br /&gt;
What are we gonna do with this page?&lt;br /&gt;
&lt;br /&gt;
- [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 17:09, 4 July 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_ramp&amp;diff=214875</id>
		<title>Rail ramp</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_ramp&amp;diff=214875"/>
		<updated>2025-07-04T12:42:04Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Added information about placement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rail_ramp}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
A &#039;&#039;&#039;rail ramp&#039;&#039;&#039; is a [[rail]] that inclines upward, which allows [[train]]s to travel over obstacles. Rails that continue off the higher part of the ramp must have [[rail support]]s to keep them elevated. [[Train stop]]s, [[rail signal]]s and [[rail chain signal]]s cannot be placed on rail ramps, unlike straight rails. Locomotives that are stopped on rail ramps will stay still and not slide back down to the ground level. Ramps do not affect train acceleration.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, elevated rails are a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
Much like [[rail support]]s, rail ramps can be placed on top of water on [[Nauvis]], oil oceans on [[Fulgora]]{{SA}}, marshes on [[Gleba]]{{SA}} and ammoniacal oceans on [[Aquilo]]{{SA}} without the need for [[landfill]] or [[foundation]]. After researching [[Rail support foundations (research)|rail support foundations]], they can also be placed on Fulgora&#039;s deep oil oceans.&lt;br /&gt;
&lt;br /&gt;
For a rail ramp to be useful, it must connect to a non-elevated rail. (Two rail ramps can connect directly at their non-elevated ends, but there is little point in doing so, since other elevated rails can&#039;t pass over a rail ramp.) Therefore, even though players are allowed to build rail ramps in the middle of an ocean, rail ramps will almost always be built either on solid ground or right next to it. However, being able to build the rail ramp on the edge of solid ground can be very useful when space is limited, such as on the smaller islands of [[Fulgora]]{{SA}}.&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;
* [[Elevated rail]]s&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Recycler&amp;diff=207497</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Recycler&amp;diff=207497"/>
		<updated>2024-12-04T09:41:25Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Mechanics */ Renamed &amp;quot;deeper details&amp;quot; to &amp;quot;technical details&amp;quot;, moved it to the end of the &amp;quot;mechanics&amp;quot; section, and improved it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Recycler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;recycler&#039;&#039;&#039; is a building that can convert most items into the ingredients used in their recipes, at the cost of losing 75% of said ingredients. In other words, it performs a lossy reversal of crafting.&lt;br /&gt;
&lt;br /&gt;
It has 4 module slots, but it cannot use [[Productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
When an item enters a recycler, the item&#039;s main recipe is found, and the recycler is automatically set to perform its inverse.&lt;br /&gt;
&lt;br /&gt;
For each type of item used as an ingredient in the recycled item&#039;s main recipe, the number of items returned by the recycler is decided by &amp;lt;math&amp;gt;\left \lfloor 0.25 \cdot \tfrac{i}{o} + r \right\rfloor&amp;lt;/math&amp;gt;, where &amp;lt;math&amp;gt;i&amp;lt;/math&amp;gt; is the number of items used as ingredients, &amp;lt;math&amp;gt;o&amp;lt;/math&amp;gt; is the number of items returned by the recipe, and &amp;lt;math&amp;gt;r&amp;lt;/math&amp;gt; is a random number that is greater than or equal to 0 but less than 1. On average, this returns exactly 25% of the items needed to craft one item of the same type as the recycled item. For example, recycling a [[processing unit]] always gives 5 [[electronic circuit]]s while having a 50% chance of returning one [[advanced circuit]].&lt;br /&gt;
&lt;br /&gt;
All fluid ingredients are lost when recycling, as the recycler has no fluid output.&lt;br /&gt;
&lt;br /&gt;
Without quality modules, the resulting items have the same quality as the item being recycled, even if the latter was crafted using lower-quality ingredients. Quality modules can further increase the output&#039;s quality, just like with regular non-recycling recipes.&lt;br /&gt;
&lt;br /&gt;
The recycler has 12 internal slots for its output, but can only hold one stack of each item. The recycler will try to eject the contents of these slots, much like a mining drill. It is therefore not necessary to use an inserter to collect its output. Much like the [[big mining drill]]{{SA}}, if the recycler has more than one of an individual item type in its inventory, the recycler will output stacks of materials onto a belt if the [[stack inserter]]{{SA}} has been researched.&lt;br /&gt;
&lt;br /&gt;
=== Non-recyclable items ===&lt;br /&gt;
&lt;br /&gt;
The broad rule governing the recycler&#039;s ability to reverse a recipe is that it can only reverse recipes made in [[Assembling machine]]s of some type. There are many exceptions to this, however. For the purposes of the recycler&#039;s ability to recycle items, the [[Electromagnetic plant]] counts as an &amp;quot;assembler&amp;quot;. So all of its recipes count unless otherwise stated. Recipes shared by assemblers and other machines are not so clear-cut: sometimes they count as recipes for those other machines, but sometimes they count as pure assembler recipes.&lt;br /&gt;
&lt;br /&gt;
Items can have multiple recipes; all that is needed for the recycler to reverse it is to find a single reversible recipe that produces that item.&lt;br /&gt;
&lt;br /&gt;
If no valid recipe producing the item can be reversed, the recycler will return the same item 25% of the time (possibly with a [[Quality]] bonus if the appropriate modules are used), with the other 75% destroying the item.&lt;br /&gt;
&lt;br /&gt;
Recipes which can be made in an assembler (possibly also in non-assembler buildings) which cannot be reversed:&lt;br /&gt;
* All science packs&lt;br /&gt;
* [[Biolab]]&lt;br /&gt;
* [[Holmium plate]] (due to only using a liquid as input)&lt;br /&gt;
* [[Landfill]]&lt;br /&gt;
* [[Superconductor]]&lt;br /&gt;
* [[Tungsten carbide]]&lt;br /&gt;
* [[Uranium fuel cell]]&lt;br /&gt;
* [[Wood processing]]&lt;br /&gt;
* [[Yumako mash]]ing and [[Jelly]].&lt;br /&gt;
* [[Iron bacteria]] and [[copper bacteria]].&lt;br /&gt;
&lt;br /&gt;
Recipes exclusively executed by non-assembler machines, but can still be reversed recycled:&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Big mining drill]]&lt;br /&gt;
* [[Fusion reactor]]&lt;br /&gt;
* [[Fusion generator]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Railgun turret]]&lt;br /&gt;
* [[Turbo transport belt]], [[Turbo underground belt]], and [[Turbo splitter]]&lt;br /&gt;
&lt;br /&gt;
Recipes shared by assembler/EMP and non-assembler machines which &#039;&#039;can&#039;&#039; be reversed:&lt;br /&gt;
* [[Biochamber]]&lt;br /&gt;
* [[Cryogenic plant]]&lt;br /&gt;
* [[Foundry]]&lt;br /&gt;
* [[Nutrients]] from [[spoilage]]&lt;br /&gt;
&lt;br /&gt;
=== Unique recycling recipes ===&lt;br /&gt;
&lt;br /&gt;
Some items have unique recycling recipes:&lt;br /&gt;
&lt;br /&gt;
* Recycling [[scrap]] will perform the [[scrap recycling]] recipe, for which there is no inverse, as scrap can not be crafted. This is used to obtain most resources on [[Fulgora]].&lt;br /&gt;
* Recycling one [[nutrients]] will yield 2.5x that amount of [[spoilage]], as if they were made using the [[nutrients from spoilage]] recipe. This is useful for getting rid of excess nutrients, as they cannot be burned directly.&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The recycling recipe for an item besides scrap takes time equal to 1/16th (0.0625) of the time it takes to craft that item. (Items without recipes, such as ore, are treated as having a crafting time of 0.5 seconds.) But because the recycler has a base crafting speed of 0.5, the time it takes one recycler to recycle one item is effectively 1/8th (0.125) of the item&#039;s crafting time without modules or beacons. For example, the time it takes to craft a [[steel plate]] in a [[stone furnace]] (which has a crafting speed of 1) is 16 seconds, and so recycling a steel plate takes 2 seconds. The following table provides some examples of how long it takes a recycler without modules or beacons to recycle one of that item, and the rate at which it recycles those items.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rates&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 0.75s  || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1.875s || 0.533/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 2.0s || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper plate}}  || 0.4s || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron plate}} || 0.4s || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron ore}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe takes .2 seconds, meaning that it actually takes .4 seconds to run in a recycler, so a recycler takes in 2.5 scrap/s. The output rates are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input ||  Output || Chance || Rate&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; | {{Imagelink|Scrap|space-age=yes}}&lt;br /&gt;
| {{Imagelink|Processing unit}}  || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}}  || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}}  || 1%  || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}}  || 7%  || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}}  || 4%  || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}}  || 6%  || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}}  || 4%  || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}}  || 5%  || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}}  || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}}  || 1%  || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron gear wheel}}  || 20%  || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}}  || 3%  || 0.075/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In total, the recycler spits out 1.5 items/s, meaning 10 recyclers are just enough to saturate a yellow belt. The output values are increased by [[Scrap recycling productivity (research)|scrap recycling productivity research]].&lt;br /&gt;
&lt;br /&gt;
=== Technical details ===&lt;br /&gt;
&lt;br /&gt;
Internally, the recycler uses the [https://lua-api.factorio.com/latest/prototypes/FurnacePrototype.html furnace prototype], which performs recipes that are automatically selected based on input ingredients. Every item in the game has its own &amp;quot;recycling&amp;quot; recipe, almost all of which are hidden in the Factoriopedia and can only be performed by a recycler.&lt;br /&gt;
&lt;br /&gt;
Since there are hundreds of items in the game, as well as to ensure compatibility with third-party mods, most recycling recipes are not explicitly defined. Instead, recycling recipes are procedurally generated based on existing recipes. Depending on whether or not the item is deemed &amp;quot;recyclable&amp;quot;, these procedurally generated recipes will either output a quarter of an item&#039;s ingredients or have a 25% chance of outputting the item itself.&lt;br /&gt;
&lt;br /&gt;
The recyclabillity of most items is based on the category of their recipes, with some exceptions being explicitly filtered by the name of the recipe&#039;s prototype. Furthermore, items with multiple viable recycling recipes are made non-recyclable to avoid ambiguity, and recipes with multiple different products will fail to generate a recycling recipe, thereby making them irreversible as a default. Third-party mods can also explicitly make a recipe irreversible by setting the recipe&#039;s &amp;lt;code&amp;gt;auto_recycle&amp;lt;/code&amp;gt; field to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe is a special case, as it is the only hard-coded recipe. It is also the only recycling recipe that is not hidden from the player, and which can be performed without a recycler. (Notably, this recipe is defined by the Space Age mod rather than the Quality mod, as scrap is exclusive to the former.)&lt;br /&gt;
&lt;br /&gt;
The generation of recycling recipes, as well as the filtering of non-recyclable recipes, is defined by the file &amp;lt;code&amp;gt;recycling.lua&amp;lt;/code&amp;gt; in the quality mod&#039;s prototype folder. More specifically, the function &amp;lt;code&amp;gt;default_can_recycle&amp;lt;/code&amp;gt; decides whether a given recipe can be recycled or not, and the function &amp;lt;code&amp;gt;add_recipe_values&amp;lt;/code&amp;gt; does most of the configuration of recycling recipes, which includes setting the products of these recipes and how long they take to perform.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* If the recycled item has a fluid ingredient, then the smoke emitted from the recycler matches the fluid in colour.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fff-375-recycler-freezeframe.png|500px]]&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;
* [[Quality]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=206612</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=206612"/>
		<updated>2024-11-18T09:44:08Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Added section on production using quality buildings and modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boilerplate&lt;br /&gt;
|icon=No-building-material-icon.png&lt;br /&gt;
|line-1=This article is a lacking sources for details of upcoming changes.&lt;br /&gt;
|line-2=You can help this wiki by [{{fullurl:{{FULLPAGENAME}}|action=edit}} adding them].}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. The two highest quality tiers require technology not available on Nauvis. 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 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% energy output&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* Larger inventory (unknown boost size)&lt;br /&gt;
* Increased ammo damage (30%?)&lt;br /&gt;
* Faster inserters&lt;br /&gt;
* Reduced resource depletion on miners (likely multiplicative in effect with productivity)&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* Increased output rate on nuclear reactors, boilers, and steam engines/turbines&lt;br /&gt;
* Reduced power consumption on beacons&lt;br /&gt;
* Larger scan range on radars&lt;br /&gt;
* +100% durability on consumable items (repair packs, science packs)&lt;br /&gt;
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun&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, such as [[Transport belt]]s and [[Wall]]s, only gain increased health.&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that create items have variations for each quality that the item might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clobber belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; The same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
{{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 1%/2%/2.5% quality chance to a machine, depending on its tier.&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
For 10% quality chance crafting recipe with all tiers unlocked, this gives the following odds:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Input !! [[File:quality_normal.png|32px]] chance !! [[File:quality_uncommon.png|32px]] chance !! [[File:quality_rare.png|32px]] chance !! [[File:quality_epic.png|32px]] chance !! [[File:quality_legendary.png|32px]] chance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_normal.png|32px]] || 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] || - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_rare.png|32px]] || - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_epic.png|32px]] || - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_legendary.png|32px]]  || - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For 24.8% quality chance (4x[[File:quality_legendary.png|15px]]Legendary [[quality module 3]]), the odds are instead:&lt;br /&gt;
* 75.2% Normal&lt;br /&gt;
* 22.32% Uncommon (24.8% Uncommon+)&lt;br /&gt;
* 2.232% Rare (2.48% Rare+)&lt;br /&gt;
* 0.2232% Epic (0.248% Epic+)&lt;br /&gt;
* 0.0248% Legendary&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
When using [[Assembling machine 3]]s with the goal of converting all input items to Legendary outputs, and feeding non-Legendary items through a [[Recycler]] with 4 quality modules (as recyclers can&#039;t take productivity modules), the optimal number of quality and productivity modules is as follows:&lt;br /&gt;
* If the quality modules offer less than 15% chance (Normal and Uncommon [[Quality module|T1]], [[Quality module 2|T2]], and [[Quality module 3|T3]]s), use 4 quality modules&lt;br /&gt;
* If the quality modules offer 16% (Rare T3s) or 19% (Epic T3s), use 3 quality modules and 1 productivity module&lt;br /&gt;
* If the quality modules offer 25% (Legendary T3s), use 2 of each module&lt;br /&gt;
* If the quality modules offer &#039;&#039;exactly&#039;&#039; 15% (Legendary T2s):&lt;br /&gt;
** When the base quality of the inputs is Epic, use 4 quality modules&lt;br /&gt;
** When the base quality of the inputs is Rare, use 4 quality modules&lt;br /&gt;
*** Except when your productivity modules have more than +1.5% productivity use 3 quality modules&lt;br /&gt;
** When the base quality of the inputs is Normal or Uncommon, use 3 quality modules&lt;br /&gt;
&lt;br /&gt;
It is also more optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
== 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 circuits]] 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;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[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 chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Carbon&amp;diff=206575</id>
		<title>Carbon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Carbon&amp;diff=206575"/>
		<updated>2024-11-17T16:49:05Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Rewrite to be more accurate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Carbon}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Carbon&#039;&#039;&#039; is a resource added in Space Age. It is an intermediate product that takes a variety of roles across different surfaces.&lt;br /&gt;
&lt;br /&gt;
In [[space platform|space]], carbon is created by [[crusher]]s by processing [[carbonic asteroid chunk]]s, and is used in both of [[thruster fuel]]&#039;s recipes.&lt;br /&gt;
&lt;br /&gt;
On [[Vulcanus]]{{SA}}, it is mainly crafted from [[coal]] and [[sulfuric acid]], but can also be found when destroying [[ashland tree]]s. It is an ingredient in [[tungsten carbide]].&lt;br /&gt;
&lt;br /&gt;
On [[Gleba]]{{SA}}, it is made from [[spoilage]] in [[biochamber]]s. It is an ingredient in [[carbon fiber]].&lt;br /&gt;
&lt;br /&gt;
Carbon is also useful in [[coal synthesis]]. On Gleba and in space, this is the only local source of coal.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Recipe !! Ingredients !! Result !! Produced by&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burnt spoilage}} || {{Icon|Time|12}} + {{Icon|Spoilage|6}} || {{Icon|Carbon|1}} || {{Icon|Biochamber}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Carbonic asteroid crushing}} || {{Icon|Time|2}} + {{Icon|Carbonic asteroid chunk|1}} || {{Icon|Carbon|10}} + {{Icon|Carbonic asteroid chunk|0.2}} || {{Icon|Crusher}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced carbonic asteroid crushing}} || {{Icon|Time|5}} + {{Icon|Carbonic asteroid chunk|1}} || {{Icon|Carbon|5}} + {{Icon|Sulfur|2}} + {{Icon|Carbonic asteroid chunk|0.05}} || {{Icon|Crusher}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Promethium_science_pack&amp;diff=206462</id>
		<title>Promethium science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Promethium_science_pack&amp;diff=206462"/>
		<updated>2024-11-16T16:20:25Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Fixed that other place where I had also used the wrong name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Promethium science pack}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Promethium science pack&#039;&#039;&#039; is an end-game science pack. It is used in [[lab]]s to [[research]] [[technologies]].&lt;br /&gt;
&lt;br /&gt;
Unlike most science packs, the promethium science pack is only used for one technology, that being [[research productivity (research)|reseaarch productivity]]. However, this is an infinite research, and since it directly makes all technologies easier to research, promethium science packs are indirectly useful for technologies other than research productivity.&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;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Promethium_science_pack&amp;diff=206461</id>
		<title>Promethium science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Promethium_science_pack&amp;diff=206461"/>
		<updated>2024-11-16T16:17:09Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Fixed an incorrect link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Promethium science pack}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Promethium science pack&#039;&#039;&#039; is an end-game science pack. It is used in [[lab]]s to [[research]] [[technologies]].&lt;br /&gt;
&lt;br /&gt;
Unlike most science packs, the promethium science pack is only used for one technology, that being [[research productivity (research)|reseaarch productivity]]. However, this is an infinite research, and since it directly makes all technologies easier to research, promethium science packs are indirectly useful for technologies other than science lab productivity.&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;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Yumako_seed&amp;diff=206460</id>
		<title>Yumako seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Yumako_seed&amp;diff=206460"/>
		<updated>2024-11-16T16:04:21Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Information about seed production rate proportional to consumption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Yumako seed}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Yumako seed&#039;&#039;&#039; is an item used to plant [[Yumako tree]]s, either manually or with a [[Agricultural tower]]. These trees produce [[Yumako]] fruits when harvested. The seeds are then extracted from those fruits when processed.&lt;br /&gt;
&lt;br /&gt;
On average, the yumako processing recipe produces exactly one seed from each mature yumako tree being harvested, making yumako processing by hand a barely and unreliably self-sustaining process. However, the built-in productivity of a [[biochamber]] increases this statistic to one and a half seeds from each tree harvested, which is a net positive, thereby making yumako tree production a reliably self-sustaining process. However, one must still make sure to dispose of excess seeds to avoid clobbering belts.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=206459</id>
		<title>Captive biter spawner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=206459"/>
		<updated>2024-11-16T15:54:16Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Food consumption */ Rewrite to be more formal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Captive biter spawner}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;captive biter spawner&#039;&#039;&#039; is a special production building that is initially unlocked on [[Gleba]]{{SA}}. It can be &amp;quot;built&amp;quot; by firing a [[capture bot rocket]]{{SA}} at a [[Enemies#Nests|biter spawner]] on [[Nauvis]], which will slowly transform the spawner into a captive one.  A captive spawner will lose health at a rate of 1/second, unless fed with a supply of [[bioflux]]{{SA}}. If a captive spawner&#039;s health reaches zero, it will transform back into a normal spawner and will have to be captured again. While captured, a spawner will generate [[biter egg]]{{SA}} at a rate of 0.5/second. Unlike other spoilable items, a biter egg will only begin to spoil once it has been removed from the spawner. &lt;br /&gt;
&lt;br /&gt;
A captive biter spawner has no [[module]] slots, and is unaffected by [[beacon]]s.&lt;br /&gt;
&lt;br /&gt;
A captive spawner cannot be removed by the player or [[construction robot]]s, but can be destroyed via weapon fire, at which point it will spawn a small biter.&lt;br /&gt;
&lt;br /&gt;
After reaching [[Aquilo]]{{SA}}, the player can craft biter spawners themselves using eggs and [[uranium-235]], which can be manually placed. While in the player&#039;s inventory or another container, a captive spawner has a spoilage time of 5 hours, at which point it will turn into a behemoth biter. Higher [[quality]]{{SA}} grades of this crafted biter spawner will increase its crafting time.&lt;br /&gt;
&lt;br /&gt;
== Food consumption ==&lt;br /&gt;
&lt;br /&gt;
A captive biter spawner needs food; If left starving, it will lose health over time, and when its health reaches zero, it transforms into a hostile non-captured biter spawner.&lt;br /&gt;
&lt;br /&gt;
[[Bioflux]]{{SA}} is used for food. One item of bioflux has an energy value of 6 MJ, and since the captive biter spawner consumes 100 kW of food, each item of bioflux will last for exactly one minute. With one normal-quality item of bioflux lasting for two hours before it [[spoilage|spoils]], this means that 120 items of bioflux of the same age may be consumed by the same captive biter spawner before any of them spoil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Thruster_oxidizer&amp;diff=206457</id>
		<title>Thruster oxidizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Thruster_oxidizer&amp;diff=206457"/>
		<updated>2024-11-16T15:27:44Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Added navbox and fluids category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{:Infobox:Thruster oxidizer}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thruster oxidizer&#039;&#039;&#039; is a [[fluid system|liquid]] and is one of the two main ingredients, along with [[thruster fuel]], for running the [[thruster]]. It is created in a [[chemical plant]] with the ingredients Iron Ore and [[Water]].&lt;br /&gt;
&lt;br /&gt;
Its main use is to fuel the Platform Thruster to enable your [[space platform]] to move from planet to planet.&lt;br /&gt;
&lt;br /&gt;
== Alternate recipe ==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Recipe !! Ingredients !! Result !! Produced by !! Research&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced thruster oxidizer}} || {{Icon|Time|10}} + {{Icon|Iron ore|2}} + {{Icon|Calcite|1}} + {{Icon|Water|100}} || {{Icon|Thruster oxidizer|1500}} || {{Icon|Chemical plant}} || {{Icon|Advanced asteroid processing (research)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Ice&amp;diff=206456</id>
		<title>Ice</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Ice&amp;diff=206456"/>
		<updated>2024-11-16T15:20:25Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Added a bit of information other than &amp;quot;it&amp;#039;s in Space Age&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Ice}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Ice&#039;&#039;&#039; is a resource added in the [[Space Age]]{{SA}} expansion. Its most common use is to be [[ice melting|molten]] into [[water]].&lt;br /&gt;
&lt;br /&gt;
Ice can be obtained by [[scrap recycling|recycling scrap]] on [[Fulgora]], [[ammoniacal solution separation|proccessing]] [[ammoniacal solution]] on [[Aquilo]], or [[oxide asteroid crushing|crushing]] [[oxide asteroid chunk]]s in [[space platform|space]]. In all three of these places, it is also the only local source of water.&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;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=206096</id>
		<title>Space platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=206096"/>
		<updated>2024-11-13T08:10:00Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Access to basic resources */ Style and grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Space platform.jpg|thumb|Space platform example provided by Wube in &amp;quot;Friday Facts #381 - Space Platforms&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space platforms&#039;&#039;&#039; are factories that can be built in outer space. Each space platform is a self-contained factory supported by a [[space platform hub]].&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
Broadly speaking, there are three purposes which space platforms might serve:&lt;br /&gt;
* To perform recipes that can only be performed in space, such as when manufacturing [[space science pack]]s.&lt;br /&gt;
* To transport players and items between planets.&lt;br /&gt;
* To collect and process [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
== Creation and deletion ==&lt;br /&gt;
Space platforms are created by loading a [[space platform starter pack]] into a rocket and pressing the button to create a new space platform. Alternatively, players may order the creation of a space platform from the remote view through the list on the top-left corner of the screen, in which case the necessary space platform starter pack is treated as a request from a not-yet-existing space platform around the specified planet. Either way, players are then allowed to name their new space platform. Note that space platforms can later be renamed from the menus of their space platform hubs.&lt;br /&gt;
&lt;br /&gt;
Platforms can be deleted. After confirming that the platform is to be deleted, the deleted platform goes into a queue, which is located at the bottom of the platform list. Should the player regret their decision, then this gives  several minutes to decide if they want to undo the removal of the platform before it is permanently deleted.&lt;br /&gt;
&lt;br /&gt;
If the platform hub is destroyed, the entire space platform and all of its contents are lost. When this happens, the [[player|character]] will respawn at the last planet they were at before going to space.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Unlike planetary surfaces, space platforms can only be seen and edited by using the remote view. Therefore, players will order the construction of a space platform by placing ghosts. Instead of [[construction robot]]s being used for constructing the space  platform, the platform itself will automatically construct ghost entities and move ghost items to and from the platform hub as soon as materials are available and these actions are not obstructed. If the necessary materials are not available, they will be automatically requested from the planet at which the space platform is stationed.&lt;br /&gt;
&lt;br /&gt;
A newly-created space platform consists of a 10x10 square of [[space platform foundation]] with a [[space platform hub]] in its center, all surrounded by empty space. Unlike most buildings, the space platform hub can not be removed, and its destruction directly results in the loss of the entire space platform.&lt;br /&gt;
&lt;br /&gt;
As nothing can be built on empty space, the platform must first be expanded with more space platform foundation. The platform&#039;s foundation must consist of a single connected area with no detached islands, and holes of empty space surrounded by foundation are not allowed; Should these rules be broken, then the violating tiles will not be built or removed before the issue is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Asteroid collector]]s and [[thruster]]s can only be built on the edge of the platform. In particular, thrusters can only be built on the southern edge, and no foundation can be built within the rectangular area extending from the southern edge of the thruster towards infinity.&lt;br /&gt;
&lt;br /&gt;
The entire platform surface functions as an electrical connection, so space platforms do not need any power poles.&lt;br /&gt;
&lt;br /&gt;
=== Building restrictions ===&lt;br /&gt;
Some buildings can not be built on space platforms:&lt;br /&gt;
* [[Chests]] can&#039;t be built in space. The main storage device is the platform hub.&lt;br /&gt;
* [[Robots]] and [[roboport]]s don&#039;t function in space, and no [[railway]] items can be built.&lt;br /&gt;
* [[Burner devices]] can&#039;t be built in space. According to [https://factorio.com/blog/post/fff-381 FFF-381], this is to add &amp;quot;a bit of realism as there&#039;s no atmosphere in space&amp;quot;.&lt;br /&gt;
* Advanced buildings that require certain surface conditions can&#039;t be built on the platform, such as the [[biochamber]] and [[biolab]]s. This is the same as for any other surface.&lt;br /&gt;
&lt;br /&gt;
Electric poles can be built, but the global electric network covering the entire platform powers all devices. As such, electric poles are only useful as a way to [[circuit network|wire together]] distant entities.&lt;br /&gt;
&lt;br /&gt;
== Transport between planets and space platforms ==&lt;br /&gt;
&lt;br /&gt;
To transport players and items between a planet&#039;s surface and a space platform, the space platform must be stationed in orbit around the planet.&lt;br /&gt;
&lt;br /&gt;
Items are delivered up to a platform by launching a [[rocket]] from a [[rocket silo]]. This can be done in one of three ways:&lt;br /&gt;
* Filling the rocket manually or using by inserters, then manually sending the rocket towards the space platform by using the rocket silo&#039;s menu. This method allows sending rockets with several different types of items inside the same rocket, but can not be automated.&lt;br /&gt;
* Assigning logistic requests to the space platform hub, then filling a rocket with items of a type that is being requested, either manually or using by inserters. The rocket will then launch automatically. Only one type of item may be sent per rocket using this method.&lt;br /&gt;
* Assigning logistic requests to the space platform hub while having a rocket silo set to request items from the logistic network. This allows [[logistic robot]]s to fill the rocket automatically, and the rocket will launch automatically when full. Only one type of item will be sent per rocket.&lt;br /&gt;
&lt;br /&gt;
The space platform hub will automatically request any items that are needed for construction of the platform. Automatic requests can receive items from any planet, whereas manual requests will only be fulfilled at one planet specified by the player. For manual requests, it is also possible to set a custom minimum payload per rocket instead of only accepting full rockets.&lt;br /&gt;
&lt;br /&gt;
Items can be sent to a planet orbited by a space platform in one of two ways:&lt;br /&gt;
* Manually moving items into the platform hub&#039;s orbital drop slots.&lt;br /&gt;
* Assigning logistic requests to a planet&#039;s [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
The items will then be carried to the planet&#039;s surface by [[cargo pod]]s. If the planet has a cargo landing pad, then the cargo pods will go there, placing their payloads directly inside the cargo landing pad&#039;s inventory (spilling the items if the cargo landing pad is already full). Otherwise, the cargo pod will land at a random location near the planet&#039;s spawn point. Landed cargo pods will wait for players to collect their payloads, and are automatically destroyed when emptied.&lt;br /&gt;
&lt;br /&gt;
Unlike transfers from a planet&#039;s surface to a space platform, transfers from space platforms to planetary surfaces come at no material costs despite the appearance of a cargo pod.&lt;br /&gt;
&lt;br /&gt;
== Passengers ==&lt;br /&gt;
Player characters can travel to space platforms by riding a rocket, and can likewise leave the platform in a cargo pod.&lt;br /&gt;
&lt;br /&gt;
One character traveling to a space platform takes up an entire rocket, and is not allowed to carry any items in their inventory, except for their equipped weapons and armor (but not ammunition). All other items must be transferred to the space platform hub in separate rockets.&lt;br /&gt;
&lt;br /&gt;
Characters aboard space platforms are locked inside the space platform hub, unable to move. The player is therefore locked into remote view until they drop their character to a planetary surface. Note that there is no way to access a player&#039;s inventory while in this state.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
Space platforms with one or more [[thruster]]s are able to perform voyages between different space locations, such as planets. The more thrusters that are installed on a platform, the faster the platform can get to its destination, but this also causes asteroids to appear faster and threaten the platform. When the thrusters are stopped while in mid-destination, the platform will slowly move toward the destination it&#039;s closer to via gravitational pull.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Platform weight depends on how many [[space platform foundation]] tiles the platform has. Each tile of [[space platform foundation]] weighs 200kg or 0.2 tons. The [[space platform hub]] itself weighs 20 tons. Notably, extra [[cargo bay]]s do not increase the platform&#039;s weight (aside from requiring [[space platform foundation]] under them).&lt;br /&gt;
&lt;br /&gt;
== Asteroids ==&lt;br /&gt;
{{main|asteroids}}&lt;br /&gt;
&lt;br /&gt;
Space platforms regularly encounter [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
The smallest asteroids are called &amp;quot;chunks&amp;quot;. Chunks can be collected by [[asteroid collector]]s and processed into various raw materials by [[crusher]]s. Among other uses, it is possible to convert these materials into thruster fuel.&lt;br /&gt;
&lt;br /&gt;
Asteroids larger than chunks may also appear. However, they can not be grabbed by asteroid collectors, and will damage the space platform upon impact. They can be targeted by turrets, and can be broken into multiple smaller asteroids by reducing their &amp;quot;health&amp;quot; to 0. This is done repeatedly until they become chunks.&lt;br /&gt;
&lt;br /&gt;
During voyages, the number and relative velocity of asteroids increases proportionally to the platform&#039;s speed. It is therefore dangerous for a space platform to travel faster than it can destroy the asteroids that it will encounter. Different locations contain different amounts of each type of asteroid, and routes between locations may vary these numbers over the course of a journey. For example, only chunks will appear in stationary orbit around [[Nauvis]], thus providing a safe building environment free of larger asteroids that may damage the platform.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
* {{NavboxIconLink|Water}} can be obtained from {{NavboxIconLink|oxide asteroid chunk}}s via {{NavboxIconLink|oxide asteroid crushing}} and {{NavboxIconLink|ice melting}}.&lt;br /&gt;
* {{NavboxIconLink|Stone}} is not obtainable and must be brought up from planets.&lt;br /&gt;
* {{NavboxIconLink|Iron ore}} can be obtained from {{NavboxIconLink|metallic asteroid chunk}}s via {{NavboxIconLink|metallic asteroid crushing}}.&lt;br /&gt;
* {{NavboxIconLink|Copper ore}} can be obtained from {{NavboxIconLink|metallic asteroid chunk}}s via {{NavboxIconLink|advanced metallic asteroid crushing}}.&lt;br /&gt;
* {{NavboxIconLink|Coal}} can be obtained from {{NavboxIconLink|carbonic asteroid chunk}}s via {{NavboxIconLink|coal synthesis}} by using {{NavboxIconLink|carbon}} and {{NavboxIconLink|sulfur}} from {{NavboxIconLink|advanced carbonic asteroid crushing}}.&lt;br /&gt;
* {{NavboxIconLink|Crude oil}} is not obtainable. However:&lt;br /&gt;
** {{NavboxIconLink|Sulfur}} can be obtained via {{NavboxIconLink|advanced carbonic asteroid crushing}}, which can be used to make {{NavboxIconLink|explosives}}. This is useful for making {{NavboxIconLink|rocket}}s for {{NavboxIconLink|rocket launcher}}s. &lt;br /&gt;
** {{NavboxIconLink|Heavy oil}} can be obtained via {{NavboxIconLink|Simple coal liquefaction}} using {{NavboxIconLink|Calcite}} obtained from {{NavboxIconLink|advanced oxide asteroid crushing}}.&lt;br /&gt;
*** {{NavboxIconLink|Coal liquefaction}} is almost possible, but since burner devices do not work in space, the only way to heat water into {{NavboxIconLink|steam}} is by using a {{NavboxIconLink|heat exchanger}} powered by a {{NavboxIconLink|nuclear reactor}}, which requires uranium products to be shipped up from {{NavboxIconLink|Nauvis}}.&lt;br /&gt;
*** Arguably, this makes {{NavboxIconLink|plastic bar}}s and their derivatives (such as {{NavboxIconLink|advanced circuit}}s) some of the most difficult items to produce on a space platform that are not theorethically impossible.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.14|&lt;br /&gt;
* Deletion of space platforms requires confirmation.}}&lt;br /&gt;
&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;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Toolbelt_equipment&amp;diff=205747</id>
		<title>Infobox:Toolbelt equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Toolbelt_equipment&amp;diff=205747"/>
		<updated>2024-11-10T10:20:38Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Added dimensions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|recipe = Time, 10 + Advanced circuit, 3 + Carbon fiber, 10&lt;br /&gt;
|total-raw = Time, 39 + Iron plate, 6 + Copper plate, 15 + Plastic bar, 6 + Carbon fiber, 10&lt;br /&gt;
|dimensions = 3x1&lt;br /&gt;
|inventory-size-bonus = {{Quality|10|13|16|19|25}}&lt;br /&gt;
|stack-size = 20&lt;br /&gt;
|rocket-capacity = 20&lt;br /&gt;
|equipped-in = Tank + Spidertron + Modular armor + Power armor + Power armor MK2 + Mech armor&lt;br /&gt;
|prototype-type = inventory-bonus-equipment&lt;br /&gt;
|internal-name = toolbelt-equipment&lt;br /&gt;
|required-technologies = Toolbelt equipment&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Spoilage&amp;diff=205745</id>
		<title>Talk:Spoilage</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Spoilage&amp;diff=205745"/>
		<updated>2024-11-10T09:14:56Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Seperation of &amp;quot;spoilables&amp;quot; and &amp;quot;spoilage&amp;quot; */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Freshness calculation ==&lt;br /&gt;
Can someone please confirm if the freshness of a product of two spoilable ingredients is just the average of the ingredients? -- [[User:Thoxo|Thoxo]] ([[User talk:Thoxo|talk]]) 03:00, 10 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seperation of &amp;quot;spoilables&amp;quot; and &amp;quot;spoilage&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Should the spoilables mechanic be described on the page for spoilage? I personally consider the concepts seperate; Most spoilables become spoilage, but not all of them, and it&#039;s not the only way to produce spoilage. The two can exist independently. - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 09:14, 10 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Asteroids&amp;diff=205554</id>
		<title>Asteroids</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Asteroids&amp;diff=205554"/>
		<updated>2024-11-09T16:37:34Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Asteroid Types */ Table rearrangement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:asteroids_anim.gif|right]]&#039;&#039;&#039;Asteroids&#039;&#039;&#039; are floating minerals found in space. There are four types of asteroids in [[Space Age]]: metallic, carbon, oxide and promethium. They are immediately seen when the player is present at a [[space platform]]. If a space station is being boosted through space with a [[thruster]], asteroids are encountered much faster. When an [[asteroid collector]] is present at a space station, small [[Asteroids#Asteroid Chunks|asteroid chunks]] can be collected for its chunks of resources. The resources collected from asteroid chunks can be fed into a [[crusher]], grinding the chunks into useful resources.&lt;br /&gt;
&lt;br /&gt;
When traveling through space, the space platform can enter a dangerous asteroid field, where many asteroids can hit the player&#039;s platform and destroy it. This means that [[turret]]s with well-stocked ammunition and asteroid collectors should be properly placed around a platform to ward off the asteroids.&lt;br /&gt;
&lt;br /&gt;
The density of asteroids can be seen by going to the [[Remote View]] &amp;gt; &#039;&#039;&#039;Surfaces&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Space Map&#039;&#039;&#039;  and alt-clicking on the interplanetary route to bring up the route in Factoriopedia, or by searching &amp;quot;route&amp;quot;. The graph will show a white vertical line overlay on the asteroid graph corresponding to the ship&#039;s position when underway. &lt;br /&gt;
&lt;br /&gt;
== Asteroid Types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Health !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Chunks&lt;br /&gt;
| Can be grabbed by the [[asteroid collector|collectors]]. Do no damage upon contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
Do not have health and are instantly destroyed on contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Small Asteroids&lt;br /&gt;
| Do not spawn naturally. Produce chunks on destruction.&lt;br /&gt;
&lt;br /&gt;
Do small damage on contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
| 100&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 50%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 20%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Medium Asteroids&lt;br /&gt;
| Spawn in space and in orbit af planets other than [[Nauvis]]. Split into small asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Do medium damage. Can destroy several foundations before expiring.&lt;br /&gt;
&lt;br /&gt;
| 400&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 30%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 90%&lt;br /&gt;
*Physical: 10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Big Asteroids&lt;br /&gt;
| Spawn in space beyond [[Fulgora]]. Split into medium asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Do large amount of damage. Can go right through the space platform destroying everything on its path.&amp;lt;br&amp;gt;Because of the high flat physical resistance, [[gun turret]]s are ineffective against them.&lt;br /&gt;
&lt;br /&gt;
| 2000&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 10%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 95%&lt;br /&gt;
*Physical: 2000/10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Huge Asteroids&lt;br /&gt;
| Spawn in space beyond [[Aquilo]]. Split into large asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Will absolutely destroy the space platform if it is not equipped with a turret&amp;lt;br&amp;gt;that can overcome its enormous flat physical resistance, e.g. a [[railgun turret]].&lt;br /&gt;
&lt;br /&gt;
| 5000&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 99%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 99%&lt;br /&gt;
*Physical: 3000/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Asteroid Chunks ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asteroid chunks&#039;&#039;&#039; are the smallest asteroids in the game, serving as the sole resource source in space. To maintain sustainability, space platforms should be equipped with both {{NavboxIconLink|asteroid collector}} and {{NavboxIconLink|crusher}}. These chunks come in four distinct varieties, each of which can be processed into valuable materials using crushers. [[Advanced asteroid processing research]] unlocks the ability to extract additional materials from these chunks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Processing&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids]] !! Processed Into !! Advanced Processing&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Metallic asteroid chunk}} {{SA}}|| {{NavboxIconLink|iron ore}}|| {{NavboxIconLink|copper ore}}&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Carbonic asteroid chunk}} {{SA}}|| {{NavboxIconLink|carbon}} {{SA}}|| {{NavboxIconLink|sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Oxide asteroid chunk}} {{SA}}|| {{NavboxIconLink|ice}} {{SA}}|| {{NavboxIconLink|calcite}}&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Promethium asteroid chunk}} {{SA}}|| cannot be processed, is a component to the {{NavboxIconLink|promethium science pack}}{{SA}}. || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:metallic_asteroid_entity.png|Metallic asteroids.&lt;br /&gt;
File:carbonic_asteroid_entity.png|Carbonic asteroids.&lt;br /&gt;
File:oxide_asteroid_entity.png|Oxide asteroids.&lt;br /&gt;
File:promethium_asteroid_entity.png|Promethium asteroids.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=205553</id>
		<title>Space platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=205553"/>
		<updated>2024-11-09T16:16:41Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Major rewrite to be more comprehensive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Space platform.jpg|thumb|Space platform example provided by Wube in &amp;quot;Friday Facts #381 - Space Platforms&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space platforms&#039;&#039;&#039; are factories that can be built in outer space. Each space platform is a self-contained factory supported by a [[space platform hub]].&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
Broadly speaking, there are three purposes which space platforms might serve:&lt;br /&gt;
* To perform recipes that can only be performed in space, such as when manufacturing [[space science pack]]s.&lt;br /&gt;
* To transport players and items between planets.&lt;br /&gt;
* To collect and process [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
== Creation and deletion ==&lt;br /&gt;
Space platforms are created by loading a [[space platform starter pack]] into a rocket and pressing the button to create a new space platform. Alternatively, players may order the creation of a space platform from the remote view through the list on the top-left corner of the screen, in which case the necessary space platform starter pack is treated as a request from a not-yet-existing space platform around the specified planet. Either way, players are then allowed to name their new space platform. Note that space platforms can later be renamed from the menus of their space platform hubs.&lt;br /&gt;
&lt;br /&gt;
Platforms can be deleted. After confirming that the platform is to be deleted, the deleted platform goes into a queue, which is located at the bottom of the platform list. Should the player regret their decision, then this gives  several minutes to decide if they want to undo the removal of the platform before it is permanently deleted.&lt;br /&gt;
&lt;br /&gt;
If the platform hub is destroyed, the entire space platform and all of its contents are lost. When this happens, the [[player|character]] will respawn at the last planet they were at before going to space.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Unlike planetary surfaces, space platforms can only be seen and edited by using the remote view. Therefore, players will order the construction of a space platform by placing ghosts. Instead of [[construction robot]]s being used for constructing the space  platform, the platform itself will automatically construct ghost entities and move ghost items to and from the platform hub as soon as materials are available and these actions are not obstructed. If the necessary materials are not available, they will be automatically requested from the planet at which the space platform is stationed.&lt;br /&gt;
&lt;br /&gt;
A newly-created space platform consists of a 10x10 square of [[space platform foundation]] with a [[space platform hub]] in its center, all surrounded by empty space. Unlike most buildings, the space platform hub can not be removed, and its destruction directly results in the loss of the entire space platform.&lt;br /&gt;
&lt;br /&gt;
As nothing can be built on empty space, the platform must first be expanded with more space platform foundation. The platform&#039;s foundation must consist of a single connected area with no detached islands, and holes of empty space surrounded by foundation are not allowed; Should these rules be broken, then the violating tiles will not be built or removed before the issue is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Asteroid collector]]s and [[thruster]]s can only be built on the edge of the platform. In particular, thrusters can only be built on the southern edge, and no foundation can be built within the rectangular area extending from the southern edge of the thruster towards infinity.&lt;br /&gt;
&lt;br /&gt;
The entire platform surface functions as an electrical connection, so space platforms do not need any power poles.&lt;br /&gt;
&lt;br /&gt;
=== Building restrictions ===&lt;br /&gt;
Some buildings can not be built on space platforms:&lt;br /&gt;
* [[Chests]] can&#039;t be built in space. The main storage device is the platform hub.&lt;br /&gt;
* [[Robots]] and [[roboport]]s don&#039;t function in space, and no [[railway]] items can be built.&lt;br /&gt;
* [[Burner devices]] can&#039;t be built in space. According to [https://factorio.com/blog/post/fff-381 FFF-381], this is to add &amp;quot;a bit of realism as there&#039;s no atmosphere in space&amp;quot;.&lt;br /&gt;
* Advanced buildings that require certain surface conditions can&#039;t be built on the platform, such as the [[biochamber]] and [[biolab]]s. This is the same as for any other surface.&lt;br /&gt;
&lt;br /&gt;
Electric poles can be built, but they serve no purpose due to the presence of a global electric network covering the entire platform.&lt;br /&gt;
&lt;br /&gt;
== Transport between planets and space platforms ==&lt;br /&gt;
&lt;br /&gt;
To transport players and items between a planet&#039;s surface and a space platform, the space platform must be stationed in orbit around the planet.&lt;br /&gt;
&lt;br /&gt;
Items are delivered up to a platform by launching a [[rocket]] from a [[rocket silo]]. This can be done in one of three ways:&lt;br /&gt;
* Filling the rocket manually or using by inserters, then manually sending the rocket towards the space platform by using the rocket silo&#039;s menu. This method allows sending rockets with several different types of items inside the same rocket, but can not be automated.&lt;br /&gt;
* Assigning logistic requests to the space platform hub, then filling a rocket with items of a type that is being requested, either manually or using by inserters. The rocket will then launch automatically. Only one type of item may be sent per rocket using this method.&lt;br /&gt;
* Assigning logistic requests to the space platform hub while having a rocket silo set to request items from the logistic network. This allows [[logistic robot]]s to fill the rocket automatically, and the rocket will launch automatically when full. Only one type of item will be sent per rocket.&lt;br /&gt;
&lt;br /&gt;
The space platform hub will automatically request any items that are needed for construction of the platform. Automatic requests can receive items from any planet, whereas manual requests will only be fulfilled at one planet specified by the player. For manual requests, it is also possible to set a custom minimum payload per rocket instead of only accepting full rockets.&lt;br /&gt;
&lt;br /&gt;
Items can be sent to a planet orbited by a space platform in one of two ways:&lt;br /&gt;
* Manually moving items into the platform hub&#039;s orbital drop slots.&lt;br /&gt;
* Assigning logistic requests to a planet&#039;s [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
The items will then be carried to the planet&#039;s surface by [[cargo pod]]s. If the planet has a cargo landing pad, then the cargo pods will go there, placing their payloads directly inside the cargo landing pad&#039;s inventory (spilling the items if the cargo landing pad is already full). Otherwise, the cargo pod will land at a random location near the planet&#039;s spawn point. Landed cargo pods will wait for players to collect their payloads, and are automatically destroyed when emptied.&lt;br /&gt;
&lt;br /&gt;
Unlike transfers from a planet&#039;s surface to a space platform, transfers from space platforms to planetary surfaces come at no material costs despite the appearance of a cargo pod.&lt;br /&gt;
&lt;br /&gt;
== Passengers ==&lt;br /&gt;
Player characters can travel to space platforms by riding a rocket, and can likewise leave the platform in a cargo pod.&lt;br /&gt;
&lt;br /&gt;
One character traveling to a space platform takes up an entire rocket, and is not allowed to carry any items in their inventory, except for their equipped weapons and armor (but not ammunition). All other items must be transferred to the space platform hub in separate rockets.&lt;br /&gt;
&lt;br /&gt;
Characters aboard space platforms are locked inside the space platform hub, unable to move. The player is therefore locked into remote view until they drop their character to a planetary surface. Note that there is no way to access a player&#039;s inventory while in this state.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
&lt;br /&gt;
Space platforms with one or more [[thruster]]s are able to perform voyages between different space locations, such as planets.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
&lt;br /&gt;
Platform weight depends on how many [[space platform foundation]] tiles the platform has. Each tile of [[space platform foundation]] weighs 200kg or 0.2 tons. The [[space platform hub]] itself weighs 20 tons. Notably, extra [[cargo bay]]s do not increase the platform&#039;s weight (aside from requiring [[space platform foundation]] under them).&lt;br /&gt;
&lt;br /&gt;
== Asteroids ==&lt;br /&gt;
{{main|asteroids}}&lt;br /&gt;
&lt;br /&gt;
Space platforms regularly encounter [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
The smallest asteroids are called &amp;quot;chunks&amp;quot;. Chunks can be collected by [[asteroid collector]]s and processed into various raw materials by [[crusher]]s. Among other uses, it is possible to convert these materials into thruster fuel.&lt;br /&gt;
&lt;br /&gt;
Asteroids larger than chunks may also appear. However, they can not be grabbed by asteroid collectors, and will damage the space platform upon impact. They can be targeted by turrets, and can be broken into multiple smaller asteroids by reducing their &amp;quot;health&amp;quot; to 0. This is done repeatedly until they become chunks.&lt;br /&gt;
&lt;br /&gt;
During voyages, the number and relative velocity of asteroids increases proportionally to the platform&#039;s speed. It is therefore dangerous for a space platform to travel faster than it can destroy the asteroids that it will encounter. Different locations contain different amounts of each type of asteroid, and routes between locations may vary these numbers over the course of a journey. For example, only chunks will appear in stationary orbit around [[Nauvis]], thus providing a safe building environment free of larger asteroids that may damage the platform.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.14|&lt;br /&gt;
* Deletion of space platforms requires confirmation.}}&lt;br /&gt;
&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;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Uranium_processing&amp;diff=205518</id>
		<title>Uranium processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Uranium_processing&amp;diff=205518"/>
		<updated>2024-11-09T13:04:52Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: This is no longer the only probability-based recipe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Uranium processing}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uranium processing&#039;&#039;&#039; is the only way to use [[uranium ore]] and the first source of [[uranium-235]] and [[uranium-238]] that is available to the [[player]]. The process has a 99.3% chance to produce 1 uranium-238 and a 0.7% chance to produce 1 uranium-235. &lt;br /&gt;
&lt;br /&gt;
== Initiating the [[Kovarex enrichment process]] ==&lt;br /&gt;
Unlike most other crafting processes, uranium processing creates U-235 and U-238 based on probability, rather than in guaranteed deterministic amounts. Additionally, the Kovarex process requires a bulk stockpile of 40 units of the rare uranium-235 isotope to initiate in a single centrifuge. Therefore, planning uranium mining and processing for the Kovarex process takes certain considerations not encountered elsewhere in the game.&lt;br /&gt;
&lt;br /&gt;
=== Expected value ===&lt;br /&gt;
As U-235 is created in centrifuges running uranium processing with &#039;&#039;p = 0.007&#039;&#039;, the expected number of processing cycles to gain a single unit is &#039;&#039;E(1,p) = 1 ÷ p = ~143&#039;&#039;. The expected number of cycles to gain 40 units is then &#039;&#039;E(40,p) = 40 × E(1,p)&#039;&#039; = &#039;&#039;&#039;~5,714 cycles&#039;&#039;&#039;. Note that running this many cycles requires mining 57,140 uranium ore, a non-trivial task.&lt;br /&gt;
&lt;br /&gt;
However, given the nature of probability, it is impossible to guarantee that 40 units will be reached in this number of cycles; as a matter of fact, some mathematics yields that the probability that 5,714 cycles will produce &#039;&#039;at least&#039;&#039; 40 units of U-235 is only about 52%.&lt;br /&gt;
&lt;br /&gt;
=== Confidence levels ===&lt;br /&gt;
[[File:Kovarex-prob-chart.png|300px|thumb|right|Probability of reaching 40 U-235 from uranium processing by number of cycles (click to enlarge)]]&lt;br /&gt;
&lt;br /&gt;
Some further mathematics enables one to calculate the number of uranium processing cycles one must run to obtain &#039;&#039;at least&#039;&#039; 40 units of U-235 (given &#039;&#039;p = 0.007&#039;&#039;) with a given level of confidence (probability of achieving the set goal).&lt;br /&gt;
&lt;br /&gt;
As discussed in the previous section, the level of confidence corresponding to 5,714 cycles (for which the &#039;&#039;expected value&#039;&#039; of U-235 gained is 40) happens to be about 52% (or, in other words, with this number of cycles, one can expect to fail to reach 40 U-235 a bit less than once out of every 2 tries).&lt;br /&gt;
&lt;br /&gt;
Some further example confidence levels that may be of interest to players are given in the table below. Consult the chart to the right for custom values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 120px;&amp;quot; |Confidence level&lt;br /&gt;
!style=&amp;quot;width: 100px;&amp;quot; |Failures&lt;br /&gt;
!Cycles required&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 9 out of 10 || 4,595&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 1 out of 2 || 5,667&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 1 out of 10 || 6,894&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 1 out of 20 || 7,272&lt;br /&gt;
|-&lt;br /&gt;
| 99% || 1 out of 100 || 8,015&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Excluding Space Age-exclusive recipes, this is the only recipe in the base game to have random products.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Kovarex enrichment process]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Materials}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Recycler&amp;diff=205515</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Recycler&amp;diff=205515"/>
		<updated>2024-11-09T10:39:06Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Unique recycling recipes */ Include reference to the nutrients from spoilage recipe to match other descriptions of this feature on this wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Recycler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;recycler&#039;&#039;&#039; is a building that can convert most items into the ingredients used in their recipes, at the cost of losing 75% of said ingredients. In other words, it performs a lossy reversal of crafting.&lt;br /&gt;
&lt;br /&gt;
It has 4 module slots, but it cannot use [[Productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
When an item enters a recycler, the item&#039;s main recipe is found, and the recycler is automatically set to perform its inverse.&lt;br /&gt;
&lt;br /&gt;
For each type of item used as an ingredient in the recycled item&#039;s main recipe, the number of items returned by the recycler is decided by &amp;lt;code&amp;gt;floor(0.25 * i / o + r)&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;i&amp;lt;/code&amp;gt; is the number of items used as ingredients, &amp;lt;code&amp;gt;o&amp;lt;/code&amp;gt; is the number of items returned by the recipe, and &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt; is a random number that is greater than or equal to 0 but less than 1. On average, this returns exactly 25% of the items needed to craft one item of the same type as the recycled item. For example, recycling a [[processing unit]] always gives 5 [[electronic circuit]]s while having a 50% chance of returning one [[advanced circuit]].&lt;br /&gt;
&lt;br /&gt;
All fluid ingredients are lost when recycling, as the recycler has no fluid output.[https://www.reddit.com/r/factorio/comments/16d7h82/friday_facts_375_quality/jzpac1z/]&lt;br /&gt;
&lt;br /&gt;
Without quality modules, the resulting items have the same quality as the item being recycled, even if the latter was crafted using lower-quality ingredients. Quality modules can further increase the output&#039;s quality, just like with regular non-recycling recipes.&lt;br /&gt;
&lt;br /&gt;
The recycler has 12 internal slots for its output, but can only hold one stack of each item. The recycler will try to eject the contents of these slots, much like a mining drill. It is therefore not necessary to use an inserter to collect its output.&lt;br /&gt;
&lt;br /&gt;
=== Non-recyclable items ===&lt;br /&gt;
Some items, such as ores, have no recipe, and can therefore not be recycled. There are also some recipes that are irreversible, which include smelting and chemical processes.[https://discord.com/channels/139677590393716737/603392474458882065/1149692470511276152]&lt;br /&gt;
&lt;br /&gt;
When an item with no reversible recipe is &amp;quot;recycled&amp;quot;, then the same item has a 25% chance of being returned, and a 75% chance of being destroyed instead. This can be used to destroy unwanted items, such as byproducts from [[scrap recycling]].&lt;br /&gt;
&lt;br /&gt;
Irreversible recipes include (but may not be limited to):&lt;br /&gt;
* Recipes performed in furnaces or chemical plants&lt;br /&gt;
* Recipes for science packs&lt;br /&gt;
* Recipes for [[uranium fuel cell]]s&lt;br /&gt;
* Recipes for [[biolab]]s or [[captive biter spawner]]s&lt;br /&gt;
* Recipes for spoilable products&lt;br /&gt;
&lt;br /&gt;
=== Unique recycling recipes ===&lt;br /&gt;
&lt;br /&gt;
Some items have unique recycling recipes:&lt;br /&gt;
&lt;br /&gt;
* Recycling [[scrap]] will perform the [[scrap recycling]] recipe, for which there is no inverse, as scrap can not be crafted. This is used to obtain most resources on [[Fulgora]].&lt;br /&gt;
* Recycling one [[nutrients]] will yield 2.5x that amount of [[spoilage]], as if they were made using the [[nutrients from spoilage]] recipe. This is useful for getting rid of excess nutrients, as they cannot be burned directly.&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
Scrap recycling rates:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input ||  Output || Chance || Rate&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; | {{Imagelink|Scrap|space-age=yes}}&lt;br /&gt;
| {{Imagelink|Processing unit}}  || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}}  || 3% || 0.08/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}}  || 1%  || 0.03/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}}  || 7%  || 0.18/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}}  || 4%  || 0.10/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}}  || 6%  || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}}  || 4%  || 0.10/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}}  || 5%  || 0.13/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}}  || 4% || 0.10/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}}  || 1%  || 0.03/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron gear wheel}}  || 20%  || 0.50/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}}  || 3%  || 0.08/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the recycler takes in 2.5 scrap/s and spits out 1.47 items/s, meaning 10 recyclers are enough to almost saturate a yellow belt. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally the recycling times for various items are different from the usual 0.4s it takes to recycle a piece of scrap. The time it takes to recycle an item is 1/16th (0.0625) of the time it takes to craft that item. The time it takes to craft a [[steel plate]] in a [[stone furnace]] (which has a crafting speed of 1) is 16 seconds. This means that the time it takes to recycle an item should be 1/16th of this, or one second. But because the recycler has a crafting speed of 0.5, it actually takes 2 seconds. In other words, the time it takes one recycler to recycle one item is effectively 1/8th (0.125) of the item&#039;s crafting time. The following table provides some examples of how long it takes a recycler without modules or beacons to recycle one of that item, and the rate at which it recycles those items.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rates&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 0.75s  || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1.875s || 0.533/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 2.0s || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper plate}}  || 0.4s || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron plate}} || 0.4s || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* If the recycled item has a fluid ingredient, then the smoke emitted from the recycler matches the fluid in colour.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fff-375-recycler-freezeframe.png|500px]]&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;
* [[Quality]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_Age&amp;diff=205514</id>
		<title>Space Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_Age&amp;diff=205514"/>
		<updated>2024-11-09T10:36:16Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Quality */ Quality mod includes recycler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Space Age&#039;&#039;&#039; is a paid expansion pack of &#039;&#039;Factorio&#039;&#039; that was released on October 21st 2024. It contains a set of 3 extra mods.&lt;br /&gt;
&lt;br /&gt;
The mods are:&lt;br /&gt;
&lt;br /&gt;
* Space Age, featuring 4 new planets, space platforms, and a reworked tech tree&lt;br /&gt;
* Quality, allowing drastic improvements to buildings and items as a &amp;quot;vertical&amp;quot; growth&lt;br /&gt;
* Elevated Rails, for improved rail routing and better intersections&lt;br /&gt;
&lt;br /&gt;
== Space Age ==&lt;br /&gt;
The Space Age mod adds four new planets: [[Gleba]]{{SA}}, [[Fulgora]]{{SA}}, [[Vulcanus]]{{SA}} and [[Aquilo]]{{SA}}. The player can travel to these planets with [[space platform]]s{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
:{{Main|Quality}}&lt;br /&gt;
&lt;br /&gt;
The Quality mod introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure, the two highest quality tiers require technology not available on [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
In addition, the Quality mod also includes the [[recycler]], a building capable of turning most items back into their ingredients, albeit at a 75% loss.&lt;br /&gt;
&lt;br /&gt;
== Elevated Rails ==&lt;br /&gt;
&lt;br /&gt;
Adds [[rail ramp]]s{{SA}} and [[rail support]]s{{SA}} to build elevated [[railway|rails]].&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nutrients&amp;diff=205070</id>
		<title>Nutrients</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nutrients&amp;diff=205070"/>
		<updated>2024-11-06T10:06:07Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Alternative recipes */ Added some extra info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Nutrients}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Nutrients&#039;&#039;&#039; are the fuel for [[Biochamber]]s and are sometimes used as ingredients to recipes. There are several ways to generate nutrients from biological materials.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Recipe !! Ingredients !! Result !! Produced by&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nutrients from spoilage}} || {{Icon|Time|2}} + {{Icon|Spoilage|10}} || {{Icon|Nutrients|1}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nutrients from yumako mash}} || {{Icon|Time|4}} + {{Icon|Yumako mash|4}} || {{Icon|Nutrients|6}} || {{Icon|Biochamber}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nutrients from bioflux}} || {{Icon|Time|2}} + {{Icon|Bioflux|5}} || {{Icon|Nutrients|40}} || {{Icon|Biochamber}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nutrients from fish}} || {{Icon|Time|2}} + {{Icon|Raw fish|1}} || {{Icon|Nutrients|20}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nutrients from biter egg}} || {{Icon|Time|2}} + {{Icon|Biter egg|1}} || {{Icon|Nutrients|20}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that nutrients made from spoilage are initially half-spoilt. [[recycler|Recycling]] nutrients always behaves as if the nutrients were made from spoilage.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spoilage&amp;diff=205069</id>
		<title>Spoilage</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spoilage&amp;diff=205069"/>
		<updated>2024-11-06T09:58:46Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Not all spoilables give spoilage + Spoilage from recycling nutrients&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Spoilage}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Spoilage&#039;&#039;&#039; is generated by letting most spoilable items spoil. This often happens on [[Gleba]], but it can happen anywhere, notably with [[agricultural science pack|agricultural science packs]] or [[fish]].&lt;br /&gt;
&lt;br /&gt;
Spoilage can be directly harvested from stingfrond, sunnycomb, hairy clubnub and other flora present in Gleba. In addition, [[recycler|recycling]] [[nutrients]] will behave as if the nutrients were made using the [[nutrients from spoilage]] recipe, thereby yielding conciderably more spoilage than simply allowing the nutrients to spoil naturally.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Recipe !! Ingredients !! Result !! Produced by !! Crafted only on&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Iron bacteria}} || {{Icon|Time|1}} + {{Icon|Jelly|6}} || {{Icon|Iron bacteria|10%}} + {{Icon|Spoilage|4}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}} || {{Icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Copper bacteria}} || {{Icon|Time|1}} + {{Icon|Yumako mash|3}} || {{Icon|Copper bacteria|10%}} + {{Icon|Spoilage|1}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}} || {{Icon|Gleba}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Yumako_tree&amp;diff=205068</id>
		<title>Yumako tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Yumako_tree&amp;diff=205068"/>
		<updated>2024-11-06T09:31:02Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: You can plant Yamako trees by hand.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Yumako tree}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Yumako tree&#039;&#039;&#039; is a plant which grows naturally on Gleba. It is the primary source of [[yumako]]. It can be planted or harvested either by hand or by an [[agricultural tower]]. It takes 5 minutes from planting for a Yumako tree to reach maturity.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Foundation&amp;diff=204803</id>
		<title>Foundation</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Foundation&amp;diff=204803"/>
		<updated>2024-11-04T08:50:03Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Improved description + Added navbox and category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Foundation}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundation&#039;&#039;&#039; is the only way to fill [[Lava lake|Lava lakes]] on [[Vulcanus]] or [[oil ocean]] on [[fulgora]]. It can be thought of as an advanced version of [[landfill]] that also works on Vulcanus&#039; lava or Fulgora&#039;s oil oceans.&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;
{{LogisticsNav}}&lt;br /&gt;
{{C|Terrain}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Beacon&amp;diff=204800</id>
		<title>Talk:Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Beacon&amp;diff=204800"/>
		<updated>2024-11-04T08:23:52Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Created page with &amp;quot;== About that cleanup notice == So, someone added a cleanup notice about how the page needs to be rewritten due to the 2.0 rework of beacons. I&amp;#039;m a bit confused by this, since it was added almost six hours after I did just that. If there&amp;#039;s something I missed, then I would like to know. - ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About that cleanup notice ==&lt;br /&gt;
So, someone added a cleanup notice about how the page needs to be rewritten due to the 2.0 rework of beacons. I&#039;m a bit confused by this, since it was added almost six hours after I did just that. If there&#039;s something I missed, then I would like to know. - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 08:23, 4 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=204445</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=204445"/>
		<updated>2024-11-02T14:01:01Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Rewrote some stuff post-2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Beacon}}&lt;br /&gt;
A &#039;&#039;&#039;beacon&#039;&#039;&#039; is a device that transmits [[module]] effects to nearby machines, in a 9×9 square, while also boosting the effects of said modules. A beacon allows transmitting the effect of a module to multiple machines, and multiple beacons can affect the same machine, albeit with diminishing returns. Additionally, beacons can provide boosts beyond the normal limits of internal module slots. &amp;lt;!-- Pumpjacks were previously used as an example here. I removed the example because the stats were outdated. Could be re-added with post-2.0 stats. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The beacon emanates an electrical charge at a steady interval, the color changes depending on which modules are placed into the beacon, or if it contains none at all.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are many compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills present an example of this usefulness. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn&#039;t benefit). The only exceptions to this rule are beacons themselves which &#039;&#039;don&#039;t&#039;&#039; benefit from the modules inserted in themselves (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
&lt;br /&gt;
* Currently, only [[Module#Speed_module|speed]] and [[Module#Efficiency_module|efficiency]] modules can be used in beacons, and [[Module#Productivity module|productivity]] and [[Module#Quality_module|quality]]{{SA}} modules cannot.&lt;br /&gt;
&lt;br /&gt;
* A beacon&#039;s effect transmitted is only half of the effect of the modules within. So, two of the same module = one module&#039;s worth transmitted. This limitation can be overcome with more beacons with overlapping areas.&lt;br /&gt;
&lt;br /&gt;
== Transmission strength ==&lt;br /&gt;
The effect of modules placed in beacons is not equal to those placed in the machines themselves. Rather, it is multiplied by a factor called &amp;quot;transmission strength&amp;quot;. This factor is applied to all stats affected by the module, both good and bad.&lt;br /&gt;
&lt;br /&gt;
The transmission strength itself depends on two factors. One is the distribution efficiency stat of the beacon; For normal beacons, this is always 1.5, but quality can increase it up to 2.5 for legendary beacons. The second factor is the reciprocal square root of the number of beacons affecting each machine. Therefore, in total, &amp;lt;code&amp;gt;n&amp;lt;/code&amp;gt; beacons affecting the same machine will have a combined transmission strength of &amp;lt;code&amp;gt;n^0.5&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that there are diminishing returns on increasing the number of beacons affecting the same machine, as the effect per beacon decreases when more are added.&lt;br /&gt;
&lt;br /&gt;
== Maximum number per building ==&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a building depend on that building&#039;s footprint:&lt;br /&gt;
* Buildings from 2×2 to 4×4 size: &#039;&#039;&#039;12 beacons&#039;&#039;&#039;, with an effect of 3.46 times that of a single beacon.&lt;br /&gt;
* Buildings from 5×5 to 7x7 size: &#039;&#039;&#039;16 beacons&#039;&#039;&#039;, with an effect of 4 times that of a single beacon.&lt;br /&gt;
* Buildings from 8x8 to 10x10 size: &#039;&#039;&#039;20 beacons&#039;&#039;&#039;, with an effect of 4.47 times that of a single beacon.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, because the space between a beacon and a machine can not be greater than two tiles without putting the machine outside of the beacon&#039;s range, belt routing can become a challenge. In some situations, use of the logistic network may be required in order to supply the machines.&lt;br /&gt;
&lt;br /&gt;
The maximum number of beacons that can be built in range of a row of buildings:&lt;br /&gt;
* Row of 3×3 buidings: &#039;&#039;&#039;8 beacons&#039;&#039;&#039;, with an effect of 2.83 times that of a single beacon.&lt;br /&gt;
* Row of 5×5 buidings: &#039;&#039;&#039;10 beacons&#039;&#039;&#039;, with an effect of 3.16 times that of a single beacon.&lt;br /&gt;
Note that when buildings and beacons are arranged in parallel rows like this, the offset between buildings and beacons along the direction of the rows is important. For example, imagine placing a row of [[assembling machine 3]]s between two rows of beacons. If the sides of the beacons and the assembling machines line up, every assembling machine is affected by six beacons in total. Howevever, if either the beacons or the assembling machines are shifted by one tile relative to the other, then each assembling machine is affected by eight beacons in total.&lt;br /&gt;
&lt;br /&gt;
[[File:Beacon alignment (3 wide).jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
In general, depending on the width of the machines modulo 3:&lt;br /&gt;
* If the width of the machines is divisible by three, then the arrangement is optimal when the sides of a machine do not align with the sides of a beacon on the axis perpendicular to the direction of the rows.&lt;br /&gt;
* If the width of the machines modulo 3 is 1 (such as a width of 4), then any offset leads to an optimal layout.&lt;br /&gt;
* If the width of the machines modulo 3 is 2 (such as a width of 5), then the arrangement is optimal when the center of a machine aligns with the center of a beacon on the axis perpendicular to the direction of the rows. Note that this requires a one-tile gap between the machines.&lt;br /&gt;
&lt;br /&gt;
== Beacon arrays ==&lt;br /&gt;
&lt;br /&gt;
Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly.&lt;br /&gt;
&lt;br /&gt;
The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is &amp;lt;code&amp;gt;2n + 6&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the number of production buildings.&lt;br /&gt;
&lt;br /&gt;
The average number of beacons per building is then &amp;lt;code&amp;gt;2 + (6 ÷ n)&amp;lt;/code&amp;gt;, which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when &#039;&#039;n&#039;&#039; goes to infinity. For e.g. &#039;&#039;n&#039;&#039; = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed.&lt;br /&gt;
&lt;br /&gt;
=== Multi-row arrays ===&lt;br /&gt;
&lt;br /&gt;
For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is &amp;lt;code&amp;gt;B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3&amp;lt;/code&amp;gt;, where &#039;&#039;r&#039;&#039; is the number of rows of production buildings and &#039;&#039;c&#039;&#039; is the number of production buildings in a single row.&lt;br /&gt;
&lt;br /&gt;
The number of beacons per boosted building is then &amp;lt;code&amp;gt;(3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1&amp;lt;/code&amp;gt;, which tends to 1 as both &#039;&#039;r&#039;&#039; and &#039;&#039;c&#039;&#039; go to infinity. For finite arrays, the optimum number of rows is given by &amp;lt;code&amp;gt;r = -0.5 + sqrt[(n ÷ 3) + 0.25]&amp;lt;/code&amp;gt;, where &#039;&#039;n&#039;&#039; is the total number of buildings to be boosted.&lt;br /&gt;
&lt;br /&gt;
The formula above does not generally return integer results. If the &#039;&#039;r&#039;&#039; thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with &#039;&#039;floor(r)&#039;&#039; (the next lower integer) and &#039;&#039;ceiling(r)&#039;&#039; (the next higher integer) rows and compare the results. For each such integer &#039;&#039;r&#039;&#039;, calculate &#039;&#039;c&#039;&#039; as &#039;&#039;floor(n ÷ r)&#039;&#039;, then calculate the number of beacons as &#039;&#039;B(r,c)&#039;&#039; + &#039;&#039;mod(n,r)&#039;&#039; + 1, where &#039;&#039;B(r,c)&#039;&#039; is given above and &#039;&#039;mod(n,r)&#039;&#039; is &#039;&#039;n&#039;&#039; modulo &#039;&#039;r&#039;&#039;, i.e., the remainder of (&#039;&#039;n&#039;&#039; ÷ &#039;&#039;r&#039;&#039;), equal to &#039;&#039;n&#039;&#039; - (&#039;&#039;r&#039;&#039; × &#039;&#039;c&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
There will in either case be &#039;&#039;mod(n,r)&#039;&#039; buildings &amp;quot;left over&amp;quot;; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover.&lt;br /&gt;
&lt;br /&gt;
=== Optimal arrays ===&lt;br /&gt;
&lt;br /&gt;
For 3×3 structures, arrays satisfying &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures (&#039;&#039;rc&#039;&#039;), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts &#039;&#039;rc&#039;&#039; with which an optimal array such that &amp;lt;code&amp;gt;c = 3r&amp;lt;/code&amp;gt; and &#039;&#039;c&#039;&#039; and &#039;&#039;r&#039;&#039; are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Structures&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Rows&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Columns&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 150px;&amp;quot; |Beacons per structure&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 160px;&amp;quot; |Dimensions (tiles)*&lt;br /&gt;
|-&lt;br /&gt;
! | 3&lt;br /&gt;
| 1 || 3 || 12 || 4.00 || 18×11&lt;br /&gt;
|-&lt;br /&gt;
! | 12&lt;br /&gt;
| 2 || 6 || 27 || 2.25 || 27×19&lt;br /&gt;
|-&lt;br /&gt;
! | 27&lt;br /&gt;
| 3 || 9 || 48 || 1.78 || 36×27&lt;br /&gt;
|-&lt;br /&gt;
! | 48&lt;br /&gt;
| 4 || 12 || 75 || 1.56 || 45×35&lt;br /&gt;
|-&lt;br /&gt;
! | 75&lt;br /&gt;
| 5 || 15 || 108 || 1.44 || 54×43&lt;br /&gt;
|-&lt;br /&gt;
! | 108&lt;br /&gt;
| 6 || 18 || 147 || 1.36 || 63×51&lt;br /&gt;
|-&lt;br /&gt;
! | 147&lt;br /&gt;
| 7 || 21 || 192 || 1.31 || 72×59&lt;br /&gt;
|-&lt;br /&gt;
!  | ...&lt;br /&gt;
| ... || ... || ... || ... || ...&lt;br /&gt;
|-&lt;br /&gt;
! | 3r^2&lt;br /&gt;
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes to table:&lt;br /&gt;
*Array dimension in tiles (last table column) assumes 2 tiles&#039; space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else.&lt;br /&gt;
*The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased beacon stack size from 10 to 20.&lt;br /&gt;
* Diminishing return of beacons effect. ([https://factorio.com/blog/post/fff-409 FFF-409 - Diminishing beacons])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Electric system]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Beacon_alignment_(3_wide).jpg&amp;diff=204444</id>
		<title>File:Beacon alignment (3 wide).jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Beacon_alignment_(3_wide).jpg&amp;diff=204444"/>
		<updated>2024-11-02T13:15:31Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Visual demonstration of optimal beacon offsets when using a beacon row layout for entities that are 3 tiles wide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Visual demonstration of optimal beacon offsets when using a beacon row layout for entities that are 3 tiles wide.&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Beacon&amp;diff=204374</id>
		<title>Infobox:Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Beacon&amp;diff=204374"/>
		<updated>2024-11-02T10:19:37Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Re-added note about energy being electric&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox&lt;br /&gt;
|mining-time = 0.2&lt;br /&gt;
|map-color = 004068&lt;br /&gt;
|prototype-type = beacon&lt;br /&gt;
|internal-name = beacon&lt;br /&gt;
|category = Production&lt;br /&gt;
|image = beacon_anim.gif&lt;br /&gt;
|health = {{Quality|200|260|320|380|500}}&lt;br /&gt;
|dimensions   =3×3&lt;br /&gt;
|power-input  ={{Quality|480 {{Translation|kW}}|400 {{Translation|kW}}|320 {{Translation|kW}}|240 {{Translation|kW}}|80 {{Translation|kW}}}} electric&lt;br /&gt;
|supply-area  =9x9&lt;br /&gt;
|stack-size = 20&lt;br /&gt;
|modules      =2&lt;br /&gt;
|efficiency   = {{Quality|1.5|1.7|1.9|2.1|2.5}}&lt;br /&gt;
|recipe = Time, 15 + Advanced circuit, 20 + Copper cable, 10 + Electronic circuit, 20 + Steel plate, 10&lt;br /&gt;
|total-raw = Time, 232.5 + Copper plate, 135 + Iron plate, 60 + Plastic bar, 40 + Steel plate, 10&lt;br /&gt;
|required-technologies = Effect transmission&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|extra2       =Overall effect stacks with multiple beacons covering the same machine.&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Beacon&amp;diff=204370</id>
		<title>Infobox:Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Beacon&amp;diff=204370"/>
		<updated>2024-11-02T10:15:50Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: 2.0 buffs and more quality information (Will update page soon)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox&lt;br /&gt;
|mining-time = 0.2&lt;br /&gt;
|map-color = 004068&lt;br /&gt;
|prototype-type = beacon&lt;br /&gt;
|internal-name = beacon&lt;br /&gt;
|category = Production&lt;br /&gt;
|image = beacon_anim.gif&lt;br /&gt;
|health = {{Quality|200|260|320|380|500}}&lt;br /&gt;
|dimensions   =3×3&lt;br /&gt;
|energy       ={{Quality|480 kW|400 kW|320 kW|240 kW|80 kW}}&lt;br /&gt;
|supply-area  =9x9&lt;br /&gt;
|stack-size = 20&lt;br /&gt;
|modules      =2&lt;br /&gt;
|efficiency   = {{Quality|1.5|1.7|1.9|2.1|2.5}}&lt;br /&gt;
|recipe = Time, 15 + Advanced circuit, 20 + Copper cable, 10 + Electronic circuit, 20 + Steel plate, 10&lt;br /&gt;
|total-raw = Time, 232.5 + Copper plate, 135 + Iron plate, 60 + Plastic bar, 40 + Steel plate, 10&lt;br /&gt;
|required-technologies = Effect transmission&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|extra2       =Overall effect stacks with multiple beacons covering the same machine.&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Metallurgic_science_pack&amp;diff=204120</id>
		<title>Infobox:Metallurgic science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Metallurgic_science_pack&amp;diff=204120"/>
		<updated>2024-11-01T10:58:36Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Produced by foundry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|prototype-type = tool&lt;br /&gt;
|internal-name = metallurgic-science-pack&lt;br /&gt;
|stack-size = 200&lt;br /&gt;
|extra1 = Used by labs for research.&lt;br /&gt;
|crafted-on = vulcanus&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|recipe = Time, 10 + Molten copper, 200 + Tungsten carbide, 3 + Tungsten plate, 2&lt;br /&gt;
|producers = Foundry&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electromagnetic_plant&amp;diff=204117</id>
		<title>Electromagnetic plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electromagnetic_plant&amp;diff=204117"/>
		<updated>2024-11-01T09:01:06Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Two and a half green belts of stacked green circuits go brrrrrrr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electromagnetic plant}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Electromagnetic plant&#039;&#039;&#039; is an [[assembly machine]] type from [[Fulgora]]{{SA}} that specializes in the production of electronics and electromagnets. Its size is 4×4, has a production speed of 2, a built-in productivity bonus of +50% and 5 module slots.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unique for the built-in productivity bonus, because unlike [[productivity module]]s, this built-in productivity is not restricted to [[Template:IntermediateNav|intermediate products]] only and instead applies to all craftable recipes.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The absolute maximum output rate achievable with a single electromagnetic plant is 301 times the standard output rate of its selected recipe. This is achieved by using a legendary electromagnetic plant with five legendary [[productivity module 3]]s, along with 12 legendary [[beacon]]s with two legendary [[speed module 3]]s each; This gives the electromagnetic plant a crafting speed of 109.5 and a productivity bonus of 175%. &amp;lt;!-- Some numbers were rounded for the sake of presentation. My calculator says crafting speed is ~109.50317547305483084531 and output rate factor is ~301.13373255090078482461. All other numbers are exact. --&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;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Foundry&amp;diff=204116</id>
		<title>Foundry</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Foundry&amp;diff=204116"/>
		<updated>2024-11-01T08:23:36Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Recipes */ Slightly changed wording (Maybe it&amp;#039;s just me, but to me, &amp;quot;one of which&amp;quot; sounded too much like it was referring to a specific recipe.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Foundry}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Foundry&#039;&#039;&#039; is a version of [[assembly machine]] from [[Vulcanus]]{{SA}} that specializes in metallurgy. It has a built-in 50% productivity bonus.&lt;br /&gt;
&lt;br /&gt;
The foundry can only be crafted on Vulcanus due to its higher atmospheric pressure, however it can be used on other planets once transported via [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
The Foundry has twenty available unique recipes, of which one must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten iron from lava}}&lt;br /&gt;
| {{icon|Time|16}}{{icon|Calcite|1}}{{icon|Lava|500}}&lt;br /&gt;
| {{icon|Stone|10}}{{icon|Molten iron|250}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten copper from lava}}&lt;br /&gt;
| {{icon|Time|16}}{{icon|Calcite|1}}{{icon|Lava|500}}&lt;br /&gt;
| {{icon|Stone|15}}{{icon|Molten copper|250}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten iron}}&lt;br /&gt;
| {{icon|Time|32}}{{icon|Iron ore|50}}{{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten iron|500}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten copper}}&lt;br /&gt;
| {{icon|Time|32}}{{icon|Copper ore|50}}{{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten copper|500}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten iron|20}}&lt;br /&gt;
| {{icon|Iron plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting copper}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten copper|20}}&lt;br /&gt;
| {{icon|Copper plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting steel}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten iron|30}}&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron gear wheel}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron stick}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|20}}&lt;br /&gt;
| {{icon|Iron stick|4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting low density structure}}&lt;br /&gt;
| {{icon|Time|15}}{{icon|Plastic bar|5}}{{icon|Molten iron|80}}{{icon|Molten iron|250}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Concrete from molten iron}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Stone brick|5}}{{icon|Molten iron|20}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting copper cable}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten copper|5}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tungsten plate}} (requires [[Tungsten plate (research)]])&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten ore|4}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Tungsten plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack}} (requires [[Metallurgic science pack (research)]])&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten carbide|3}}{{icon|Tungsten plate|2}}{{icon|Molten copper|200}}&lt;br /&gt;
| {{icon|Metallurgic science pack|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Big mining drill}} (requires [[Big mining drill (research)]])&lt;br /&gt;
| {{icon|Time|30}}{{icon|Advanced circuit|10}}{{icon|Electric engine unit|10}}{{icon|Tungsten carbide|20}}{{icon|Electric mining drill|1}}{{icon|Molten iron|200}}&lt;br /&gt;
| {{icon|Big mining drill|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo transport belt}} (requires [[Turbo transport belt (research)]])&lt;br /&gt;
| {{icon|Time|0.5}}{{icon|Tungsten plate|5}}{{icon|Express transport belt|1}}{{icon|Lubricant|20}}&lt;br /&gt;
| {{icon|Turbo transport belt|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo underground belt}} (requires [[Turbo transport belt (research)]])&lt;br /&gt;
| {{icon|Time|2}}{{icon|Tungsten plate|40}}{{icon|Express underground belt|2}}{{icon|Lubricant|40}}&lt;br /&gt;
| {{icon|Turbo underground belt|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo splitter}} (requires [[Turbo transport belt (research)]])&lt;br /&gt;
| {{icon|Time|2}}{{icon|Processing unit|2}}{{icon|Tungsten plate|15}}{{icon|Express splitter|2}}{{icon|Lubricant|80}}&lt;br /&gt;
| {{icon|Turbo splitter|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting pipe}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting pipe to ground}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Pipe|10}}{{icon|Molten iron|50}}&lt;br /&gt;
| {{icon|Pipe to ground|1}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, the Foundry can also make other foundries and all belt types, in which case their recipes are the same as with assembling machines.&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;
* [[Vulcanus]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=204115</id>
		<title>Vulcanus</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Vulcanus&amp;diff=204115"/>
		<updated>2024-11-01T08:16:23Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Demolisher Territories */ More elaborate description of demolisher mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:volcanus_preview.png|210px|right]]&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; is a hot volcanic planet with mountainous volcanoes, rivers of lava, plains of ash, and sulfuric acid geysers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is home to [[Demolisher|demolishers]]{{SA}}, a large boss‐like [[Enemies|enemy]] that defends its territory. There&#039;s no [[pollution]] on Vulcanus. &lt;br /&gt;
&lt;br /&gt;
=== Exclusive recipes === &lt;br /&gt;
The following items can only be crafted on Vulcanus:&lt;br /&gt;
* [[File:Metallurgic science pack.png|32px]] [[Metallurgic science pack]]&lt;br /&gt;
* [[File:Foundry.png|32px]] [[Foundry]]&lt;br /&gt;
* [[File:Big mining drill.png|32px]] [[Big mining drill]]&lt;br /&gt;
* [[File:Turbo transport belt.png|32px]] [[Turbo transport belt]]&lt;br /&gt;
* [[File:Turbo underground belt.png|32px]] [[Turbo underground belt]]&lt;br /&gt;
* [[File:Turbo splitter.png|32px]] [[Turbo splitter]]&lt;br /&gt;
* [[File:Acid neutralisation.png|32px]] [[Acid neutralisation]]&lt;br /&gt;
&lt;br /&gt;
==Demolisher Territories==&lt;br /&gt;
&lt;br /&gt;
Native to Vulcanus are the giant centipede-like enemies known as &amp;quot;demolishers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Demolishers have well-defined territories. On the map, these territories are outlined by an opaque, bright red line and the inside is marked by diagonal, translucent, red lines. Only one demolisher will spawn per territory, and the territories themselves do not overlap. However, they are tightly packed, as they follow a Voronoi-like pattern.&amp;lt;!-- Unconfirmed if it&#039;s actually Voronoi --&amp;gt; At the start of the game, only Vulcanus&#039; starting area is not inside a demolisher&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
When left alone, a demolisher will patrol the border of its territory. However, if players build inside of a demolisher&#039;s territory, it will soon make a beeline towards these buildings with the intent of destroying them. Building inside of a demolisher&#039;s territory is therefore extremely risky and dangerous.&amp;lt;!-- I (tecanec) have also seen a demolisher leave its territory to follow a series of gun turrets that I left as bait. I still don&#039;t know much about this behaviour (including whether there&#039;s a limit to how far the demolisher would&#039;ve traveled, whether bait outside the territory made the demolisher aggressive by attacking it or by simply existing, or what the demolisher would&#039;ve done afterwards had it survived my devious trap), so I won&#039;t include it here without further experimentation. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The death of a demolisher is pernament, as they only spawn during world generation. Likewise, upon the death of a demolisher, its territory permanently becomes free for the player to use, as other demolishers will not try to expand their territories.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
{{NavboxIconLink|Vulcanus}} is connected to 2 other planets: {{NavboxIconLink|Nauvis}} and {{NavboxIconLink|Gleba}}.&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Vulcanus.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Nauvis}} to {{NavboxIconLink|Vulcanus}}&lt;br /&gt;
| [[File:Asteroid_chart_Vulcanus_Gleba.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Vulcanus}} to {{NavboxIconLink|Gleba}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid Type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Vulcanus has three distinct biomes.&lt;br /&gt;
* &#039;&#039;&#039;Ashlands&#039;&#039;&#039; are plateaus speckled with sparse vegetation and deposits of [[coal]]. They are home to leafless alien trees. They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
* &#039;&#039;&#039;Lava basins&#039;&#039;&#039; are filled with winding lava rivers. Within them are deposits of [[tungsten]]{{SA}}, which can only be mined using the big mining drill.&lt;br /&gt;
* &#039;&#039;&#039;Mountains&#039;&#039;&#039; are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to [[sulfuric acid]] geysers and [[calcite]]{{SA}}. &amp;lt;!-- comment: Eventually link to &amp;quot;sulfuric acid gyeser&amp;quot; if it gets its own page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]]{{SA}}&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
vulcanis_landscape.png|Example of Vulcanus&#039; landscape.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In mythology, Vulcanus (also spelt Vulcan), is the Roman god of fire, metalworking, and the forge&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|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorials&amp;diff=204113</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorials&amp;diff=204113"/>
		<updated>2024-11-01T07:26:22Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Added scrap recycling tutorial to list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This page lists tutorials that can be found here on the wiki. They range from guides for the very first steps in the game to in-depth modding tutorials.&lt;br /&gt;
&lt;br /&gt;
== The first steps and the first base ==&lt;br /&gt;
These tutorials aim to guide the player through the first steps of the game and provide an idea of how a base could look like.&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial:Quick start guide|Quick start guide]] - Guides through the first steps of the game, from mining the first piece of ore to automating the first science pack.&lt;br /&gt;
* [[Tutorial:Main bus|Main bus]] - A type of base organization that is well suited for beginners.&lt;br /&gt;
* [[Tutorial:Keyboard shortcuts|Keyboard shortcuts]] - A collection of useful keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
== Power production ==&lt;br /&gt;
These tutorials take an in-depth look at individual topics related to [[power production]].&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial:Applied power math|Applied power math]]&lt;br /&gt;
* [[Tutorial:Nuclear power|Nuclear power]]&lt;br /&gt;
* [[Tutorial:Producing power from oil|Producing power from oil]]&lt;br /&gt;
&lt;br /&gt;
== Circuit network ==&lt;br /&gt;
These tutorials take a closer look at the [[circuit network]] and present usage examples.&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial:Circuit network cookbook|Circuit network cookbook]] - Example-heavy tutorial; for beginners who want to get to know and use the benefits of the circuit network.&lt;br /&gt;
* [[Tutorial:Combinator tutorial|Combinator tutorial]] - Mainly textual and detailed tutorial for advanced circuit network uses.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial:Train signals|Train signals]]&lt;br /&gt;
* [[Tutorial:Transport use cases|A comparison of the different means of transport]]&lt;br /&gt;
* [[Tutorial:Diagnosing performance issues|Diagnosing performance issues]]&lt;br /&gt;
&lt;br /&gt;
== Space Age exclusive content ==&lt;br /&gt;
These tutorials explain features exclusive to [[Space Age]].&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies|Recycling scrap on Fulgora]]&lt;br /&gt;
&lt;br /&gt;
== Modding tutorials ==&lt;br /&gt;
{{:Tutorial:Modding tutorial}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Main}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Recycler&amp;diff=203990</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Recycler&amp;diff=203990"/>
		<updated>2024-10-31T14:01:03Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Mechanics */ Removed nonsensical percentage factor from return quantity formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Recycler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;recycler&#039;&#039;&#039; is a building that can convert most items into the ingredients used in their recipes, at the cost of losing 75% of said ingredients. In other words, it performs a lossy reversal of crafting.&lt;br /&gt;
&lt;br /&gt;
It has 4 module slots, but it cannot use [[Productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
When an item enters a recycler, the item&#039;s main recipe is found, and the recycler is automatically set to perform its inverse.&lt;br /&gt;
&lt;br /&gt;
For each type of item used as an ingredient in the recycled item&#039;s main recipe, the number of items returned by the recycler is decided by &amp;lt;code&amp;gt;floor(0.25 * i / o + r)&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;i&amp;lt;/code&amp;gt; is the number of items used as ingredients, &amp;lt;code&amp;gt;o&amp;lt;/code&amp;gt; is the number of items returned by the recipe, and &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt; is a random number that is greater than or equal to 0 but less than 1. On average, this returns exactly 25% of the items needed to craft one item of the same type as the recycled item. For example, recycling a [[processing unit]] always gives 5 [[electronic circuit]]s while having a 50% chance of returning one [[advanced circuit]].&lt;br /&gt;
&lt;br /&gt;
All fluid ingredients are lost when recycling, as the recycler has no fluid output.[https://www.reddit.com/r/factorio/comments/16d7h82/friday_facts_375_quality/jzpac1z/]&lt;br /&gt;
&lt;br /&gt;
Without quality modules, the resulting items have the same quality as the item being recycled, even if the latter was crafted using lower-quality ingredients. Quality modules can further increase the output&#039;s quality, just like with regular non-recycling recipes.&lt;br /&gt;
&lt;br /&gt;
The recycler has 12 internal slots for its output, but can only hold one stack of each item. The recycler will try to eject the contents of these slots, much like a mining drill. It is therefore not necessary to use an inserter to collect its output.&lt;br /&gt;
&lt;br /&gt;
=== Non-recyclable items ===&lt;br /&gt;
Some items, such as ores, have no recipe, and can therefore not be recycled. There are also some recipes that are irreversible, which include smelting and chemical processes.[https://discord.com/channels/139677590393716737/603392474458882065/1149692470511276152]&lt;br /&gt;
&lt;br /&gt;
When an item with no reversible recipe is &amp;quot;recycled&amp;quot;, then the same item has a 25% chance of being returned, and a 75% chance of being destroyed instead. This can be used to destroy unwanted items, such as byproducts from [[scrap recycling]].&lt;br /&gt;
&lt;br /&gt;
Irreversible recipes include (but may not be limited to:&lt;br /&gt;
* Recipes performed in furnaces or chemical plants&lt;br /&gt;
* Recipes for science packs&lt;br /&gt;
* Recipes for [[uranium fuel cell]]s&lt;br /&gt;
* Recipes for [[biolab]]s or [[captive biter spawner]]s&lt;br /&gt;
* Recipes for spoilable products&lt;br /&gt;
&lt;br /&gt;
=== Scrap recycling ===&lt;br /&gt;
As a special case, recycling [[scrap]] will perform the [[scrap recycling]] recipe, for which there is no inverse, as scrap can not be crafted. This is used to obtain most resources on [[Fulgora]].&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
Scrap recycling rates:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Scrap|space-age=yes}} || &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}}  || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}}  || 3% || 0.08/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}}  || 1%  || 0.02/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}}  || 7%  || 0.19/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}}  || 4%  || 0.11/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}}  || 6%  || 0.16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}}  || 4%  || 0.11/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}}  || 5%  || 0.13/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}}  || 4% || 0.11/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}}  || 1%  || 0.02/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron gear wheel}}  || 20%  || 0.55/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}}  || 3%  || 0.08/s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the recycler takes in 2.5 scrap/s and spits out 1.47 items/s, meaning 10 recyclers are enough to almost saturate a yellow belt. &amp;lt;br&amp;gt;&lt;br /&gt;
Additionally the recycling times for various items are different from the usual 0.125s. This is not an exhaustive list and is specified in item/s input.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Rates&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}}  || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}}  || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}}  || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}}  || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper plate}}  || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron plate}}  || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* If the recycled item has a fluid ingredient, then the smoke emitted from the recycler matches the fluid in colour.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fff-375-recycler-freezeframe.png|500px]]&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;
* [[Quality]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Recycler&amp;diff=203989</id>
		<title>Talk:Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Recycler&amp;diff=203989"/>
		<updated>2024-10-31T13:59:37Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Recycler formula */ Reply to Vadcx&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Recycler formula ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(0.25 * i / o + r) * 100%&amp;lt;/code&amp;gt;: [[User:Tecanec]] are you sure the formula is written exactly like that? What&#039;s currently inside floor(...) will almost always calculate to &amp;lt;=1.0, and flooring 0.0~0.999 will result in a 0.0. I think the formula should&#039;ve been &amp;lt;code&amp;gt;floor( (0.25 * i / o + r) * 100% )&amp;lt;/code&amp;gt;. This one matches my spreadsheet expectations and you can test it yourself by recycling the nuclear reactor:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Formula unfloored (B) !! input count (C) !! output count(D) !! “random” (E) !! net return (G)&lt;br /&gt;
|-&lt;br /&gt;
| =0,25 * $C2 / $D2 + $E2 || 5000 || 5000 || 0.5 || =C2-C2*B2&lt;br /&gt;
|}&lt;br /&gt;
btw I can&#039;t access the Discord link, I have no idea what server it&#039;s leading to.&lt;br /&gt;
[[User:Vadcx|Vadcx]] ([[User talk:Vadcx|talk]]) 04:17, 31 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Now that you mention it, there is an error, but it&#039;s not the one you thought you noticed. The problem is that I multiply by 100% when the formula is supposed to give a number of items. The floor is correct, since there can only be an integer number of items. And no, it won&#039;t &amp;quot;almost always&amp;quot; result in 1 or less; If a recipe takes 4 or more of the same item, then the result is always 1 or *more*. The random element also ensures that increments of less than 4 remain meaningful - think of it as a sort of &amp;quot;random rounding&amp;quot;. - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:59, 31 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Promethium_science_pack&amp;diff=203860</id>
		<title>Promethium science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Promethium_science_pack&amp;diff=203860"/>
		<updated>2024-10-30T11:35:30Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Added info about only having one technology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Promethium science pack}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Promethium science pack&#039;&#039;&#039; is an end-game science pack. It is used in [[lab]]s to [[research]] [[technologies]].&lt;br /&gt;
&lt;br /&gt;
Unlike most science packs, the promethium science pack is only used for one technology, that being [[science lab productivity]]. However, this is an infinite research, and since it directly makes all technologies easier to research, promethium science packs are indirectly useful for technologies other than science lab productivity.&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;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=203855</id>
		<title>Tutorial:Scrap recycling strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=203855"/>
		<updated>2024-10-30T09:06:20Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Made a guide on scrap recycling. Probably room for improvement.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike with most other resources, processing [[scrap]] yields a variety of items. Furthermore, besides imports from [[space platforms]] or other planets, it is the only long-term source of most resources on [[Fulgora]], leaving players with no choice other than to rely on scrap.&lt;br /&gt;
&lt;br /&gt;
= The easy part =&lt;br /&gt;
To make the task of sorting the recycled scrap less daunting, some may be easiest to first deal with the items that have a known destination:&lt;br /&gt;
* [[Ice]] only serves one purpose while on Fulgora, and that is to be melted for water.&lt;br /&gt;
* [[Solid fuel]] can be used in one of two ways: It is either burnt directly or converted into [[rocket fuel]]. The latter is needed to make [[rocket part]]s, and since can also be used as fuel, there should be no problem in simply converting all solid fuel into rocket fuel (which can even make trains go faster). Note that converting solid fuel into rocket fuel also requires [[light oil]], which can be cracked from [[heavy oil]] using water from melted ice. Heavy oil can be obtained from the oillands by using an [[offshore pump]].&lt;br /&gt;
* [[Holmium ore]] only has one use, which is to create [[holmium solution]] by combining it with water and stone.&lt;br /&gt;
Aside from the above, [[stone]] has various uses (even aside from its use in producing holmium solution), but as will not interact with the remainder of the recycling process (it is neither recyclable nor gained by recycling another item), it can also be sorted right away.&lt;br /&gt;
&lt;br /&gt;
Sorting the above leaves only 8 items left to be dealt with among the 12 items produced by scrap recycling.&lt;br /&gt;
&lt;br /&gt;
= Further recycling =&lt;br /&gt;
Among the 12 items produced by scrap recycling, 7 of them are themselves recyclable:&lt;br /&gt;
* [[Processing unit]]s can be recycled for [[electronic circuit]]s and [[advanced circuit]]s.&lt;br /&gt;
* [[Advanced circuit]]s can be recycled for [[electronic circuit]]s, [[plastic bar]]s, and [[copper wire]].&lt;br /&gt;
* [[Low density structure]]s can be recycled for [[copper plate]]s, [[plastic bar]]s, and [[steel plate]]s.&lt;br /&gt;
* [[Concrete]] can be recycled for [[stone brick]]s and [[iron ore]], the latter of which can be melted into [[iron plate]]s.&lt;br /&gt;
* [[Battery|Batteries]] can be recycled for [[iron plates]] and [[copper plates]].&lt;br /&gt;
* [[Copper wire]] can be recycled for [[copper plate]]s.&lt;br /&gt;
* [[Iron gear wheel]]s can be recycled for [[iron plate]]s.&lt;br /&gt;
In addition to these, the electronic circuits from recycled [[processing unit]]s and [[advanced circuit]]s can themselves be recycled for [[copper wire]]s and [[iron plate]]s.&lt;br /&gt;
&lt;br /&gt;
Without direct access to iron or copper plates, some of these will have to be recycled. The simplest solution is to recycle everything down to iron plates, copper plates, steel plates, plastic bars, and stone bricks, and then remake everything when needed; That way, unused intermediates produced by scrap recycling will not cause clobbering. Processing units, advanced circuits, electronic circuits, and copper wires must be recycled in that order, as items earlier in that sequence will yield some of the later items upon recycling. Aside from these, low density structures, concrete, batteries, and iron gear wheels can all be recycled in parallel.&lt;br /&gt;
&lt;br /&gt;
Note that steel can not be recycled; Although it is made using iron, it is a smelting recipe, which recyclers do not handle.&lt;br /&gt;
&lt;br /&gt;
== Skipping the recycling process for select items ==&lt;br /&gt;
Recycling is a wasteful process, as only 25% of ingredient items and no fluids are returned upon recycling. Furthermore, both recycling and re-crafting requires enough machines to perform these operations fast enough, and room might be limited, especially on Fulgora. Therefore, simply recycling all items, while simple, is not ideal. This is even more true for batteries and processing units, which take sulfuric acid to re-craft.&lt;br /&gt;
&lt;br /&gt;
When possible, it is often preferred to simply use the items emitted by scrap recycling directly. For that, there needs to be a way for these items to skip the recycling process when they are needed. This problem has a simple solution: Right before an item gets recycled, place a splitter, and connect its second output to wherever the item is needed. Make sure to set the splitter&#039;s priority output to that new belt; That way, items only get recycled when they are in excess.&lt;br /&gt;
&lt;br /&gt;
Note that being able to craft more of these items might still be a good idea. For example, imagine a factory whose sole focus is to launch rockets. Two of the ingredients used in rocket parts, specifically processing units and low density structures, are among the direct results of scrap recycling. However, to rely on these exclusively will leave most other products of scrap recycling unused, even though some of them could be used to make even more processing units and low density structures.&lt;br /&gt;
&lt;br /&gt;
= Getting rid of the excess =&lt;br /&gt;
Scrap recycling will never yield the exact distribution of items that players might need. With scrap recycling, this is a problem; Unlike on Nauvis, where having enough iron will simply pause iron production and nothing else, to pause production of one scrap recycling product is to pause scrap recycling altogether. In other words, if not every item produced by scrap recycling is consumed, then the belts will clobber, and scrap recycling is stopped from producing any items at all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not always possible to use every item that scrap recycling produces. Some items have a limited set of applications that are not always relevant. Other times, you will need more of one item than another, causing an imbalance in what items are consumed.&lt;br /&gt;
&lt;br /&gt;
When an item has no other uses, it may therefore be necessary to destroy it outright. There is a way to do this: When trying to recycle an item that has no recyclable recipe, a recycler will output the item itself with a 25% probability, leaving a 75% probability of destroying it. By looping the output of such a recycler back into itself, it is possible to completely destroy these items.&lt;br /&gt;
&lt;br /&gt;
Be warned that scrap, while bountiful on some islands, is still a finite resource that can run out if wasted carelessly. And if all items produced by recycling have drains that simply destroy the items, it is possible to consume scrap even when the factory does not need it.&lt;br /&gt;
&lt;br /&gt;
== Low-priority production ==&lt;br /&gt;
As an alternative to outright destroying the excess items, it may be possible to turn them into something that might be useful later, so that the items are not completely wasted. The point is not to make something that the player will need right away, as that is the job of the main production lines; Rather, it is to be seen as a bonus that players might want but do not need.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even these products will eventually fill up all storage and cause clobbering, meaning that destroying items might still become necessary in the long term.&lt;br /&gt;
&lt;br /&gt;
High-quality items are a good candidate, as they take a lot of ingredients and are often nice to have without being outright necessary.&lt;br /&gt;
&lt;br /&gt;
= Other tips and tricks =&lt;br /&gt;
&lt;br /&gt;
== Recycling with quality modules ==&lt;br /&gt;
The recycler does not accept [[productivity module]]s. This is to prevent a net positive of items from being created when crafting and recycling items in a loop. However, this rejection of productivity modules in recyclers also applies to scrap recycling, even though there is no way to re-craft scrap from the results of recycling. In exchange, the game offers infinite research for increasing the productivity of scrap recycling, specifically. This all means that players are free to use a different kind of module, such as quality modules, without worrying about the loss of productivity.&lt;br /&gt;
&lt;br /&gt;
Players may chose to place quality modules in their scrap recyclers and sort the items by quality, sending [[File:Quality normal.png|15px|link=]]normal items to the main factory and using higher-quality items for a head start in quality manufacturing.&lt;br /&gt;
&lt;br /&gt;
However, players should keep in mind that, much like productivity, quality modules benefit from long production chains, as it increases the number of chances for item quality to be increased. Even after sorting away all [[File:Quality normal.png|15px|link=]]normal items, only 10% of the remaining items will be [[File:Quality rare.png|15px|link=]]rare or higher, as the probability of skipping a quality tier will always be 10% regardless of modules.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that [[File:Quality uncommon.png|15px|link=]]uncommon or higher [[holmium ore]] is not actually better than [[File:Quality normal.png|15px|link=]]normal holmium ore, because its sole use is to be used as an ingredient for [[holmium solution]], which is a fluid and therefore erases the quality of the holmium ore.&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template_talk:TechNav&amp;diff=203854</id>
		<title>Template talk:TechNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template_talk:TechNav&amp;diff=203854"/>
		<updated>2024-10-30T07:23:46Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Split into SA and non-SA?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Split into SA and non-SA? ==&lt;br /&gt;
The tech trees are very different between SA and non-SA playthroughs. So, what do we do about this navbox? Do we keep one unified navbox, or do we introduce another one for SA content? - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 07:23, 30 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Rocket_part&amp;diff=203753</id>
		<title>Talk:Rocket part</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Rocket_part&amp;diff=203753"/>
		<updated>2024-10-29T13:49:17Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* 2.0.7 changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== 2.0.7 changes ====&lt;br /&gt;
I think the math in this page is outdated with the recipe changes.&lt;br /&gt;
[[User:GoatWizard|GoatWizard]] ([[User talk:GoatWizard|talk]]) 12:00, 29 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
* We need to consider that there is likely still a huge difference between SA and non-SA playthroughs. (Haven&#039;t seen for myself, yet.) - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:49, 29 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=203741</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=203741"/>
		<updated>2024-10-29T09:33:26Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Mechanics */ Added information about resources.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:fulgora_preview.png|210px|right]]&#039;&#039;&#039;Fulgora&#039;&#039;&#039; is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Fulgoran terrain is mainly composed of oillands, on which nothing except for [[rail support]]s can be built. Traversal by foot across the oillands is possible, but slow. The oillands are further divided into deep and shallow areas, with deep areas slowing down player movement even further and not even allowing for rail supports to be built without research. &amp;lt;!-- I don&#039;t remember the name of said research, and I don&#039;t think we&#039;ve documented it, yet. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the oillands are also scattered with islands of various sizes, on which normal construction is possible. At first, these are the only place on Fulgora where factories can be built, as [[foundation]] for building on top of the oillands requires research that can not be performed until much later.&lt;br /&gt;
&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands with high amounts of resources, but with little room to build on&lt;br /&gt;
* Medium islands with lower amounts of resources, and with sufficient room for a small factory&lt;br /&gt;
* Large islands with no resources, but with enough room to build the main part of a medium-sized factory&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island that does have local resources. However, most islands are detached, meaning that transport between islands will have to occur by train. In many cases, the distance between two islands is also too vast for [[roboport]]s or [[big electric pole]]s to reach, thus requiring local [[logistic network|logistic]] and [[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]].&lt;br /&gt;
&lt;br /&gt;
==== Biomes ====&lt;br /&gt;
Fulgora is split between two distinct biomes. &lt;br /&gt;
* &#039;&#039;&#039;Plateaus&#039;&#039;&#039; are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to [[alien ruins]], which have rudimentary lightning rods, which can protect your buildings until unlocking your own lightning rods. Other plateaus hold [[scrap]]{{SA}}, Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oilsands&#039;&#039;&#039; are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s{{SA}}. You can walk through them, but occasional oilpatches will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oilsands to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
During [[time|nighttime]], dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. &amp;lt;!-- I wanna put a number on how frequent these lightning strikes actually are, but I don&#039;t have one. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a lightning strike is set to occur near a [[lightning rod]], [[lightning collector]], or certain kinds of ancient ruin&amp;lt;!-- Don&#039;t remember what that specific entity is called - If anyone knows, please replace that ambiguous &amp;quot;certain kinds of ancient ruin&amp;quot; phase with its name.--&amp;gt;, then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities. &amp;lt;!-- I don&#039;t know any specifics, here; Haven&#039;t really tested anything that occurs without lightning rods, myself. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a [[lightning rod]] or a [[lightning collector]] is struck by lightning, it will generate a brief but powerful burst of electric energy, which can be utilized by connecting it to the [[electric system|electric network]]. With enough [[accumulator]]s to last during daytime or between lightning strikes, this can serve as the factory&#039;s main power source.&lt;br /&gt;
&lt;br /&gt;
With this, lightning on Fulgora become both a curse and a blessing: Players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak [[solar panel|solar output]] on Fulgora&#039;s surface and the difficulty of setting up a global electric network on Fulgora before [[foundation]] becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
Aside from numberous items that can be collected by mining ancient ruins, only two &amp;quot;natural&amp;quot; resources occur on Fulgora, those being [[heavy oil]] and [[scrap]].&lt;br /&gt;
&lt;br /&gt;
Heavy oil can be obtained in infinite and non-diminishing amounts by placing an [[offshore pump]] on the shore of an island, allowing it to collect heavy oil directly from the oillands.&lt;br /&gt;
&lt;br /&gt;
Scrap is found in deposits on small and medium sized islands, as if it were an ore. However, in stark contrast to most other natural resources, scrap is not directly processed into a single basic resource like [[iron plate|iron]] or [[copper plate]]s using traditional production methods. Rather, it is [[recycler|recycled]] to produce a variety of items: &amp;lt;!-- Following list could probably be replaced by a table with probabilities. --&amp;gt;&lt;br /&gt;
* [[Ice]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Holmium ore]]&lt;br /&gt;
* [[Concrete]]&lt;br /&gt;
* [[Solid fuel]]&lt;br /&gt;
* [[Steel plate]]s&lt;br /&gt;
* [[Copper wire]]s&lt;br /&gt;
* [[Iron gear wheel]]s&lt;br /&gt;
* [[battery|Batteries]]&lt;br /&gt;
* [[Advanced circuit]]s&lt;br /&gt;
* [[Processing unit]]s&lt;br /&gt;
* [[Low density structure]]s&lt;br /&gt;
Since this list includes intermediate products, such as [[processing unit]]s, but no iron or copper plates, players are often forced to further recycle many of these items in order to obtain their ingredients. Players are thus left with the decision of what items to recycle, all while having to avoid clobbering their belts with unused resources. &amp;lt;!-- If we were to discuss strategies, I (tecanec) feel like it should belong on its own page - which I most certainly won&#039;t object to writing! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
The following items are unlocked on Fulgora:&lt;br /&gt;
* [[Electromagnetic science pack]]{{SA}}&lt;br /&gt;
* [[Electromagnetic plant]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Lightning rod]]{{SA}}&lt;br /&gt;
* [[Recycler]]{{SA}}&lt;br /&gt;
* [[Tesla turret]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
fulgora_landscape.png|Example landscape of Fulgora.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]]{{SA}}&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Vulcanus]]{{SA}}&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|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=203730</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=203730"/>
		<updated>2024-10-29T08:50:36Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Mechanics */ More elaborate information about terrain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:fulgora_preview.png|210px|right]]&#039;&#039;&#039;Fulgora&#039;&#039;&#039; is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Fulgoran terrain is mainly composed of oillands, on which nothing except for [[rail support]]s can be built. Traversal by foot across the oillands is possible, but slow. The oillands are further divided into deep and shallow areas, with deep areas slowing down player movement even further and not even allowing for rail supports to be built without research. &amp;lt;!-- I don&#039;t remember the name of said research, and I don&#039;t think we&#039;ve documented it, yet. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the oillands are also scattered with islands of various sizes, on which normal construction is possible. At first, these are the only place on Fulgora where factories can be built, as [[foundation]] for building on top of the oillands requires research that can not be performed until much later.&lt;br /&gt;
&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands with high amounts of resources, but with little room to build on&lt;br /&gt;
* Medium islands with lower amounts of resources, and with sufficient room for a small factory&lt;br /&gt;
* Large islands with no resources, but with enough room to build the main part of a medium-sized factory&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island that does have local resources. However, most islands are detached, meaning that transport between islands will have to occur by train. In many cases, the distance between two islands is also too vast for [[roboport]]s or [[big electric pole]]s to reach, thus requiring local [[logistic network|logistic]] and [[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]].&lt;br /&gt;
&lt;br /&gt;
==== Biomes ====&lt;br /&gt;
Fulgora is split between two distinct biomes. &lt;br /&gt;
* &#039;&#039;&#039;Plateaus&#039;&#039;&#039; are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to [[alien ruins]], which have rudimentary lightning rods, which can protect your buildings until unlocking your own lightning rods. Other plateaus hold [[scrap]]{{SA}}, Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oilsands&#039;&#039;&#039; are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s{{SA}}. You can walk through them, but occasional oilpatches will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oilsands to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
During [[time|nighttime]], dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. &amp;lt;!-- I wanna put a number on how frequent these lightning strikes actually are, but I don&#039;t have one. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a lightning strike is set to occur near a [[lightning rod]], [[lightning collector]], or certain kinds of ancient ruin&amp;lt;!-- Don&#039;t remember what that specific entity is called - If anyone knows, please replace that ambiguous &amp;quot;certain kinds of ancient ruin&amp;quot; phase with its name.--&amp;gt;, then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities. &amp;lt;!-- I don&#039;t know any specifics, here; Haven&#039;t really tested anything that occurs without lightning rods, myself. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a [[lightning rod]] or a [[lightning collector]] is struck by lightning, it will generate a brief but powerful burst of electric energy, which can be utilized by connecting it to the [[electric system|electric network]]. With enough [[accumulator]]s to last during daytime or between lightning strikes, this can serve as the factory&#039;s main power source.&lt;br /&gt;
&lt;br /&gt;
With this, lightning on Fulgora become both a curse and a blessing: Players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak [[solar panel|solar output]] on Fulgora&#039;s surface and the difficulty of setting up a global electric network on Fulgora before [[foundation]] becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
The following items are unlocked on Fulgora:&lt;br /&gt;
* [[Electromagnetic science pack]]{{SA}}&lt;br /&gt;
* [[Electromagnetic plant]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Lightning rod]]{{SA}}&lt;br /&gt;
* [[Recycler]]{{SA}}&lt;br /&gt;
* [[Tesla turret]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
fulgora_landscape.png|Example landscape of Fulgora.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]]{{SA}}&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Vulcanus]]{{SA}}&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|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=203728</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=203728"/>
		<updated>2024-10-29T08:14:47Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Information about lightning (plus some comments about things I don&amp;#039;t know)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:fulgora_preview.png|210px|right]]&#039;&#039;&#039;Fulgora&#039;&#039;&#039; is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
During [[time|nighttime]], dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. &amp;lt;!-- I wanna put a number on how frequent these lightning strikes actually are, but I don&#039;t have one. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a lightning strike is set to occur near a [[lightning rod]], [[lightning collector]], or certain kinds of ancient ruin&amp;lt;!-- Don&#039;t remember what that specific entity is called - If anyone knows, please replace that ambiguous &amp;quot;certain kinds of ancient ruin&amp;quot; phase with its name.--&amp;gt;, then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities. &amp;lt;!-- I don&#039;t know any specifics, here; Haven&#039;t really tested anything that occurs without lightning rods, myself. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a [[lightning rod]] or a [[lightning collector]] is struck by lightning, it will generate a brief but powerful burst of electric energy, which can be utilized by connecting it to the [[electric system|electric network]]. With enough [[accumulator]]s to last during daytime or between lightning strikes, this can serve as the factory&#039;s main power source.&lt;br /&gt;
&lt;br /&gt;
With this, lightning on Fulgora become both a curse and a blessing: Players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak [[solar panel|solar output]] on Fulgora&#039;s surface and the difficulty of setting up a global electric network on Fulgora before [[foundation]] becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
The following items are unlocked on Fulgora:&lt;br /&gt;
* [[Electromagnetic science pack]]{{SA}}&lt;br /&gt;
* [[Electromagnetic plant]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Lightning rod]]{{SA}}&lt;br /&gt;
* [[Recycler]]{{SA}}&lt;br /&gt;
* [[Tesla turret]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
Fulgora is split between two distinct biomes. &lt;br /&gt;
* &#039;&#039;&#039;Plateaus&#039;&#039;&#039; are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to [[alien ruins]], which have rudimentary lightning rods, which can protect your buildings until unlocking your own lightning rods. Other plateaus hold [[scrap]]{{SA}}, Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oilsands&#039;&#039;&#039; are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s{{SA}}. You can walk through them, but occasional oilpatches will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oilsands to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
fulgora_landscape.png|Example landscape of Fulgora.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]]{{SA}}&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Vulcanus]]{{SA}}&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|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=203579</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=203579"/>
		<updated>2024-10-28T14:16:11Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Added some &amp;quot;very important&amp;quot; trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boilerplate&lt;br /&gt;
|icon=No-building-material-icon.png&lt;br /&gt;
|line-1=This article is a lacking sources for details of upcoming changes.&lt;br /&gt;
|line-2=You can help this wiki by [{{fullurl:{{FULLPAGENAME}}|action=edit}} adding them].}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion, it introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of Quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using Quality modules in the producing structure, the two highest quality tiers require technology not available on Nauvis.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (5)&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of quality strength are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% energy output&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +1 tile reach for power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* Larger inventory (unknown boost size)&lt;br /&gt;
* Increased ammo damage (30%?)&lt;br /&gt;
* Faster inserters&lt;br /&gt;
* Reduced resource depletion on miners (likely multiplicative in effect with productivity)&lt;br /&gt;
* Larger capacity on accumulators&lt;br /&gt;
* Increased output rate on nuclear reactors, boilers, and steam engines/turbines&lt;br /&gt;
* Reduced power consumption on beacons&lt;br /&gt;
* Larger scan range on radars&lt;br /&gt;
* +100% durability on consumable items (repair packs, science packs)&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive, a Legendary [[Productivity module 3]] would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings, such as [[Transport belt]]s and [[Wall]]s, only gain increased health.&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that create items have variations for each quality that the item might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items to not clobber belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; The same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds 1%/2%/2.5% quality chance to a machine, depending on its tier.&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
For 10% quality chance crafting recipe with all tiers unlocked, this gives the following odds:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Input !! [[File:quality_normal.png|32px]] chance !! [[File:quality_uncommon.png|32px]] chance !! [[File:quality_rare.png|32px]] chance !! [[File:quality_epic.png|32px]] chance !! [[File:quality_legendary.png|32px]] chance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_normal.png|32px]] || 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] || - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_rare.png|32px]] || - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_epic.png|32px]] || - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_legendary.png|32px]]  || - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For 24.8% quality chance (4x[[File:quality_legendary.png|15px]]Legendary [[quality module 3]]), the odds are instead:&lt;br /&gt;
* 75.2% Normal&lt;br /&gt;
* 22.32% Uncommon (24.8% Uncommon+)&lt;br /&gt;
* 2.232% Rare (2.48% Rare+)&lt;br /&gt;
* 0.2232% Epic (0.248% Epic+)&lt;br /&gt;
* 0.0248% Legendary&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
When using [[Assembling machine 3]]s with the goal of converting all input items to Legendary outputs, and feeding non-Legendary items through a [[Recycler]] with 4 quality modules (as recyclers can&#039;t take productivity modules), the optimal number of quality and productivity modules is as follows:&lt;br /&gt;
* If the quality modules offer less than 15% chance, use 4 quality modules&lt;br /&gt;
* If the quality modules offer 16% (Rare T3s) or 19% (Epic T3s), use 3 quality modules and 1 productivity module&lt;br /&gt;
* If the quality modules offer 25% (Legendary 3s), use 2 of each module&lt;br /&gt;
* If the quality modules offer &#039;&#039;exactly&#039;&#039; 15% (Legendary T2s):&lt;br /&gt;
** When the base quality of the inputs is Epic, use 4 quality modules&lt;br /&gt;
** When the base quality of the inputs is &#039;&#039;not&#039;&#039; Epic, use 3 quality modules&lt;br /&gt;
*** If the productivity modules offer 1.5% or less and the base quality of the inputs is Rare, use 4 quality modules and not 3&lt;br /&gt;
&lt;br /&gt;
It is also more optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the player character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captured biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=203555</id>
		<title>Talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=203555"/>
		<updated>2024-10-28T13:07:50Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Created page with &amp;quot;== Template for quality-affected stats ==  Writing this here because I need to write it somewhere.  I went ahead and made a template for when the same property varies based on quality. (Example: {{Quality|Small number|Not so small number|Decent number|Big number|Insane number}}.) Not sure if this is how we&amp;#039;re gonna handle it (I&amp;#039;ve never been one to make good decisions :b), so it won&amp;#039;t bother me if we wind up doing something completely different. I&amp;#039;ve already added it to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Template for quality-affected stats ==&lt;br /&gt;
&lt;br /&gt;
Writing this here because I need to write it somewhere.&lt;br /&gt;
&lt;br /&gt;
I went ahead and made a template for when the same property varies based on quality. (Example: {{Quality|Small number|Not so small number|Decent number|Big number|Insane number}}.) Not sure if this is how we&#039;re gonna handle it (I&#039;ve never been one to make good decisions :b), so it won&#039;t bother me if we wind up doing something completely different. I&#039;ve already added it to the [[electromagnetic plant]] infobox (not sure if that was a good idea...), so you can see it there in practice if you need to. However, I don&#039;t really want to take it any further if I&#039;m the only one who thinks this is a good idea. So, any thoughts? - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:07, 28 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Recycler&amp;diff=203552</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Recycler&amp;diff=203552"/>
		<updated>2024-10-28T12:44:37Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: /* Non-recyclable items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Recycler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;recycler&#039;&#039;&#039; is a building that can convert most items into the ingredients used in their recipes, at the cost of losing 75% of said ingredients. In other words, it performs a lossy reversal of crafting.&lt;br /&gt;
&lt;br /&gt;
It has 4 module slots, but it cannot use [[Productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
When an item enters a recycler, the item&#039;s main recipe is found, and the recycler is automatically set to perform its inverse.&lt;br /&gt;
&lt;br /&gt;
For each type of item used as an ingredient in the recycled item&#039;s main recipe, the number of items returned by the recycler is decided by &amp;lt;code&amp;gt;floor(0.25 * i / o + r) * 100%&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;i&amp;lt;/code&amp;gt; is the number of items used as ingredients, &amp;lt;code&amp;gt;o&amp;lt;/code&amp;gt; is the number of items returned by the recipe, and &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt; is a random number that is greater than or equal to 0 but less than 1. On average, this returns exactly 25% of the items needed to craft one item of the same type as the recycled item. For example, recycling a [[processing unit]] always gives 5 [[electronic circuit]]s while having a 50% chance of returning one [[advanced circuit]].&lt;br /&gt;
&lt;br /&gt;
All fluid ingredients are lost when recycling, as the recycler has no fluid output.[https://www.reddit.com/r/factorio/comments/16d7h82/friday_facts_375_quality/jzpac1z/]&lt;br /&gt;
&lt;br /&gt;
Without quality modules, the resulting items have the same quality as the item being recycled, even if the latter was crafted using lower-quality ingredients. Quality modules can further increase the output&#039;s quality, just like with regular non-recycling recipes.&lt;br /&gt;
&lt;br /&gt;
The recycler has 12 internal slots for its output, but can only hold one stack of each item. The recycler will try to eject the contents of these slots, much like a mining drill. It is therefore not necessary to use an inserter to collect its output.&lt;br /&gt;
&lt;br /&gt;
=== Non-recyclable items ===&lt;br /&gt;
Some items, such as ores, have no recipe, and can therefore not be recycled. There are also some recipes that are irreversible, which include smelting and chemical processes.[https://discord.com/channels/139677590393716737/603392474458882065/1149692470511276152]&lt;br /&gt;
&lt;br /&gt;
When an item with no reversible recipe is &amp;quot;recycled&amp;quot;, then the same item has a 25% chance of being returned, and a 75% chance of being destroyed instead. This can be used to destroy unwanted items, such as byproducts from [[scrap recycling]].&lt;br /&gt;
&lt;br /&gt;
Irreversible recipes include (but may not be limited to:&lt;br /&gt;
* Recipes performed in furnaces or chemical plants&lt;br /&gt;
* Recipes for science packs&lt;br /&gt;
* Recipes for [[uranium fuel cell]]s&lt;br /&gt;
* Recipes for [[biolab]]s or [[captive biter spawner]]s&lt;br /&gt;
* Recipes for spoilable products&lt;br /&gt;
&lt;br /&gt;
=== Scrap recycling ===&lt;br /&gt;
As a special case, recycling [[scrap]] will perform the [[scrap recycling]] recipe, for which there is no inverse, as scrap can not be crafted. This is used to obtain most resources on [[Fulgora]].&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
Scrap recycling rates:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Scrap|space-age=yes}} || &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Processing unit}}  || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Advanced circuit}}  || 3% || 0.08/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Low density structure}}  || 1%  || 0.02/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Solid fuel}}  || 7%  || 0.19/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Steel plate}}  || 4%  || 0.11/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Concrete}}  || 6%  || 0.16/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Battery}}  || 4%  || 0.11/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Ice|space-age=yes}}  || 5%  || 0.13/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Stone}}  || 4% || 0.11/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Holmium ore|space-age=yes}}  || 1%  || 0.02/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Iron gear wheel}}  || 20%  || 0.55/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Copper cable}}  || 3%  || 0.08/s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the recycler takes in 2.5 scrap/s and spits out 1.47 items/s, meaning 10 recyclers are enough to almost saturate a yellow belt. &amp;lt;br&amp;gt;&lt;br /&gt;
Additionally the recycling times for various items are different from the usual 0.125s. This is not an exhaustive list and is specified in item/s input.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Rates&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Processing unit}}  || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Advanced circuit}}  || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Low density structure}}  || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Steel plate}}  || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Copper plate}}  || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Iron plate}}  || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* If the recycled item has a fluid ingredient, then the smoke emitted from the recycler matches the fluid in colour.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fff-375-recycler-freezeframe.png|500px]]&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;
* [[Quality]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Recycler&amp;diff=203537</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Recycler&amp;diff=203537"/>
		<updated>2024-10-28T12:15:41Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Rewrote to be more organized&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Recycler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;recycler&#039;&#039;&#039; is a building that can convert most items into the ingredients used in their recipes, at the cost of losing 75% of said ingredients. In other words, it performs a lossy reversal of crafting.&lt;br /&gt;
&lt;br /&gt;
It has 4 module slots, but it cannot use [[Productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
When an item enters a recycler, the item&#039;s main recipe is found, and the recycler is automatically set to perform its inverse.&lt;br /&gt;
&lt;br /&gt;
For each type of item used as an ingredient in the recycled item&#039;s main recipe, the number of items returned by the recycler is decided by &amp;lt;code&amp;gt;floor(0.25 * i / o + r) * 100%&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;i&amp;lt;/code&amp;gt; is the number of items used as ingredients, &amp;lt;code&amp;gt;o&amp;lt;/code&amp;gt; is the number of items returned by the recipe, and &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt; is a random number that is greater than or equal to 0 but less than 1. On average, this returns exactly 25% of the items needed to craft one item of the same type as the recycled item. For example, recycling a [[processing unit]] always gives 5 [[electronic circuit]]s while having a 50% chance of returning one [[advanced circuit]].&lt;br /&gt;
&lt;br /&gt;
All fluid ingredients are lost when recycling, as the recycler has no fluid output.[https://www.reddit.com/r/factorio/comments/16d7h82/friday_facts_375_quality/jzpac1z/]&lt;br /&gt;
&lt;br /&gt;
Without quality modules, the resulting items have the same quality as the item being recycled, even if the latter was crafted using lower-quality ingredients. Quality modules can further increase the output&#039;s quality, just like with regular non-recycling recipes.&lt;br /&gt;
&lt;br /&gt;
The recycler has 12 internal slots for its output, but can only hold one stack of each item. The recycler will try to eject the contents of these slots, much like a mining drill. It is therefore not necessary to use an inserter to collect its output.&lt;br /&gt;
&lt;br /&gt;
=== Non-recyclable items ===&lt;br /&gt;
Some items, such as ores, have no recipe, and can therefore not be recycled. There are also some recipes that are irreversible, which include smelting and chemical processes.[https://discord.com/channels/139677590393716737/603392474458882065/1149692470511276152]&lt;br /&gt;
&lt;br /&gt;
When an item with no reversible recipe is &amp;quot;recycled&amp;quot;, then the same item has a 25% chance of being returned, and a 75% chance of being destroyed instead. This can be used to destroy unwanted items, such as byproducts from [[scrap recycling]].&lt;br /&gt;
&lt;br /&gt;
=== Scrap recycling ===&lt;br /&gt;
As a special case, recycling [[scrap]] will perform the [[scrap recycling]] recipe, for which there is no inverse, as scrap can not be crafted. This is used to obtain most resources on [[Fulgora]].&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
Scrap recycling rates:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Scrap|space-age=yes}} || &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Processing unit}}  || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Advanced circuit}}  || 3% || 0.08/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Low density structure}}  || 1%  || 0.02/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Solid fuel}}  || 7%  || 0.19/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Steel plate}}  || 4%  || 0.11/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Concrete}}  || 6%  || 0.16/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Battery}}  || 4%  || 0.11/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Ice|space-age=yes}}  || 5%  || 0.13/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Stone}}  || 4% || 0.11/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Holmium ore|space-age=yes}}  || 1%  || 0.02/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Iron gear wheel}}  || 20%  || 0.55/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Copper cable}}  || 3%  || 0.08/s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the recycler takes in 2.5 scrap/s and spits out 1.47 items/s, meaning 10 recyclers are enough to almost saturate a yellow belt. &amp;lt;br&amp;gt;&lt;br /&gt;
Additionally the recycling times for various items are different from the usual 0.125s. This is not an exhaustive list and is specified in item/s input.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Rates&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Processing unit}}  || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Advanced circuit}}  || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Low density structure}}  || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Steel plate}}  || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Copper plate}}  || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
! {{Imagelink|Iron plate}}  || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* If the recycled item has a fluid ingredient, then the smoke emitted from the recycler matches the fluid in colour.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fff-375-recycler-freezeframe.png|500px]]&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;
* [[Quality]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Electromagnetic_plant&amp;diff=203513</id>
		<title>Infobox:Electromagnetic plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Electromagnetic_plant&amp;diff=203513"/>
		<updated>2024-10-28T10:22:34Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Quality info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category = Production&lt;br /&gt;
|prototype-type = assembling-machine&lt;br /&gt;
|internal-name = electromagnetic-plant&lt;br /&gt;
|dimensions = 4×4&lt;br /&gt;
|image = electromagnetic_plant_entity.png&lt;br /&gt;
|health = {{Quality|350|455|560|665|875}}&lt;br /&gt;
|stack-size = 20&lt;br /&gt;
|energy = 2000 kW electric&lt;br /&gt;
|drain = 66.67 kW electric&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|crafting-speed = {{Quality|2|2.6|3.2|3.8|5}}&lt;br /&gt;
|pollution = 4{{Translation|/m}}&lt;br /&gt;
|modules = 5&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/70%&lt;br /&gt;
|recipe = Time, 10 + Holmium plate, 150 + Processing unit, 50 + Refined concrete, 50 + Steel plate, 50&lt;br /&gt;
|required-technologies = Electromagnetic plant&lt;br /&gt;
|producers = Electromagnetic plant + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|space-age = yes&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=203512</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=203512"/>
		<updated>2024-10-28T10:11:08Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: I was wrong; The probability of skipping a quality level is always 10%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boilerplate&lt;br /&gt;
|icon=No-building-material-icon.png&lt;br /&gt;
|line-1=This article is a lacking sources for details of upcoming changes.&lt;br /&gt;
|line-2=You can help this wiki by [{{fullurl:{{FULLPAGENAME}}|action=edit}} adding them].}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion, it introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of Quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using Quality modules in the producing structure, the two highest quality tiers require technology not available on Nauvis.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (5)&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of quality strength are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% energy output&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +1 tile reach for power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* Larger inventory (unknown boost size)&lt;br /&gt;
* Increased ammo damage (30%?)&lt;br /&gt;
* Faster inserters&lt;br /&gt;
* Reduced resource depletion on miners (likely multiplicative in effect with productivity)&lt;br /&gt;
* Larger capacity on accumulators&lt;br /&gt;
* Increased output rate on nuclear reactors, boilers, and steam engines/turbines&lt;br /&gt;
* Reduced power consumption on beacons&lt;br /&gt;
* Larger scan range on radars&lt;br /&gt;
* +100% durability on consumable items (repair packs, science packs)&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive, a Legendary [[Productivity module 3]] would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings, such as [[Transport belt]]s and [[Wall]]s, only gain increased health.&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that create items have variations for each quality that the item might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items to not clobber belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; The same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds 1%/2%/2.5% quality chance to a machine, depending on its tier.&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
For 10% quality chance crafting recipe with all tiers unlocked, this gives the following odds:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Input !! [[File:quality_normal.png|32px]] chance !! [[File:quality_uncommon.png|32px]] chance !! [[File:quality_rare.png|32px]] chance !! [[File:quality_epic.png|32px]] chance !! [[File:quality_legendary.png|32px]] chance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_normal.png|32px]] || 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] || - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_rare.png|32px]] || - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_epic.png|32px]] || - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_legendary.png|32px]]  || - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For 24.8% quality chance (4x[[File:quality_legendary.png|15px]]Legendary [[quality module 3]]), the odds are instead:&lt;br /&gt;
* 75.2% Normal&lt;br /&gt;
* 22.32% Uncommon (24.8% Uncommon+)&lt;br /&gt;
* 2.232% Rare (2.48% Rare+)&lt;br /&gt;
* 0.2232% Epic (0.248% Epic+)&lt;br /&gt;
* 0.0248% Legendary&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
When using [[Assembling machine 3]]s with the goal of converting all input items to Legendary outputs, and feeding non-Legendary items through a [[Recycler]] with 4 quality modules (as recyclers can&#039;t take productivity modules), the optimal number of quality and productivity modules is as follows:&lt;br /&gt;
* If the quality modules offer less than 15% chance, use 4 quality modules&lt;br /&gt;
* If the quality modules offer 16% (Rare T3s) or 19% (Epic T3s), use 3 quality modules and 1 productivity module&lt;br /&gt;
* If the quality modules offer 25% (Legendary 3s), use 2 of each module&lt;br /&gt;
* If the quality modules offer &#039;&#039;exactly&#039;&#039; 15% (Legendary T2s):&lt;br /&gt;
** When the base quality of the inputs is Epic, use 4 quality modules&lt;br /&gt;
** When the base quality of the inputs is &#039;&#039;not&#039;&#039; Epic, use 3 quality modules&lt;br /&gt;
*** If the productivity modules offer 1.5% or less and the base quality of the inputs is Rare, use 4 quality modules and not 3&lt;br /&gt;
&lt;br /&gt;
It is also more optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Tecanec/Sandbox&amp;diff=203511</id>
		<title>User:Tecanec/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Tecanec/Sandbox&amp;diff=203511"/>
		<updated>2024-10-28T09:26:08Z</updated>

		<summary type="html">&lt;p&gt;Tecanec: Created page with &amp;quot;Letter qualities be like {{Quality|a|b|c|d|e}} amirite  {{Quality|f|g|h|i|j}} j  &amp;lt;span class=&amp;quot;mw-customtoggle-qualityList&amp;quot;&amp;gt;{{{1}}}link=&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;, id=&amp;quot;mw-customcollapsible-qualityList&amp;quot;&amp;gt;(link=a, link=b, link=c, link=d, link=e)&amp;lt;/span&amp;gt; kj   &amp;lt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Letter qualities be like {{Quality|a|b|c|d|e}} amirite&lt;br /&gt;
&lt;br /&gt;
{{Quality|f|g|h|i|j}} j&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-qualityList&amp;quot;&amp;gt;{{{1}}}[[File:quality_info.png|10px|link=]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;, id=&amp;quot;mw-customcollapsible-qualityList&amp;quot;&amp;gt;([[File:quality_normal.png|15px|link=]]a, [[File:quality_uncommon.png|15px|link=]]b, [[File:quality_rare.png|15px|link=]]c, [[File:quality_epic.png|15px|link=]]d, [[File:quality_legendary.png|15px|link=]]e)&amp;lt;/span&amp;gt; kj&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-qualityList&amp;quot;&amp;gt;{{{1}}}[[File:quality_info.png|10px|link=]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;, id=&amp;quot;mw-customcollapsible-qualityList&amp;quot;&amp;gt;([[File:quality_normal.png|15px|link=]]{{{1}}}, [[File:quality_uncommon.png|15px|link=]]{{{2}}}, [[File:quality_rare.png|15px|link=]]{{{3}}}, [[File:quality_epic.png|15px|link=]]{{{4}}}, [[File:quality_legendary.png|15px|link=]]{{{5}}})&amp;lt;/span&amp;gt;&lt;br /&gt;
kh&lt;/div&gt;</summary>
		<author><name>Tecanec</name></author>
	</entry>
</feed>