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	<updated>2026-11-07T02:15:43Z</updated>
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		<id>https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220519</id>
		<title>Lightning rod</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_rod&amp;diff=220519"/>
		<updated>2026-10-22T12:32:45Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Lightning Mechanics */ range is in tiles, not &amp;quot;meters&amp;quot;, also missing parenthesis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning rod}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;lightning rod&#039;&#039;&#039; is a type of lightning attractor, a building from [[Fulgora]]{{SA}} that protects an area from getting struck by lightning from the nightly storms. When struck, they generate [[Power production#Lightning power|power for a limited time]]. The peak power production is limited only by the demands of the connected [[electric system]], but the internal storage is subject to a 150 MW drain in addition to the load from the electric system. It is unlocked by researching the [[Planet discovery Fulgora (research)|Planet discovery Fulgora]] technology. &lt;br /&gt;
&lt;br /&gt;
The lightning rod cannot be crafted on any planet other than Fulgora, as other planets lack the same strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== Lightning mechanics ==&lt;br /&gt;
{{Main|Fulgora#Lightning}}&lt;br /&gt;
&lt;br /&gt;
For the purposes of understanding lightning rods, there are a few important behaviors of lightning. First is that one can expect 6.48 lightning strikes per night per chunk (32×32 tiles). Each strike contains 1 GJ which can be used to recharge lightning rods and [[lightning collector]]s. The net efficiency of the lightning rods will significantly lower the amount that can be converted to usable energy (see [[Lightning rod#Net Efficiency|net efficiency]] below). The reach of lightning is 10 tiles and lightning strikes do 100 electric damage to struck entities.&lt;br /&gt;
&lt;br /&gt;
Most importantly, each lightning strike will have a &amp;quot;source&amp;quot; and a &amp;quot;target&amp;quot;. If the source of a strike is within &amp;lt;code&amp;gt;building_reach+ lightning_reach&amp;lt;/code&amp;gt; of a lightning attractor (i.e. within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; tiles), then that strike is guaranteed to only hit lightning attractors.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
Lightning rods are guaranteed to protect buildings whose center is within the blue coverage zone. This coverage zone is made visible whenever a lightning rod is selected or hovered over. Hovering over or selecting lightning rods will also cause unprotected buildings to display a red border around them. This can be useful when buildings lack power as the plug warning icon will override the thundercloud warning icon. Protection occurs by simply making the lightning rod become the target of the strike. But since lightning rods have 100% electric [[resistance]], they take no damage when struck. For reference, a large island on [[Fulgora]] can be ~25 chunks, requiring between ~8 - 45 lightning rods depending on rod quality, tiling, and island shape.&lt;br /&gt;
&lt;br /&gt;
Technically, the blue coverage zone doesn&#039;t actually do anything; it is merely a visualization aid. All protection is caused by the fact that lightning with a source within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of an attractor will target the attractor. Remember that &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;. The blue coverage zone is merely a reflection of which tiles cannot be the targets of any generated lightning. Another way to express this is that a location will be within the blue coverage zone if and only if all locations within 10 meters are within the range of a lightning attractor. This has two important implications.&lt;br /&gt;
&lt;br /&gt;
First, the blue coverage around an isolated rod or collector is, by default, equal to a circle of radius &amp;lt;code&amp;gt;building_reach&amp;lt;/code&amp;gt; since lightning with a source just outside &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; can &amp;quot;reach in&amp;quot; &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; meters and hit objects just outside the circle. Second, attractors whose ranges begins to overlap will remove potential sources for lightning strikes targeting tiles in the ring between the building reach and the range. As they get closer more potential lightning sources for tiles in the region are removed and eventually all potential sources for some tiles are removed. When this occurs the blue coverage zone will expand to include them.&lt;br /&gt;
&lt;br /&gt;
=== Tiling Options ===&lt;br /&gt;
An equilateral triangular tiling is most efficient as this maximizes circle packing when arranged in a hexagonal tiling. For all lightning rods a nearly equilateral triangle of &amp;lt;code&amp;gt;base: 2 x building_reach&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;height: 0.87 x building_reach&amp;lt;/code&amp;gt; will work and provide plenty of flexibility to move the vertices to accommodate interference from buildings. If flexibility is not needed, one can stretch out the size of each tile to the maximums described below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Triangle !! Square&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || Base: 42 Height: 34 || Side: 35&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]]Uncommon || Base: 52 Height: 43 || Side: 41&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]]Rare || Base: 60 Height: 50 || Side: 48&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]]Epic || Base: 66 Height: 56 || Side: 55&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]]Legendary|| Base: 82 Height: 70 || Side: 67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are center-to-center distances. The gap between rods will be 1 less than these.&lt;br /&gt;
&lt;br /&gt;
Islands on Fulgora are relatively small and jagged so one will still be required to fill in gaps on the edges in an ad-hoc manner. With reasonably good tiling lightning rods will, on average, cover at least the circular coverage implied by their reach (3.14 x building_reach²) even accounting for the edges of islands. This makes circular coverage a useful estimator for max power. &lt;br /&gt;
&lt;br /&gt;
To align with a 50x50 tiling of roboports one can tile rare lightning rods in an isosceles triangle pattern or epic lightning rods in a square pattern. More generally, aligning with a M x N grid (with M &amp;gt; N for simplicity) with triangles requires that the base &amp;gt; M and height &amp;gt; N. With squares aligning requires that side &amp;gt; M.&lt;br /&gt;
&lt;br /&gt;
== Net Efficiency == &lt;br /&gt;
&lt;br /&gt;
Lightning rods are ultimately energy storage devices which are recharged with lightning strikes and have unlimited power output potential. However the 150MW drain-to-ground means that they are very lossy storage devices which will rapidly dissipate their stored energy even if unconnected. The actual usable energy we get out of a lightning rod per lightning strike is thus less than strike energy times efficiency. This section provides an overview of this relationship. &lt;br /&gt;
&lt;br /&gt;
===Definition of Net Efficiency===&lt;br /&gt;
Energy stored in a lightning rod will inevitably go to one of two sources: base power or drain. With &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; representing power and &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; representing the drain-to-ground, it can be readily seen that the fraction of total energy that goes to each is simply &amp;lt;code&amp;gt;P/(P+d)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;d/(P+d)&amp;lt;/code&amp;gt; respectively. To see this note that energy-to-source = power-to-source x time and taking the ratio of energy-to-source over total energy will lead to cancelation leaving one with the desired result. &lt;br /&gt;
&lt;br /&gt;
This means we can define a &amp;quot;net efficiency&amp;quot; (which depends on power) of the lightning rod that takes into account the drain by simply multiplying efficiency by the fraction of power we can actually use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;Net Efficiency(power) = Efficiency x power/(drain + power)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; active lightning rods on average then for the purposes of net efficiency analysis, this is effectively 1 big lightning rod with 10 drain sources. Thus for N lightning rods we have a net efficiency of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Net Efficiency(power, N) = Efficiency x power / (drain x N + power) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Implications===&lt;br /&gt;
&lt;br /&gt;
Increasing the size of the lightning rod network increases the maximum sustainable net efficiency achievable by increasing the highest sustainable base demand that can be met. As mentioned this will reduce the energy lost to the drain. This leads to a non-linear effect where e.g. going from a network with 30 chunks in range to 150 chunks in range increases the max sustainable power by 10x rather than 5x. &lt;br /&gt;
&lt;br /&gt;
Since isolated large islands are common, the table below assumes 30 chunks are within range and range per rod equivalent to 3.14 x building_reach². Even at very high power consumption the stochastic nature of lightning strikes and large area means that multiple lightning rods will be powered simultaneously. The best case number of simultaneously powered rods (caused by perfectly spaced lightning) is shown in the table. This means the power figures in the table are more of an upper bound. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Range (Chunks) !! Rods per Large Island !! Simultaneous Powered Rods !! Night-time Power (MW) !! Net Efficiency Achieved&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Quality_normal.png|15px]] Normal || 0.7 || 44 || 1.5 || 200 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|15px]] Uncommon || 1.2 || 26 || 1.5 || 340 || 16%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|15px]] Rare || 1.8 || 17 || 2 || 390 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|15px]] Epic || 2.5 || 13 || 3 || 430 || 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|15px]] Legendary || 4.3 || 8 || 4 || 640 || 25% &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Total continuous power achievable over the entire day requires halving the above. Again, larger tilings of connected lightning rods will be able to achieve higher net efficiencies, but convergence of net efficiency to listed efficiency is slow. Even arrays ten times larger than the table above will have net efficiencies which are still only 90%-95% of listed efficiency. In practice, net efficiency will be noticeably lower than listed efficiency unless one merges the network of several large islands.&lt;br /&gt;
&lt;br /&gt;
One should note that increased quality leads to the following effects:&lt;br /&gt;
* Higher quality Lightning rods stay powered longer due to higher efficiency and lightning strike frequency. This can lead to more rods being powered simultaneously which increases the drain and reduces efficiency slightly.&lt;br /&gt;
* The number of active rods is constantly in flux due to the nature of lightning. Higher quality (and properly tiled) lightning rods have lower variance for number of active rods, making max achievable power more predictable. &lt;br /&gt;
* Quality lightning rods can reach further into the oil ocean, effectively increasing the coverage area for a given island. &lt;br /&gt;
* The vast majority of the increased efficiency of higher quality lightning rods comes from the higher base efficiency. This means re-tiling is not usually necessary unless many rods are active simultaneously and power-density of the base is quite high.&lt;br /&gt;
As the table above indicates, in smaller networks the increased number of active drains with higher quality dramatically dampens the benefit of increased quality. In larger networks each increase in quality allows for an ~20% - 30% increase in max sustainable power.&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;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Environmental protection}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220506</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=220506"/>
		<updated>2026-10-20T17:19:02Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Exclusive Items */ add intermediates (can be crafted off Fulgora, though you have to ship holmium ore for them)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&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;
[[Planet discovery Fulgora (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-fulgora}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive items ==&lt;br /&gt;
[[Scrap]] can only be found on Fulgora, in mineable scrap patches or from detritus scattered across the planet. [[Holmium ore]] can only be obtained by recycling scrap.&lt;br /&gt;
&lt;br /&gt;
The following intermediates can be crafted off Fulgora, but this requires shipping [[holmium ore]] as holmium solution and electrolyte can&#039;t be barrelled for shipping:&lt;br /&gt;
* {{imagelink|Holmium solution|space-age=yes}}&lt;br /&gt;
* {{imagelink|Electrolyte|space-age=yes}}&lt;br /&gt;
* {{imagelink|Holmium plate|space-age=yes}}&lt;br /&gt;
* {{imagelink|Supercapacitor|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Fulgora and can only be crafted on-planet:&lt;br /&gt;
* {{imagelink|Electromagnetic science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Electromagnetic plant|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning collector|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning rod|space-age=yes}}&lt;br /&gt;
* {{imagelink|Recycler|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Fulgora but can be crafted elsewhere:&lt;br /&gt;
* {{imagelink|Superconductor|space-age=yes}}&lt;br /&gt;
* {{imagelink|Mech armor|space-age=yes}}&lt;br /&gt;
* {{imagelink|Personal battery MK3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Energy shield MK2}}&lt;br /&gt;
* {{imagelink|Personal roboport MK2}}&lt;br /&gt;
* {{imagelink|Quality module 3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Tesla turret|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fulgora Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 3 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 99&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 800&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 8&lt;br /&gt;
|}&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 [[fulgoran ruin|alien ruins]] as well as [[fulgoran lightning attractor]]s, which can protect you at night until you build your own [[lightning rod]]s. Plateaus also hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oil sands&#039;&#039;&#039; or &#039;&#039;&#039;oil oceans&#039;&#039;&#039;&amp;lt;!-- &amp;quot;Oil sands&amp;quot; in FFF-399, &amp;quot;Oil oceans&amp;quot; in-game --&amp;gt; are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s. You can walk through them, but occasional &#039;&#039;&#039;deep oil oceans&#039;&#039;&#039; will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oil oceans to produce an unlimited amount of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
=== Oil oceans ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[oil ocean]]s, on which nothing except for [[rail support]]s can be built. Traversal by foot across the ocean is possible, but slow. The oceans 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 until [[rail support foundations (research)]] is researched.&lt;br /&gt;
&lt;br /&gt;
Much later, [[foundation]] can be researched, which allows for building on top of the oceans.&lt;br /&gt;
&lt;br /&gt;
=== Plateaus ===&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands always have a [[Fulgoran vault ruin]], usually other [[Fulgoran ruin|ruins]], and a massive amount of [[scrap]] in a dense pile.&lt;br /&gt;
* Medium islands have a large amount of smaller ruins and usually scattered patches with much smaller amount of scrap.&lt;br /&gt;
* Large islands with no resources other than some [[fulgorite]] and a few ruins.&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island. 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]]. Islands are often bordered by [[cliff]]s, which can make placing [[rail ramp]]s difficult without access to [[cliff explosives]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
During [[time|nighttime]], dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. Each tick a coordinate may become a source of lightning and, if so, lightning will strike within 10 tiles of the source. &lt;br /&gt;
&lt;br /&gt;
Testing shows that lightning storms very likely have the following properties:&lt;br /&gt;
* The duration of lightning storms is 90 seconds, spanning half the cycle (during the in-game sunrise and sunset phase as well as night)&lt;br /&gt;
* Storms start at 0 intensity and increase in intensity during sunset, hold maximum intensity at night, then decrease in intensity during sunrise(analogous to solar power).&lt;br /&gt;
* The expected number of lightning strikes per second within a [[chunk]] starts at 0 then increases by 1/18000 each tick up to a maximum of 0.12 strikes per second. Hence, the number of lightning strikes per chunk per tick follows a [[Wikipedia: Poisson distribution|Poisson distribution]] with Poisson_parameter(t) = expected_number_of_strikes(t). &lt;br /&gt;
* At peak intensity, each chunk is expected to get 0.12 strikes per seconds. This is one strike every 8.33 seconds. &lt;br /&gt;
* One can expect 6.48 lightning strikes per chunk per night (or 0.072 strikes per second on average). This follows directly from the properties of Poisson random variables and has been verified empirically. For the vast majority of purposes, treating lightning at night as having constant rate will be accurate enough. &lt;br /&gt;
* Taken together this makes the timestamps of lightning strikes able to be modeled as an [[Wikipedia: poisson point process#Inhomogeneous_Poisson_point_process|inhomogenous Poisson point process]]. However such detailed modelling is unnecessary.&lt;br /&gt;
&lt;br /&gt;
Individual lightning strikes likely have the following behavior:&lt;br /&gt;
* If a lightning strike is to generate, a tile/coordinate is chosen as the source. A target for the lightning strike is then chosen within &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; tiles based on priority and lightning attractors nearby.&lt;br /&gt;
* &amp;lt;code&amp;gt;lightning_reach&amp;lt;/code&amp;gt; = 10. &lt;br /&gt;
* Any lightning with a source that is within &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; meters of a lightning attractor (i.e. a [[Fulgoran lightning attractor]], a [[lightning rod]], or a [[lightning collector]]) will count that attractor as a valid target. Since lightning attractors have the highest priority, this ensures strikes within range of a lightning attractor will always hit the attractor (or an attractor if multiple are nearby). Keep in mind lightning attractor range is: &amp;lt;code&amp;gt;building_reach + lightning_reach&amp;lt;/code&amp;gt;&lt;br /&gt;
* Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
* Lightning deals 100 electric damage to struck entities. &lt;br /&gt;
* Lightning strikes contain 1 GJ of energy that can be used to charge lightning attractors&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran vault ruin]] || 95&lt;br /&gt;
|-&lt;br /&gt;
| Colossal [[Fulgoran ruin]] || 94&lt;br /&gt;
|-&lt;br /&gt;
| Huge [[Fulgoran ruin]] || 93&lt;br /&gt;
|-&lt;br /&gt;
| Big [[Fulgoran ruin]] || 92&lt;br /&gt;
|-&lt;br /&gt;
| Medium [[Fulgoran ruin]] || 91&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes and pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports and bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}} {{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal chests (notably &#039;&#039;not&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars and tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some modded situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning immune entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail signals (notably not [[train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees and entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lightning rods and collectors ===&lt;br /&gt;
&lt;br /&gt;
[[Lightning rod]]s and [[lightning collector]]s serve a secondary function beyond protecting an area from lightning strikes. They convert lightning into stored power, which [[Power production#Lightning power|they quickly discharge]] into the local [[electric system]]. 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 becomes 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 numerous 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. [[Player]]s can also recycle by hand provided the recipe has been unlocked.&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}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since this list includes intermediate products, such as [[processing unit]]s, but no iron or copper plates, players are generally 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 cluttering their belts with unused resources.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained from [[ice]] (from recycling [[scrap]]) via [[ice melting]]&lt;br /&gt;
* [[Stone]] can be obtained by recycling [[scrap]]&lt;br /&gt;
* [[Iron ore]] can be obtained by recycling [[concrete]]&lt;br /&gt;
* [[Iron plate]] can be obtained by recycling [[iron gear wheel]], [[battery]], or [[electronic circuit]]&lt;br /&gt;
* [[Copper plate]] can be obtained by recycling [[copper cable]], [[battery]], or [[low density structure]]&lt;br /&gt;
* [[Coal]] cannot be obtained and must be shipped in from other planets. However:&lt;br /&gt;
** [[Plastic bar]] can be obtained by recycling [[advanced circuit]] or [[low density structure]]&lt;br /&gt;
** There are no [[enemies]] on-planet, so [[explosives]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[heavy oil]] is readily available using [[offshore pump]]s&lt;br /&gt;
* [[Copper ore]] is not available as the only recipe it is used in is copper plates and smelting processes cannot be reversed&lt;br /&gt;
* [[Uranium]] is not available eliminating nuclear power without importing from off planet&lt;br /&gt;
&lt;br /&gt;
== Power Considerations ==&lt;br /&gt;
=== Lightning Power ===&lt;br /&gt;
&amp;lt;i&amp;gt;Main Article: [[Power production#Lightning power]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roughly speaking, placing lightning rods as needed for coverage will provide more than enough power at night unless one has end-game bases with very high power-density. [[Lightning rod #Net Efficiency]] has information relevant for realistic power-densities that can be maintained sustainably with lightning power. &lt;br /&gt;
&lt;br /&gt;
Since lightning only occurs at night, one must use accumulators to make lightning energy available during the day. If not using any other source of power during the day, one should place enough accumulators to cover ~60% of the day&#039;s duration to be safe. For every 1 MW of base demand, this is 108 MJ of storage (22 - 4 accumulators per MW depending on quality). Note that accumulators add extra load to the grid at night (0.3 - 0.75 MW per accumulator depending on quality). This is actually beneficial as it reduces the lightning energy lost to the drain mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Power ===&lt;br /&gt;
&lt;br /&gt;
The lightning mechanic offers free electricity, but this is not always adequate on its own and it may be desirable to setup auxiliary or backup power for when accumulators run low. The primary considerations or limiting factors to setting up power generation are water from ice, and physical space due to the lack of usable land on the surface.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Solid Fuel Burning:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using boilers with solid fuel offers 0.3 MJ per unit of water, and offers an energy density of ~0.05 MW per tile of surface area (36 tiles for two steam engines and a boiler). Using a heat exchanger offers 0.97 MJ per unit of water and offers an energy density of around 0.3 MW per tile (depending on layout), making it ~6x more space efficient and 3.2x more water efficient. &lt;br /&gt;
&lt;br /&gt;
If using native [[Scrap]] output ratios and no productivity on ice to water, one can obtain 7 solid fuel per 100 units of water per 100 scrap. This yields:&lt;br /&gt;
* Via boilers: 84 MJ from solid fuel, 30 MJ from water. Thus only 35% of solid fuel can be used.&lt;br /&gt;
* Via heating tower + heat exchangers: 210 MJ from solid fuel, 97 MJ from water. Thus only 46% of solid fuel can be used. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Water Production&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 unstacked blue belt is 45 scrap per second. If run during only 50% of the day, this means each blue belt can provide at most 27 MW (via steam engines) or ~87 MW (via steam turbines) of power during the day without productivity on either scrap output or ice to water. Keep in mind that most Fulgora setups require some water so this is only an upper bound, not an estimate of what is sustainable. When recycling scrap becomes output bound, one is limited to 45MW and 145MW respectively per blue belt of scrap output. With normal productivity module 3s on ice to water this can rise to 58.5 MW and ~190 MW respectively. &lt;br /&gt;
&lt;br /&gt;
Water can also be imported from off planet if supply is a significant issue. But since power demand is correlated with scrap processing, it is unlikely that this will be necessary. For example, 240 scrap-output per second (1 stacked turbo belt of gears, solid fuel, ice, etc.) provides enough ice for at most 1 GW of power generation during the day:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;240 output/sec x 0.0833 ice/output x 20 water/ice x 1.3 (productivity) x 2 (run half the day) = ~1040 water/sec in daytime --&amp;gt; ~1 GW power&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Other Info&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regarding heat production, heating towers offer ~4.4 MW per tile, making them initially superior to nuclear at 1.6 MW per tile for a single reactor, but at scale due to the neighbor bonus nuclear can achieve higher energy density. Any reactor array larger than 1x2 will effectively achieve a higher energy density than heating towers. However excess heat from a reactor must be stored in either extra heat pipes or steam which will significantly reduce the power density. The reactor will also need uranium or uranium fuel cells imported. &lt;br /&gt;
&lt;br /&gt;
Solar panels do not require any water, but receive an 80% penalty on Fulgora, producing only 12 kW, or ~1.3 kW per tile. Note this is in kW, not MW. Given that fuel is abundant and space is limited and water is not impossible to acquire, this makes solar effectively worthless on Fulgora.&lt;br /&gt;
&lt;br /&gt;
For reference, normal accumulators discharging their entire energy reserve over ~60% of the day will only output 0.045 MW and will take up 4 tiles for ~0.011 MW per tile. Even legendary accumulators will only have a power-density of ~0.07 MW per tile. This is far below the steam-based power above. &lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
 - Non-accumulator power is constrained by ice availability. &lt;br /&gt;
 - Heat Exchangers are ~3x more water efficient than boilers&lt;br /&gt;
 - Solar panels should be avoided, effectively replaced by lightning&lt;br /&gt;
 - Accumulators are significantly less power-dense than steam-based energy sources.&lt;br /&gt;
&lt;br /&gt;
=== Optimization Tips ===&lt;br /&gt;
Fulgora has no pollution mechanic, and an overabundance of fuel. If electricity problems arise due to lack of power generation, burners are significantly more viable on Fulgora than in the base game and can help ease electrical consumption. Using burner miners, burner inserters, and steel furnaces can significantly ease electrical consumption as long as modules aren&#039;t required and throughput doesn&#039;t become an issue. This also helps use up excess solid fuel&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Fulgora]] is connected to 3 other planets: [[Nauvis]], [[Gleba]], and [[Aquilo]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]|| 30,000&lt;br /&gt;
|}&lt;br /&gt;
&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_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Nauvis to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Gleba to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from Fulgora to Aquilo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&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;th&amp;gt;Big&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;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&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;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&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;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&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;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 120%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk || .25&lt;br /&gt;
|-&lt;br /&gt;
| Medium || .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{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;
fulgora landscape titlescreen.png|Fulgora seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The planet&#039;s ruins suggest that an unknown civilization once existed there before the game&#039;s events.&lt;br /&gt;
* In mythology, Fulgora is the Roman personification of lightning, and a shieldmaiden to the god of thunder, Jupiter.&lt;br /&gt;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]], as well as lightning observed on other planets like Jupiter, Saturn, Uranus, and Neptune.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Stone_brick&amp;diff=220505</id>
		<title>Stone brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Stone_brick&amp;diff=220505"/>
		<updated>2026-10-20T16:52:03Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: can&amp;#039;t place stone bricks on Aquilo except on snow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Stone brick}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone bricks&#039;&#039;&#039; are produced from [[stone]] in any furnace, and are used in multiple recipes as well as placing them to create stone paths.&lt;br /&gt;
&lt;br /&gt;
Recipes in which they are used include the two advanced types of furnace (meaning they are used in research), as well as more advanced stone products, notably [[concrete]]. It is more material efficient to use concrete for paths, as double the amount of tiles are produced from the same amount of stone.&lt;br /&gt;
&lt;br /&gt;
Stone path increases walking speed by 30% and reduces vehicle rolling resistance, allowing for improved acceleration and top speed. However, any type of path practically prevents pollution absorption by terrain, so extensive use of paths may cause the factory&#039;s pollution to spread farther. Stone paths have no effect on the movement speed of [[enemies]].&lt;br /&gt;
&lt;br /&gt;
Stone brick crafting can use [[productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Holding them allows the player to mine any type of [[Tile#Usage|path]], and placing them over another type of path automatically mines the previous path.&lt;br /&gt;
&lt;br /&gt;
Stone paths are placed using {{Keybinding|lmb}} and can be removed by using {{Keybinding|rmb}} while holding any kind of path. &lt;br /&gt;
The area in which stone bricks are placed can be increased and decreased by using {{Keybinding|numplus}} and {{Keybinding|numminus}}.&lt;br /&gt;
&lt;br /&gt;
On [[Aquilo]]{{SA}}, stone brick paths can be placed on snow, but not bare ice or ice platforms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Crafting time reduced from 3.5 to 3.2 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* All terrains, including stone path and concrete, have transitions with water.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.12.17|&lt;br /&gt;
* Updated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.12.0|&lt;br /&gt;
* Stone bricks are now used in stone paths, and in [[concrete]].&lt;br /&gt;
* Terrain modifies vehicle friction force (sand: 1.8, grass: 1.6, dirt: 1.4, stone path: 1.1, concrete: 0.8).}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.3.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Concrete]]&lt;br /&gt;
* [[Hazard concrete]]&lt;br /&gt;
* [[Refined concrete]]&lt;br /&gt;
* [[Refined hazard concrete]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Terrain}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=220504</id>
		<title>Aquilo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=220504"/>
		<updated>2026-10-20T16:44:44Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Mechanics */ malapropism spare -&amp;gt; save&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:aquilo_preview.png|210px|right]]&#039;&#039;&#039;Aquilo&#039;&#039;&#039; is a desolate, freezing ocean [[planet]]. Its surface consists solely of a vast ocean of liquid ammonia, with the occasional floating iceberg.&lt;br /&gt;
&lt;br /&gt;
Progression wise, Aquilo is meant to be visited after establishing factories on all the previous planets. [[Planet discovery Aquilo (research)]] requires [[rocket turret]]s, [[Advanced asteroid processing (research)]], and [[heating tower]]s from Gleba, [[Asteroid reprocessing (research)]] from [[Vulcanus]], and [[Electromagnetic science pack (research)]] from [[Fulgora]].&lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Aquilo (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-aquilo}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive items ==&lt;br /&gt;
[[Lithium brine]], [[ammoniacal solution]], and [[fluorine]] can only be obtained on Aquilo.&lt;br /&gt;
&lt;br /&gt;
The following items have recipes with an explicit restriction that they can only be crafted on Aquilo:&lt;br /&gt;
*{{imagelink|Cryogenic plant|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fusion generator|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fusion reactor|space-age=yes}}&lt;br /&gt;
*{{imagelink|Cryogenic science pack|space-age=yes}}&lt;br /&gt;
*{{imagelink|Quantum processor|space-age=yes}} (can also be crafted on [[space platform]]s)&lt;br /&gt;
&lt;br /&gt;
The following fluids are extracted from or produced on Aquilo and cannot be [[barrel|barrelled]] for transport elsewhere, making them exclusive to Aquilo:&lt;br /&gt;
*{{imagelink|Ammoniacal solution|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fluorine|space-age=yes}}&lt;br /&gt;
*{{imagelink|Lithium brine|space-age=yes}}&lt;br /&gt;
*{{imagelink|Ammonia|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
Because the above fluids cannot be taken off of Aquilo, any recipe that directly consumes them is de-facto exclusive to Aquilo:&lt;br /&gt;
*{{imagelink|Fluoroketone (hot)|space-age=yes}}&lt;br /&gt;
*{{imagelink|Lithium|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fusion power cell|space-age=yes}}&lt;br /&gt;
*{{imagelink|Solid fuel from ammonia|space-age=yes}}&lt;br /&gt;
*{{imagelink|Ammonia rocket fuel|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following can be crafted elsewhere, but are unlocked on Aquilo:&lt;br /&gt;
*{{imagelink|Fluoroketone (cold)|space-age=yes}}&lt;br /&gt;
*{{imagelink|Lithium plate|space-age=yes}}&lt;br /&gt;
*{{imagelink|Foundation|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun turret|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun ammo|space-age=yes}}&lt;br /&gt;
*{{imagelink|Captive biter spawner|space-age=yes}}&lt;br /&gt;
*{{imagelink|Portable fusion reactor|space-age=yes}}&lt;br /&gt;
*{{imagelink|Promethium science pack|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aquilo Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 20 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 10&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 1%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 300&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 15&lt;br /&gt;
|-&lt;br /&gt;
| Robot energy usage || 500%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
In terms of directly exploitable natural resources, Aquilo has:&lt;br /&gt;
* [[Ammoniacal solution]]{{SA}} (via [[offshore pump]] on the edge of the ammoniacal seas)&lt;br /&gt;
* [[Lithium brine]]{{SA}} (via [[pumpjack]])&lt;br /&gt;
* [[Fluorine]]{{SA}} (via pumpjack)&lt;br /&gt;
* [[Crude oil]] (via pumpjack)&lt;br /&gt;
&lt;br /&gt;
Limited amounts of [[lithium]], [[ice]], and [[ice platform]] can be gathered from [[lithium ice formation]]s, but are otherwise crafted.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained via [[ammoniacal solution separation]] and [[ice melting]]&lt;br /&gt;
* [[Stone]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Iron ore]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Copper ore]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Coal]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Crude oil]] can be obtained using pumpjacks as normal&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
The starting area on Aquilo is a relatively small patch of snow and ice terrain. Beyond this small platform are the vast ammoniacal seas, which have small dots of icey terrain in them, usually around [[crude_oil|crude oil]], [[fluorine]]{{SA}}, or [[lithium_brine|lithium brine]]{{SA}} resource geysers. Aquilo has nothing to drill with any kind of miner. All natural resources, save the [[lithium ice formation]]s, are gathered either by an [[offshore pump]] or [[pumpjack]]. Bases on Aquilo will be reliant on regularly shipping in resources from other planets.&lt;br /&gt;
&lt;br /&gt;
As the ratio of gravity to atmospheric pressure is 5 times higher than other planets, any airborne [[construction robot|construction robots]] and [[logistic robot|logistic robots]] consume proportionally 5 times more power than normal.&lt;br /&gt;
&lt;br /&gt;
=== Ice terrain ===&lt;br /&gt;
&lt;br /&gt;
On Aquilo, most terrain must be constructed, but [[landfill]] and [[foundation]]{{SA}} are no help. Instead, [[ice platform]]s{{SA}} have to be used. These platforms are created by first using [[ammoniacal solution separation]]{{SA}} to make [[ice]]{{SA}} and [[ammonia]]{{SA}}, then re-combining those into a platform that can be placed on the ocean like [[landfill]].&lt;br /&gt;
&lt;br /&gt;
Snowy terrain can be built on directly, but on any kind of ice terrain or ice platform, most buildings will require an insulating floor of [[concrete]] tiles or derivatives before they can be placed. [[Stone brick]]s cannot be used to pave ice.&lt;br /&gt;
&lt;br /&gt;
=== Freezing ===&lt;br /&gt;
Aquilo is brutally cold. Most buildings will freeze and stop working unless heated by a [[heat pipe]] or heat generator. Heat can be generated by the [[nuclear reactor]] or [[heating tower]]{{SA}}. &lt;br /&gt;
&lt;br /&gt;
Once a building is adjacent to a heat source above 30°C, it will consume heat energy to maintain its state, reducing the energy (and temperature) in the heat source. Different entities consume different amounts of heat to prevent freezing.&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
* [[Underground belt]]s and [[pipe to ground|pipes to ground]] are substantially larger heat drains than their above-ground versions &lt;br /&gt;
* Heat pipes do not lose heat to the environment; they only lose heat to entities that need to be kept warm. &lt;br /&gt;
* All [[burner devices|burner]] entities and heat-producing machines are immune to freezing.&lt;br /&gt;
&lt;br /&gt;
For details on heat throughput, see the [[heat pipe]] page.&lt;br /&gt;
&lt;br /&gt;
A building is adjacent to a heat source when it is one tile away from the heat source either orthogonally or diagonally. All of the pipes would be heated in the below example:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Just using a one-row table here for display purposes, trying to use wide stretchy preformatted box or block quotes as insets was ugly --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Ice_platform.png|24px|link=Ice_platform]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Ice_platform.png|24px|link=Ice_platform]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Pipe.png|24px|link=Pipe]][[File:Pipe.png|24px|link=pipe]][[File:Heat_pipe.png|24px|link=heat_pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=Pipe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Pipe.png|24px|link=pipe]][[File:Heating_tower.png|72px|link=Heating_tower]][[File:Pipe.png|24px|link=pipe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[File:Heat_demo.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Entity heat consumption&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Kilowatts&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt}} {{Icon|Fast transport belt}} {{Icon|Express transport belt}} {{Icon|Turbo transport belt}}|| 10&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Underground belt}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fast underground belt}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Express underground belt}} || 150&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Turbo underground belt}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Splitter}} {{Icon|Fast splitter}} {{Icon|Express splitter}} {{Icon|Turbo splitter}} || 40&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pipe}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pipe to ground}} || 150&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter}} {{Icon|Fast inserter}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Long-handed inserter}} {{Icon|Bulk inserter}} {{Icon|Stack inserter}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Steam engine}} {{Icon|Steam turbine}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Rocket turret}} {{Icon|Railgun turret}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Arithmetic combinator}} {{Icon|Decider combinator}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Selector combinator}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine 1}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Electric furnace}} {{Icon|Chemical plant}} {{Icon|Lab}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cryogenic plant}} {{Icon|Recycler}} {{Icon|Biochamber}} {{Icon|Electromagnetic plant}} {{Icon|Centrifuge}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Oil refinery}} {{Icon|Artillery turret}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Foundry}} {{Icon|Radar}} {{Icon|Roboport}} {{Icon|Rocket silo}} || 300&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Beacon}} ||400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following entities are immune to freezing. Many may be placed directly on ice tiles, they are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile !!  Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Offshore pump}} || Offshore pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Wooden chest}} {{Icon|Iron chest}} {{Icon|Steel chest}} {{Icon|Active provider chest}} {{Icon|Passive provider chest}} {{Icon|Storage chest}} {{Icon|Buffer chest}} {{Icon|Requester chest}} || Chests&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Small electric pole}} {{Icon|Medium electric pole}} {{Icon|Big electric pole}} {{Icon|Substation}} || Electric poles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Solar panel}} {{Icon|Accumulator}} {{Icon|Lamp}} {{Icon|Constant combinator}} || Basic electric devices&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Tesla turret}} || Tesla turrets&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Construction robot}} {{Icon|Logistic robot}} {{Icon|Defender capsule}} {{Icon|Distractor capsule}} {{Icon|Destroyer capsule}} || Bots&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Car}} {{Icon|Tank}} {{Icon|Spidertron}} || Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Locomotive}} {{Icon|Cargo wagon}} {{Icon|Fluid wagon}} {{Icon|Artillery wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Straight rail}} {{Icon|Rail ramp}} {{Icon|Train stop}} {{Icon|Rail signal}} {{Icon|Rail chain signal}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Any || {{Icon|Rail support}} || Rail pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}} || {{Icon|Cargo landing pad}} {{Icon|Cargo bay}} || Space cargo&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Display panel}} || Player notification devices&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Burner inserter}} {{Icon|Boiler}} {{Icon|Stone furnace}} {{Icon|Steel furnace}} || Burner entities&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Nuclear reactor}} {{Icon|Heat exchanger}} {{Icon|Heating tower}} {{Icon|Heat pipe}} || Heat generators and heat pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Fusion reactor}} {{Icon|Fusion generator}} || Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Flamethrower turret}}  || Flamethrower turrets&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Wall}} {{Icon|Gate}} || Walls and gates&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Solar energy ===&lt;br /&gt;
Aquilo is far from its sun, and so [[solar panel]]s on its surface only output at 1% of their rate on Nauvis: 0.6 kW peak production. This makes panels practical for little more than powering the first machines to produce the water needed for real power generation.&lt;br /&gt;
&lt;br /&gt;
The minimum machines needed to produce water is either a single [[chemical plant]] to melt [[ice]] (which can initially be dropped from a space platform), or a single [[assembling machine 2]] to [[barrel|empty barrels of water]] also dropped from the platform. Assembling machine 2s require less power than chemical plants, and the unbarreling recipe is faster than [[ice melting]]. So on the whole, the assembler version will be faster.&lt;br /&gt;
&lt;br /&gt;
Note that it is not necessary to fully power these machines. As long as the available power is greater than their drain, they will be able to function, albeit at reduced speed. [[Efficiency module]]s can speed this process up. With 3 efficiency modules, an assembling machine 2 only needs 35 kW to run at full speed (59 solar panels). To reach just 1/8th of max speed requires only 8.75 kW, which only needs 15 (base [[quality]]) solar panels.&lt;br /&gt;
&lt;br /&gt;
Once even a little water is available, [[heat exchanger]]s heated by either [[heating tower]]s or [[nuclear reactor]]s can feed [[steam turbine]]s for power. This power can be used to process [[ammoniacal solution separation]] to generate ice, which can be melted into water for continuous power generation.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Aquilo]] is connected to 2 other planets, [[Gleba]]{{SA}} and [[Fulgora]]{{SA}}, along with the [[Solar system edge]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]{{SA}}|| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]]{{SA}}|| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Solar system edge]]{{SA}}|| 100,000&lt;br /&gt;
|}&lt;br /&gt;
&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_Gleba_Aquilo.png]] &amp;lt;br&amp;gt; Space route from [[Gleba]] to [[Aquilo]]&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from [[Fulgora]] to [[Aquilo]]&lt;br /&gt;
| [[File:Asteroid_chart_Aquilo_Solar_System_Edge.png]] &amp;lt;br&amp;gt; Space route from [[Aquilo]] to [[Solar system edge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&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;th&amp;gt;Big&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;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&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;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&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;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&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;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 60%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 2 &lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| 0.10&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| 0&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0.25&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{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;
aquilo_landscape.png|Example landscape of Aquilo.&lt;br /&gt;
aquilo_landscape_main_menu.png|Aquilo seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In mythology, Aquilo is the Roman god of the north wind, storms, and winter.&lt;br /&gt;
* During development, Aquilo was planned to be home to floating, jellyfish-like enemies, concept art for which were shown in Friday Facts [https://factorio.com/blog/post/fff-367 #367]. However, they were not implemented due to them making progression &amp;quot;much slower&amp;quot;. [https://www.factorio.com/blog/post/fff-429]&lt;br /&gt;
* Aquilo&#039;s design with ice and liquid ammonia oceans is based on real-world [https://en.wikipedia.org/wiki/Ice%20planet ice planets].&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;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=220471</id>
		<title>Space platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=220471"/>
		<updated>2026-10-16T02:23:50Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Travel */ the platform will slow down before gravity affects it. Also some additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Space platform.jpg|thumb|Space platform example provided by Wube in [https://factorio.com/blog/post/fff-381 Friday Facts #381 - Space Platforms]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space platforms&#039;&#039;&#039; are factories that can be built in 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 craft recipes that can only be crafted in space, such as 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 shown at the bottom of the platform list in the remote view. Should the player regret their decision, then this gives five 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. If any [[player]] is aboard when this happens, the player 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 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 where the space platform is stationed, if the appropriate option is enabled in the platform&#039;s logistic requests section.&lt;br /&gt;
&lt;br /&gt;
A newly-created space platform consists of a 10×10 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 cannot 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 for 82 tiles.&lt;br /&gt;
&lt;br /&gt;
The entire platform surface functions as an [[electric system|electric network]], so space platforms do not need any power poles. Power poles can nonetheless be built to carry [[circuit network]] wires across long distances.&lt;br /&gt;
&lt;br /&gt;
=== Placement restrictions ===&lt;br /&gt;
Some entities cannot be placed on space platforms:&lt;br /&gt;
* [[Chests]] can&#039;t be placed on platforms. The main storage structure is the platform hub.&lt;br /&gt;
* [[Robots]] and [[roboport]]s don&#039;t function in space, and no [[railway]] entities can be placed. (Construction robots are not needed anyway: in addition to building entities, the hub will automatically use [[repair pack]]s as needed.)&lt;br /&gt;
* [[Burner devices]] can&#039;t be placed on platforms. 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;
* Space platforms have particular surface conditions, so buildings which have restrictions may not be placed on them. This is the same as for any other surface.&lt;br /&gt;
&lt;br /&gt;
Technically, all the restrictions above are based on surface conditions. For example, rails require a minimum level of gravity, and burners require a minimum atmospheric pressure, both of which are lacking in space.&lt;br /&gt;
&lt;br /&gt;
Additionally, pairs of [[underground belt]]s and [[pipe to ground|pipes to ground]] will not connect across empty space. Foundation is required for every tile they pass through.&lt;br /&gt;
&lt;br /&gt;
=== Maximum platform size ===&lt;br /&gt;
The space platform can be as large as desired, but it may only extend up to 200 [[tile]]s north from the center of the [[space platform hub]].&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 by using 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 cannot 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;
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;
Players 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;
[[Biter egg]]s and [[pentapod egg]]s that spoil on the platform (either in the hub or on a belt) produce enemy entities like normal. These enemies do not suffocate, nor are they damaged by the environment. They will attack nearby structures as normal.&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 slow down to a minimum speed, towards 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 40 tons. Aside from the hub itself, buildings on the platform do not confer extra weight to the platform, save for the [[space platform foundation]] under them. This includes extra [[cargo bay]]s.&lt;br /&gt;
&lt;br /&gt;
=== Interplanetary schedules ===&lt;br /&gt;
Travel between planets can be automated, in a manner similar to using [[railway|trains]]. Clicking on the [[space platform hub]] will bring up its GUI. Individual planets can be added to the platform&#039;s schedule by clicking the &amp;quot;add station&amp;quot; button. A popup will appear with all currently unlocked space destinations. When one is selected, another button appears for selecting a wait condition from a drop-down list. Like trains, wait conditions are used to tell the platform when to leave the planet&#039;s orbit. If no wait condition is selected, the platform will continue to its next stop, if one exists. One can also select if the platform will unload cargo at a planet. If this option is deselected, platforms will not drop any items down to planets automatically. &lt;br /&gt;
[[File:Space_station_hub_gui.png|thumb|300px|The space platform&#039;s GUI. There is one station set for the [[solar system edge]]. ]]&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;automatic&amp;quot; mode, the platform will automatically fly to the designated planet. If attempting to travel to a planet that the current location has no direct route to, the platform will fill in any gaps along the way. For example, attempting to fly from [[Vulcanus]] to [[Fulgora]] will have the platform automatically fly to [[Nauvis]] first.&lt;br /&gt;
&lt;br /&gt;
There are 12 types of wait conditions, many of them unique to space platforms:&lt;br /&gt;
* &#039;&#039;&#039;All requests satisfied&#039;&#039;&#039;: All requests from the current planet have been satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Any request not satisfied&#039;&#039;&#039;: At least one request from the current planet is not satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Any request zero&#039;&#039;&#039;: At least one request (from anywhere, including from no planet at all) is at zero on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039;: A condition is met from the [[circuit network]] (as seen by the hub).&lt;br /&gt;
* &#039;&#039;&#039;Damage taken&#039;&#039;&#039;: The platform has received a certain value of damage, defaulting to 1,000.&lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039;: No items were received or dropped out of the hub for the specified amount of seconds.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039;: The hub contains a specific amount of a certain item. &lt;br /&gt;
* &#039;&#039;&#039;Passenger not present&#039;&#039;&#039;: No players are present on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Passenger present&#039;&#039;&#039;: At least one player is present on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Request not satisfied&#039;&#039;&#039;: A specific request from the current planet is not satisfied. Items not requested cannot be set. &lt;br /&gt;
* &#039;&#039;&#039;Request satisfied&#039;&#039;&#039;: A specific request from the current planet is satisfied. Items not requested cannot be set. &lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039;: The specified number of seconds have elapsed since the platform arrived at its current location.&lt;br /&gt;
&lt;br /&gt;
Additionally, platforms can make use of [[Railway#Schedule interrupts|schedule interrupts]], which behave exactly like trains. There is also an interrupt condition not present in the wait conditions list:&lt;br /&gt;
* &#039;&#039;&#039;Any planet import zero&#039;&#039;&#039;: Any of a specific planet&#039;s imports are not satisfied.&lt;br /&gt;
&lt;br /&gt;
The one exception to wait conditions is when traveling to the [[shattered planet]]. When this is selected, the wait condition becomes a &amp;quot;fly condition&amp;quot;. Whatever condition is set will trigger while en-route to the shattered planet as if the platform was already stopped there. This is because the player is not intended to actually reach the shattered planet (though it is possible), and so the fly condition becomes a way to easily turn the platform around at a certain time.&lt;br /&gt;
&lt;br /&gt;
If the platform hub is connected to a circuit network outside the hub, the following options are available:&lt;br /&gt;
* &#039;&#039;&#039;Read contents&#039;&#039;&#039;: The hub will output its contents to the circuit network.&lt;br /&gt;
* &#039;&#039;&#039;Send to platform&#039;&#039;&#039;: Any signals on the circuit network will be passed to the scheduler for use in &amp;quot;Circuit condition&amp;quot; wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Read moving to&#039;&#039;&#039;: The platform will output the current destination planet with a value of 1.&lt;br /&gt;
* &#039;&#039;&#039;Read moving from&#039;&#039;&#039;: The platform will output the planet of departure with a value of 2.&lt;br /&gt;
** The &amp;quot;from&amp;quot; and &amp;quot;to&amp;quot; signals are both output when waiting at a planet, so if both signals are activated, a signal value of 3 indicates a stationary platform.&lt;br /&gt;
* &#039;&#039;&#039;Read speed&#039;&#039;&#039;: The platform will output its current velocity, by default with the [[File:Signal-V.png|24px]] signal.&lt;br /&gt;
** A speed signal will only be 0 when stopped at a planet. If a platform is stopped between planets, it will slowly drift into orbit of the nearest planet, giving the signal a value of 10 or -10.&lt;br /&gt;
* &#039;&#039;&#039;Read damage taken&#039;&#039;&#039;: The platform will output the amount of damage taken in the current trip, by default with [[File:Signal-D.png|24px]] signal.&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]] and [[thruster oxidizer]].&lt;br /&gt;
&lt;br /&gt;
Asteroids larger than chunks may also appear. They cannot be grabbed by asteroid collectors, and will damage the space platform upon impact. They can be broken into multiple smaller asteroids by reducing their health to 0 with turrets. 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. 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 when 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;
* [[Water]] can be obtained from [[oxide asteroid chunk]]s via [[oxide asteroid crushing]] and [[ice melting]].&lt;br /&gt;
* [[Stone]] is not obtainable and must be brought up from planets.&lt;br /&gt;
* [[Iron ore]] can be obtained from [[metallic asteroid chunk]]s via [[metallic asteroid crushing]].&lt;br /&gt;
* [[Copper ore]] can be obtained from [[metallic asteroid chunk]]s via [[advanced metallic asteroid crushing]].&lt;br /&gt;
* [[Coal]] can be obtained from [[carbonic asteroid chunk]]s via [[coal synthesis]] by using [[carbon]] and [[sulfur]] from [[advanced carbonic asteroid crushing]].&lt;br /&gt;
* [[Crude oil]] is not obtainable. However:&lt;br /&gt;
** [[Sulfur]] can be obtained via [[advanced carbonic asteroid crushing]]. &lt;br /&gt;
** [[Heavy oil]] can be obtained via [[simple coal liquefaction]] using [[calcite]] obtained from [[advanced oxide asteroid crushing]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|reach-for-the-stars}}&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;
space platform titlescreen.png|Space platform seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.23|&lt;br /&gt;
* Added an error message when manually trying to launch a rocket to a full space platform.&lt;br /&gt;
* Changed space platforms to not delete items on the ground when deconstructing them.}}&lt;br /&gt;
&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>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=220470</id>
		<title>Space platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=220470"/>
		<updated>2026-10-16T02:00:07Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Construction */ rm redundancy, move circuit networks over poles to a more logical place, some additions: repair packs, surface conditions, underground belts/pipes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Space platform.jpg|thumb|Space platform example provided by Wube in [https://factorio.com/blog/post/fff-381 Friday Facts #381 - Space Platforms]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space platforms&#039;&#039;&#039; are factories that can be built in 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 craft recipes that can only be crafted in space, such as 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 shown at the bottom of the platform list in the remote view. Should the player regret their decision, then this gives five 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. If any [[player]] is aboard when this happens, the player 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 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 where the space platform is stationed, if the appropriate option is enabled in the platform&#039;s logistic requests section.&lt;br /&gt;
&lt;br /&gt;
A newly-created space platform consists of a 10×10 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 cannot 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 for 82 tiles.&lt;br /&gt;
&lt;br /&gt;
The entire platform surface functions as an [[electric system|electric network]], so space platforms do not need any power poles. Power poles can nonetheless be built to carry [[circuit network]] wires across long distances.&lt;br /&gt;
&lt;br /&gt;
=== Placement restrictions ===&lt;br /&gt;
Some entities cannot be placed on space platforms:&lt;br /&gt;
* [[Chests]] can&#039;t be placed on platforms. The main storage structure is the platform hub.&lt;br /&gt;
* [[Robots]] and [[roboport]]s don&#039;t function in space, and no [[railway]] entities can be placed. (Construction robots are not needed anyway: in addition to building entities, the hub will automatically use [[repair pack]]s as needed.)&lt;br /&gt;
* [[Burner devices]] can&#039;t be placed on platforms. 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;
* Space platforms have particular surface conditions, so buildings which have restrictions may not be placed on them. This is the same as for any other surface.&lt;br /&gt;
&lt;br /&gt;
Technically, all the restrictions above are based on surface conditions. For example, rails require a minimum level of gravity, and burners require a minimum atmospheric pressure, both of which are lacking in space.&lt;br /&gt;
&lt;br /&gt;
Additionally, pairs of [[underground belt]]s and [[pipe to ground|pipes to ground]] will not connect across empty space. Foundation is required for every tile they pass through.&lt;br /&gt;
&lt;br /&gt;
=== Maximum platform size ===&lt;br /&gt;
The space platform can be as large as desired, but it may only extend up to 200 [[tile]]s north from the center of the [[space platform hub]].&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 by using 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 cannot 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;
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;
Players 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;
[[Biter egg]]s and [[pentapod egg]]s that spoil on the platform (either in the hub or on a belt) produce enemy entities like normal. These enemies do not suffocate, nor are they damaged by the environment. They will attack nearby structures as normal.&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 40 tons. Aside from the hub itself, buildings on the platform do not confer extra weight to the platform, save for the [[space platform foundation]] under them. This includes extra [[cargo bay]]s.&lt;br /&gt;
&lt;br /&gt;
=== Interplanetary schedules ===&lt;br /&gt;
Travel between planets can be automated, in a manner similar to using [[railway|trains]]. Clicking on the [[space platform hub]] will bring up its GUI. Individual planets can be added to the platform&#039;s schedule by clicking the &amp;quot;add station&amp;quot; button. A popup will appear with all currently unlocked space destinations. When one is selected, another button appears for selecting a wait condition from a drop-down list. Like trains, wait conditions are used to tell the platform when to leave the planet&#039;s orbit. If no wait condition is selected, the platform will continue to its next stop, if one exists. One can also select if the platform will unload cargo at a planet. If this option is deselected, platforms will not drop any items down to planets automatically. &lt;br /&gt;
[[File:Space_station_hub_gui.png|thumb|300px|The space platform&#039;s GUI. There is one station set for the [[solar system edge]]. ]]&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;automatic&amp;quot; mode, the platform will automatically fly to the designated planet. If attempting to travel to a planet that has no direct route to, the platform will fill in any gaps along the way. For example, attempting to fly from [[Vulcanus]] to [[Fulgora]] will have a platform automatically fly to [[Nauvis]] first.&lt;br /&gt;
&lt;br /&gt;
There are 12 types of wait conditions, many of them unique to space platforms:&lt;br /&gt;
* &#039;&#039;&#039;All requests satisfied&#039;&#039;&#039;: All requests from the current planet have been satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Any request not satisfied&#039;&#039;&#039;: At least one request from the current planet is not satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Any request zero&#039;&#039;&#039;: At least one request (from anywhere, including from no planet at all) is at zero on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039;: A condition is met from the [[circuit network]].&lt;br /&gt;
* &#039;&#039;&#039;Damage taken&#039;&#039;&#039;: The platform has received a certain value of damage, defaulting to 1,000.&lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039;: No items were received or dropped out of the hub for the specified amount of seconds.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039;: The hub contains a specific amount of a certain item. &lt;br /&gt;
* &#039;&#039;&#039;Passenger not present&#039;&#039;&#039;: No players are present on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Passenger present&#039;&#039;&#039;: At least one player is present on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Request not satisfied&#039;&#039;&#039;: A specific request from the current planet is not satisfied. Items not requested cannot be set. &lt;br /&gt;
* &#039;&#039;&#039;Request satisfied&#039;&#039;&#039;: A specific request from the current planet is satisfied. Items not requested cannot be set. &lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, platforms can make use of [[Railway#Schedule interrupts|schedule interrupts]], which behave exactly like trains. There is also an interrupt condition not present in the wait conditions list:&lt;br /&gt;
* &#039;&#039;&#039;Any planet import zero&#039;&#039;&#039;: Any of a specific planet&#039;s imports are not satisfied.&lt;br /&gt;
&lt;br /&gt;
The one exception to wait conditions is when traveling to the [[shattered planet]]. When this is selected, the wait condition becomes a &amp;quot;fly condition&amp;quot;. Whatever condition is set will trigger while en-route to the shattered planet as if the platform was already stopped there. This is because the player is not intended to actually reach the shattered planet (though it is possible), and so the fly condition becomes a way to easily turn the platform around at a certain time.&lt;br /&gt;
&lt;br /&gt;
If the platform hub is connected to a circuit network outside the hub, the following options are available:&lt;br /&gt;
* &#039;&#039;&#039;Read contents&#039;&#039;&#039;: The hub will output its contents to the circuit network.&lt;br /&gt;
* &#039;&#039;&#039;Send to platform&#039;&#039;&#039;: Any signals on the circuit network will be passed to the scheduler for use in &amp;quot;Circuit condition&amp;quot; wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Read moving to&#039;&#039;&#039;: The platform will output the current destination planet with a value of 1.&lt;br /&gt;
* &#039;&#039;&#039;Read moving from&#039;&#039;&#039;: The platform will output the planet of departure with a value of 2.&lt;br /&gt;
** The &amp;quot;from&amp;quot; and &amp;quot;to&amp;quot; signals are both output when waiting at a planet, so if both signals are activated, a signal of 3 indicates a stationary platform.&lt;br /&gt;
* &#039;&#039;&#039;Read speed&#039;&#039;&#039;: The platform will output its current velocity, by default with the [[File:Signal-V.png|24px]] signal.&lt;br /&gt;
** A speed signal will only be 0 when stopped at a planet. If a platform is stopped between planets, it will slowly drift into orbit of the nearest planet, giving the signal a value of 10 or -10.&lt;br /&gt;
* &#039;&#039;&#039;Read damage taken&#039;&#039;&#039;: The platform will output the amount of damage taken in the current trip, by default with [[File:Signal-D.png|24px]] signal.&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]] and [[thruster oxidizer]].&lt;br /&gt;
&lt;br /&gt;
Asteroids larger than chunks may also appear. They cannot be grabbed by asteroid collectors, and will damage the space platform upon impact. They can be broken into multiple smaller asteroids by reducing their health to 0 with turrets. 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. 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 when 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;
* [[Water]] can be obtained from [[oxide asteroid chunk]]s via [[oxide asteroid crushing]] and [[ice melting]].&lt;br /&gt;
* [[Stone]] is not obtainable and must be brought up from planets.&lt;br /&gt;
* [[Iron ore]] can be obtained from [[metallic asteroid chunk]]s via [[metallic asteroid crushing]].&lt;br /&gt;
* [[Copper ore]] can be obtained from [[metallic asteroid chunk]]s via [[advanced metallic asteroid crushing]].&lt;br /&gt;
* [[Coal]] can be obtained from [[carbonic asteroid chunk]]s via [[coal synthesis]] by using [[carbon]] and [[sulfur]] from [[advanced carbonic asteroid crushing]].&lt;br /&gt;
* [[Crude oil]] is not obtainable. However:&lt;br /&gt;
** [[Sulfur]] can be obtained via [[advanced carbonic asteroid crushing]]. &lt;br /&gt;
** [[Heavy oil]] can be obtained via [[simple coal liquefaction]] using [[calcite]] obtained from [[advanced oxide asteroid crushing]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|reach-for-the-stars}}&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;
space platform titlescreen.png|Space platform seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.23|&lt;br /&gt;
* Added an error message when manually trying to launch a rocket to a full space platform.&lt;br /&gt;
* Changed space platforms to not delete items on the ground when deconstructing them.}}&lt;br /&gt;
&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>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Thrawcheld/Scrap_yields&amp;diff=220469</id>
		<title>User:Thrawcheld/Scrap yields</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Thrawcheld/Scrap_yields&amp;diff=220469"/>
		<updated>2026-10-15T21:22:50Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Processed scrap in terms of stacks */ blue belt counts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Yields per 1000 scrap ==&lt;br /&gt;
The following table lists the &#039;&#039;expected yield&#039;&#039; (rows) per 1000 [[scrap]], if all possible recycling steps that could yield that item are performed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Direct&#039;&#039; yields are those obtained by recycling in only one step.&lt;br /&gt;
* &#039;&#039;Full process&#039;&#039; yields are those obtained by further recycling the direct products, assuming the maximum possible amount is recycled. Only items that have at least one recyclable yield have this column.&lt;br /&gt;
&lt;br /&gt;
Full process yields will not usually be obtained in practice, since some intermediate recyclable items will be consumed instead of recycled. In particular, the yield of electronic circuits, copper plates, copper cables, and plastic is much lower when rockets are being constructed, since rocket construction consumes processing units and low density structures.&lt;br /&gt;
&lt;br /&gt;
The table takes into account that each yield is rolled for independently, including for scrap.&lt;br /&gt;
&lt;br /&gt;
The uses column includes only items that are useful on Fulgora and cannot be obtained directly from scrap.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Recycler yields per 1000 scrap&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Yield&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | Input&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{imagelink|Scrap}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | {{imagelink|Iron gear wheel}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | {{imagelink|Concrete}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | {{imagelink|Battery}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | {{imagelink|Copper cable}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{imagelink|Advanced circuit}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{imagelink|Processing unit}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | {{imagelink|Low density structure}}&lt;br /&gt;
|-&lt;br /&gt;
! Direct&lt;br /&gt;
! Full process&lt;br /&gt;
! Direct&lt;br /&gt;
! Full process&lt;br /&gt;
! Direct&lt;br /&gt;
! Full process&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Advanced circuit}}      || &amp;amp;#8199;30 || &amp;amp;#8199;40 ||     ||     ||    ||    ||      ||        || 10 || 10    ||  ||&lt;br /&gt;
* logistic chests&lt;br /&gt;
* modules&lt;br /&gt;
* beacon&lt;br /&gt;
* express splitter&lt;br /&gt;
* logistic robots&lt;br /&gt;
* roboport&lt;br /&gt;
* selector combinator&lt;br /&gt;
* substation&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}}               || &amp;amp;#8199;40 || &amp;amp;#8199;40 ||     ||     ||    ||    ||      ||        ||    ||       ||  ||&lt;br /&gt;
* accumulator&lt;br /&gt;
* flying robot frame&lt;br /&gt;
* supercapacitor&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Concrete}}              || &amp;amp;#8199;60 || &amp;amp;#8199;60 ||     ||     ||    ||    ||      ||        ||    ||       ||  ||&lt;br /&gt;
* refined concrete&lt;br /&gt;
** rail ramps and supports&lt;br /&gt;
** electromagnetic plants&lt;br /&gt;
** paving&lt;br /&gt;
* rocket silo&lt;br /&gt;
* paving&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper cable}}          || &amp;amp;#8199;30 || &amp;amp;#8199;98.75 ||     ||     ||    ||    || 30   || 41.25  ||    || 27.5  ||  ||&lt;br /&gt;
* combinators&lt;br /&gt;
* beacon&lt;br /&gt;
* programmable speaker&lt;br /&gt;
* lamp&lt;br /&gt;
* substation&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper plate}}          ||           || 109.375      ||     ||     || 10 || 15 ||      || 20.625 ||    || 13.75 || 50 ||&lt;br /&gt;
* superconductor&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electronic circuit}}    ||           || 120          ||     ||     ||    ||    || &amp;amp;#8199;0.5 || &amp;amp;#8199;0.5   || &amp;amp;#8199;5 || &amp;amp;#8199;5.25 ||  || many useful items, notably:&lt;br /&gt;
* supercapacitor&lt;br /&gt;
* logistic chests&lt;br /&gt;
* combinators&lt;br /&gt;
* assembling machines&lt;br /&gt;
* beacons&lt;br /&gt;
* inserters&lt;br /&gt;
* chemical plants&lt;br /&gt;
* construction robots&lt;br /&gt;
* level 1 modules&lt;br /&gt;
* electric engines&lt;br /&gt;
* splitters&lt;br /&gt;
* flying robot frame&lt;br /&gt;
* locomotive&lt;br /&gt;
* programmable speaker&lt;br /&gt;
* signals&lt;br /&gt;
* repair pack&lt;br /&gt;
* lamp&lt;br /&gt;
* train stop&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Holmium ore}}           || &amp;amp;#8199;10 || &amp;amp;#8199;10||     ||     ||    ||    ||      ||        ||    ||       ||  ||&lt;br /&gt;
holmium solution&lt;br /&gt;
* holmium plate&lt;br /&gt;
** electromagnetic plant&lt;br /&gt;
** mech armor&lt;br /&gt;
** supercapacitor&lt;br /&gt;
** superconductor&lt;br /&gt;
** Tesla gun&lt;br /&gt;
** fusion power cell (on Aquilo)&lt;br /&gt;
** lithium (on Aquilo)&lt;br /&gt;
* electrolyte&lt;br /&gt;
** lightning collector&lt;br /&gt;
** supercapacitor&lt;br /&gt;
** electromagnetic science pack&lt;br /&gt;
** Tesla gun&lt;br /&gt;
** Tesla ammo&lt;br /&gt;
** Tesla turret&lt;br /&gt;
* electromagnetic science pack&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ice}}                   || &amp;amp;#8199;50 || &amp;amp;#8199;50 ||     ||     ||    ||    ||      ||        ||    ||       ||  ||&lt;br /&gt;
* water&lt;br /&gt;
** refined concrete&lt;br /&gt;
** holmium solution&lt;br /&gt;
** cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron gear wheel}}       || 200 || 200     ||     ||     ||    ||    ||      ||        ||    ||       ||  || many things, none unique to Fulgora&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron ore}}              ||     || &amp;amp;#8199;&amp;amp;#8199;1.5   ||     || 1.5 ||    ||    ||      ||        ||    ||       ||  || nothing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron plate}}            ||     || 140     || 100 ||     || 10 ||    ||      || &amp;amp;#8199;3.75  ||    || 26.25 ||  ||&lt;br /&gt;
* accumulator&lt;br /&gt;
* assembling machine 1&lt;br /&gt;
* cargo wagon&lt;br /&gt;
* inserters&lt;br /&gt;
* iron stick&lt;br /&gt;
** rail&lt;br /&gt;
** refined concrete&lt;br /&gt;
** train stop&lt;br /&gt;
** power poles&lt;br /&gt;
** programmable speaker&lt;br /&gt;
* pipes&lt;br /&gt;
* programmable speaker&lt;br /&gt;
* signals and train stop&lt;br /&gt;
* lamp&lt;br /&gt;
* yellow belts&lt;br /&gt;
* storage tank&lt;br /&gt;
* sulfuric acid&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Low density structure}} || &amp;amp;#8199;10 || &amp;amp;#8199;10     ||     ||     ||    ||    ||      ||        ||    ||       ||  ||&lt;br /&gt;
* power armor mk2&lt;br /&gt;
** mech armor&lt;br /&gt;
* some armour modules&lt;br /&gt;
* rocket part&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Plastic bar}}           ||     || &amp;amp;#8199;32.5   ||     ||     ||    ||    || 15   || 15     ||    || &amp;amp;#8199;5    || 12.5 ||&lt;br /&gt;
* superconductor&lt;br /&gt;
* Tesla gun&lt;br /&gt;
* Tesla ammo&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Processing unit}}       || &amp;amp;#8199;20 || &amp;amp;#8199;20     ||     ||     ||    ||    ||      ||        ||    ||       ||  ||&lt;br /&gt;
* level 2/3 modules&lt;br /&gt;
* electromagnetic plant&lt;br /&gt;
* mech armor&lt;br /&gt;
* power armour mk2 (used in mech armor)&lt;br /&gt;
* recycler&lt;br /&gt;
* rocket part&lt;br /&gt;
* rocket silo&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel}}            || &amp;amp;#8199;70 || &amp;amp;#8199;70     ||     ||     ||    ||    ||      ||        ||    ||       ||  || rocket fuel&lt;br /&gt;
* rocket part&lt;br /&gt;
* fuelling trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel plate}}           || &amp;amp;#8199;40 || &amp;amp;#8199;45     ||     ||     ||    ||    ||      ||        ||    ||       || &amp;amp;#8199;5 ||&lt;br /&gt;
* assembling machines&lt;br /&gt;
* empty barrel&lt;br /&gt;
* some armor modules&lt;br /&gt;
* beacon&lt;br /&gt;
* power poles and substation&lt;br /&gt;
* locomotive and wagons&lt;br /&gt;
* chemical plant&lt;br /&gt;
* engine&lt;br /&gt;
* flying robot frame&lt;br /&gt;
* pump&lt;br /&gt;
* rail, rail ramp, rail support, and train stop&lt;br /&gt;
* refined concrete&lt;br /&gt;
* roboport&lt;br /&gt;
* rocket silo&lt;br /&gt;
* chests&lt;br /&gt;
* storage tank&lt;br /&gt;
* recycler&lt;br /&gt;
* electromagnetic plant&lt;br /&gt;
* lightning rod and lightning collector&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Stone}}                 || &amp;amp;#8199;40 || &amp;amp;#8199;40     ||     ||     ||    ||    ||      ||        ||    ||       ||  ||&lt;br /&gt;
* foundation&lt;br /&gt;
* rail&lt;br /&gt;
* holmium solution&lt;br /&gt;
* electrolyte&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Stone brick}}           ||     || &amp;amp;#8199;&amp;amp;#8199;7.5   ||     || 7.5 ||    ||    ||      ||        ||    ||       ||  ||&lt;br /&gt;
* lightning rod&lt;br /&gt;
* paving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Observations ===&lt;br /&gt;
* You cannot make anything that requires coal (e.g. grenades for military science) except by importing coal (or importing carbon and synthesizing coal).&lt;br /&gt;
* Most green circuits come from recycling blue circuits, not red circuits.&lt;br /&gt;
* The number of units of water you can get out of scrap (without productivity) is about equal to the quantity of scrap. The amount of solid fuel you get is about 14 times less. If you wanted to use steam power for some reason, saturating one normal quality heat exchanger with a heating tower would therefore take 10.3 scrap per second, consuming 0.833.. solid fuel per second, a ratio of about 12:1. You therefore cannot get 100% efficiency out of heating towers while consuming all the solid fuel you get from scrap – you will consume all your ice in heat exchangers and overheat the towers.&lt;br /&gt;
* Iron ore is almost useless. The only thing you can do with it is smelt it for more iron plates (and you might as well burn solid fuel to do so), but you will probably get enough of those anyway from recycling gears. There&#039;s no point exporting it since it&#039;s equally available everywhere else. You might as well void it with a pair of recyclers.&lt;br /&gt;
* The only useful things that consume copper plates are superconductors, batteries, copper cables, and LDS. Other than superconductors, batteries seem like the most likely shortfall. Crafting more LDS would likely result in a large surplus of plastic (red circuits recycle to about equal amounts of copper and plastic, but LDS uses four times as much copper). You might also make red science on Fulgora.&lt;br /&gt;
* Superconductors are also the only thing you are likely to make in bulk that consumes plastic... unless you need more red circuits than you can get from scrap, which implies you&#039;re getting all your plastic from LDS and have a large surplus of copper. You will likely have a surplus of plastic, which could usefully be exported, probably to Aquilo which is the planet that has the most trouble making it (due to lack of coal).&lt;br /&gt;
* You will probably get more solid fuel than you can use. It&#039;s certainly not worth making it from the oil sands.&lt;br /&gt;
&lt;br /&gt;
== Processed scrap in terms of stacks ==&lt;br /&gt;
Recycling scrap produces the following numbers of stacks. The table lists expected numbers from 20,000 scrap, which is 400 stacks. This is the smallest quantity that produces whole numbers for every product. The proportion columns are rounded to 2 decimal places.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Product&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Stack size&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Per 1 scrap&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Per 20,000 scrap&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Per blue belt&amp;lt;br&amp;gt;output&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Proportion&lt;br /&gt;
|-&lt;br /&gt;
! Items&lt;br /&gt;
! Stacks&lt;br /&gt;
! Items&lt;br /&gt;
! Stacks&lt;br /&gt;
! Items&lt;br /&gt;
! Stacks&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| {{imagelink|Advanced circuit}}&lt;br /&gt;
| 200&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.03&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.00015&lt;br /&gt;
| 600&lt;br /&gt;
| 3&lt;br /&gt;
| 2.25&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;5%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;2.05%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| {{imagelink|Battery}}&lt;br /&gt;
| 200&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.04&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.0002&lt;br /&gt;
| 800&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;6.67%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;2.74%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| {{imagelink|Concrete}}&lt;br /&gt;
| 100&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.06&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.0006&lt;br /&gt;
| 1200&lt;br /&gt;
| 12&lt;br /&gt;
| 4.5&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;10%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8.22%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| {{imagelink|Copper cable}}&lt;br /&gt;
| 200&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.03&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.00015&lt;br /&gt;
| 600&lt;br /&gt;
| 3&lt;br /&gt;
| 2.25&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;5%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;2.05%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| {{imagelink|Holmium ore}}&lt;br /&gt;
| 50&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.01&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.0002&lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 0.75&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;1.67%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;2.74%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| {{imagelink|Ice}}&lt;br /&gt;
| 50&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.05&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.001&lt;br /&gt;
| 1000&lt;br /&gt;
| 20&lt;br /&gt;
| 3.75&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8.33%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;13.70%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| {{imagelink|Iron gear wheel}}&lt;br /&gt;
| 100&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.2&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.002&lt;br /&gt;
| 4000&lt;br /&gt;
| 40&lt;br /&gt;
| 15&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;33.33%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;27.40%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| {{imagelink|Low density structure}}&lt;br /&gt;
| 50&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.01&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.0002&lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 0.75&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;1.67%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;2.74%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| {{imagelink|Processing unit}}&lt;br /&gt;
| 100&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.02&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.0002&lt;br /&gt;
| 400&lt;br /&gt;
| 4&lt;br /&gt;
| 1.5&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;3.33%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;2.74%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| {{imagelink|Solid fuel}}&lt;br /&gt;
| 50&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.07&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.0014&lt;br /&gt;
| 1400&lt;br /&gt;
| 28&lt;br /&gt;
| 5.25&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;11.67%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;19.18%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| {{imagelink|Steel plate}}&lt;br /&gt;
| 100&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.04&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.0004&lt;br /&gt;
| 800&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;6.66%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;5.48%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| {{imagelink|Stone}}&lt;br /&gt;
| 50&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.04&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.0008&lt;br /&gt;
| 800&lt;br /&gt;
| 16&lt;br /&gt;
| 3&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;6.67%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color: transparent; user-select: none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;10.96%&lt;br /&gt;
|- class=&amp;quot;sortbottom&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| &#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
| —&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 0.6&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;| —&lt;br /&gt;
| 12000&lt;br /&gt;
| 146&lt;br /&gt;
| 45&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 100%&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;| 100%&lt;br /&gt;
|}&lt;br /&gt;
The total per 1 scrap is the expected quantity of &#039;&#039;something&#039;&#039;, calculated as the sum of expected quantities of the other items (this calculation is valid since they are statistically independent). This is not the same as the probability of getting &#039;&#039;something&#039;&#039;, which is 0.468775584950143, calculated as 1 minus the probability of getting nothing, i.e. the product of 1 minus the probability of getting each item. The difference is accounted for by the fact that each craft of the scrap recycling recipe can produce multiple items.&lt;br /&gt;
&lt;br /&gt;
One cargo wagon has 40 slots, so to get 146 slots you need 4 cargo wagons, with 14 left over.&lt;br /&gt;
&lt;br /&gt;
If the holmium ore is converted to holmium solution before being shipped by rail, it will also consume 5% of the ice (as water) and 12.5% of the stone. Per 20,000 scrap this translates to a saving of 4 stacks of holmium ore, 1 stack of ice, and 2 stacks of stone, for a total of 139 stacks, while adding a fluid wagon (holmium solution cannot be barrelled). It produces 10,000 holmium solution before productivity.&lt;br /&gt;
&lt;br /&gt;
If the ice is melted before being shipped out, it will produce a total of 20,000 water. If barrelled, it goes into 400 barrels (40 stacks of barrels) of water, while eliminating 20 stacks of ice, and if fresh barrels are used, they consume 400 steel (4 stacks), thus occupying 14 more stacks than the ice would, for a total of 162 stacks occupied. This is 2 stacks more than will fit in 4 cargo wagons. Alternatively the water can be put in a fluid wagon, which frees up only the 20 stacks taken up by ice, for a total of 126 stacks; this isn&#039;t enough to eliminate the fourth wagon, but processing the holmium as well brings it down to 119 stacks and 3 cargo wagons, for a total of 5 wagons (including 2 fluid wagons). Shipping liquid water rather than ice makes it harder to void if you have a surplus, since you have to barrel it first.&lt;br /&gt;
&lt;br /&gt;
In any case, most of the time it just won&#039;t be possible to ship processed scrap, because scrap islands don&#039;t have the space needed for recyclers, sorting, processing and power in addition to drills and the train stop (that said, you can probably just use filtered inserters and filtered wagon slots rather than actually sorting).&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Recycler&amp;diff=220449</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Recycler&amp;diff=220449"/>
		<updated>2026-10-15T03:36:33Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: recycler mod (mention version since it&amp;#039;s still not the default branch on steam)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Recycler}}&lt;br /&gt;
{{About/Space age}}&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;
Although it can only be crafted on Fulgora, it can be transported to be placed on other planets or [[space platform]]s. When the recycler mod (or, before version 2.1.7, the quality mod) is used without the [[Space Age]] mod, the recycler can be crafted on Nauvis and the research has different prerequisites.&lt;br /&gt;
&lt;br /&gt;
The recycler 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;
&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 !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || 0.625s || 1.6/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || 0.75s || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || 3s || 3.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || 2.625s || 0.38/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || 2.625s || 0.38/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || 1.875s || 0.53/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Biolab}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium plate}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Landfill}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Superconductor}} || 0.625s || 1.6/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Tungsten carbide}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Uranium fuel cell}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Tree seed}} || 0.25 || 4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Yumako mash}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Jelly}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron bacteria}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper bacteria}} || 0.125s || 8/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Recipes exclusively executed by non-assembler machines, but can still be reversed:&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 !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}} || 0.5s || 2/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Big mining drill}} || 3.75s || 0.27/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion reactor}} || 7.5s || 0.13/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} || 3.75s || 0.27/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun turret}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo transport belt}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Turbo underground belt}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Turbo splitter}} || 0.25s || 4/s&lt;br /&gt;
|}&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biochamber}} || 2.5s || 0.4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic plant}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Foundry}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from spoilage}} || 0.25s || 4/s&lt;br /&gt;
|}&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 cannot be crafted. This is used to obtain most resources on [[Fulgora]].&lt;br /&gt;
* Recycling [[nutrients]] will yield 2.5× that amount of [[spoilage]], as if they were made using the [[nutrients from spoilage]] recipe.&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The recycling recipe for an item, other than scrap, is equal to 1/16th (0.0625) of the time it takes to craft that item. This is scaled by how many products an item&#039;s recipe produces at once: if a recipe crafts 1 item in 1 second, its recycling recipe takes 0.0625 seconds; but if a recipe crafts 10 of a same item at once in 1 second, its recycling recipe takes 0.00625 seconds. (Items without recipes, such as ore, are treated as having a crafting time of 0.5 seconds.) However, because the recycler has a base crafting speed of 0.5, the time it takes one recycler to recycle one item without modules or beacons is effectively 1/8th (0.125) of the item&#039;s crafting time. 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. Some items with long crafting times (such as [[steel plate]]s) can be processed much more quickly by crafting them into other items and then recycling the result instead.&lt;br /&gt;
&lt;br /&gt;
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;
&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 !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 2.0s || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1.875s || 0.533/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 0.75s || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper plate}} || 0.4s || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel chest}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron ore}} || 0.0625s || 16/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe takes 0.2 seconds, meaning that it actually takes 0.4 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}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/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, those recipes 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|2.1.13|&lt;br /&gt;
* Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).&lt;br /&gt;
}}&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Added separate recycler mod.&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;
== See also ==&lt;br /&gt;
* [[Quality]]{{SA}}&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Furnaces}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Recycler&amp;diff=220448</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Recycler&amp;diff=220448"/>
		<updated>2026-10-15T03:33:33Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* History */ recycler mod from 2.1.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Recycler}}&lt;br /&gt;
{{About/Space age}}&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;
Although it can only be crafted on Fulgora, it can be transported to be placed on other planets or [[space platform]]s. When the [[quality]] mod (which provides the recycler) is used without the [[Space Age]] mod, the recycler can be crafted on Nauvis and the research has different prerequisites.&lt;br /&gt;
&lt;br /&gt;
The recycler 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;
&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 !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || 0.625s || 1.6/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || 0.75s || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || 3s || 3.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || 2.625s || 0.38/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || 2.625s || 0.38/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || 1.875s || 0.53/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Biolab}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium plate}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Landfill}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Superconductor}} || 0.625s || 1.6/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Tungsten carbide}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Uranium fuel cell}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Tree seed}} || 0.25 || 4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Yumako mash}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Jelly}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron bacteria}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper bacteria}} || 0.125s || 8/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Recipes exclusively executed by non-assembler machines, but can still be reversed:&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 !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}} || 0.5s || 2/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Big mining drill}} || 3.75s || 0.27/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion reactor}} || 7.5s || 0.13/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} || 3.75s || 0.27/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun turret}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo transport belt}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Turbo underground belt}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Turbo splitter}} || 0.25s || 4/s&lt;br /&gt;
|}&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biochamber}} || 2.5s || 0.4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic plant}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Foundry}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from spoilage}} || 0.25s || 4/s&lt;br /&gt;
|}&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 cannot be crafted. This is used to obtain most resources on [[Fulgora]].&lt;br /&gt;
* Recycling [[nutrients]] will yield 2.5× that amount of [[spoilage]], as if they were made using the [[nutrients from spoilage]] recipe.&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The recycling recipe for an item, other than scrap, is equal to 1/16th (0.0625) of the time it takes to craft that item. This is scaled by how many products an item&#039;s recipe produces at once: if a recipe crafts 1 item in 1 second, its recycling recipe takes 0.0625 seconds; but if a recipe crafts 10 of a same item at once in 1 second, its recycling recipe takes 0.00625 seconds. (Items without recipes, such as ore, are treated as having a crafting time of 0.5 seconds.) However, because the recycler has a base crafting speed of 0.5, the time it takes one recycler to recycle one item without modules or beacons is effectively 1/8th (0.125) of the item&#039;s crafting time. 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. Some items with long crafting times (such as [[steel plate]]s) can be processed much more quickly by crafting them into other items and then recycling the result instead.&lt;br /&gt;
&lt;br /&gt;
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;
&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 !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 2.0s || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1.875s || 0.533/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 0.75s || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper plate}} || 0.4s || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel chest}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron ore}} || 0.0625s || 16/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe takes 0.2 seconds, meaning that it actually takes 0.4 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}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/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, those recipes 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|2.1.13|&lt;br /&gt;
* Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).&lt;br /&gt;
}}&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Added separate recycler mod.&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;
== See also ==&lt;br /&gt;
* [[Quality]]{{SA}}&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Furnaces}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/2.1.0&amp;diff=220406</id>
		<title>Version history/2.1.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/2.1.0&amp;diff=220406"/>
		<updated>2026-10-11T11:18:09Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: force TOC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
== 2.1.21 ==&lt;br /&gt;
Date: 06.10.2026&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added index comparator to selector combinator. Allows for selection of N highest or N lowest signals.&lt;br /&gt;
* {{SA}} Added &amp;quot;quality select&amp;quot; mode to selector combinator.&lt;br /&gt;
* Added &amp;quot;Read launched&amp;quot; option to rocket silo&#039;s control behavior.&lt;br /&gt;
* Added &amp;quot;Read empty slots&amp;quot; option to container&#039;s, logistic container&#039;s and cargo landing pad&#039;s control behavior.&lt;br /&gt;
* {{SA}} Added &amp;quot;Read empty slots&amp;quot; option to space platform hub&#039;s control behavior.&lt;br /&gt;
* Added quick pipette: pressing key related to empty quickbar slot will invoke pipette and set the slot with the pipette result.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Retuned asteroid damage.&lt;br /&gt;
* {{SA}} Adjusted space platform drag to be based on weight rather than width.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Adjusted working sounds for assembling machines.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed music resuming when it shouldn&#039;t while in game menu. ([https://forums.factorio.com/136151 more])&lt;br /&gt;
* Fixed a crash when using async saving and closing the game. ([https://forums.factorio.com/135003 more])&lt;br /&gt;
* Fixed a deadlock when using async saving and quitting to the main menu. ([https://forums.factorio.com/135423 more])&lt;br /&gt;
* Fixed a crash when using async saving and leaving a multiplayer game. ([https://forums.factorio.com/136246 more])&lt;br /&gt;
* Fixed a crash related to fusion reactors removed due to migration.&lt;br /&gt;
* Fixed combinator description was not updated in open gui when changed by script. ([https://forums.factorio.com/136267 more])&lt;br /&gt;
* Fixed that logistic networks with no logistic robots accepted automated rocket requests from space platforms. ([https://forums.factorio.com/136150 more])&lt;br /&gt;
* Fixed requests satisfied refused pipetted items when space platform has requests set by circuit network. ([https://forums.factorio.com/136286 more])&lt;br /&gt;
* Fixed possible furnace input tooltip could list same item multiple times. ([https://forums.factorio.com/136275 more])&lt;br /&gt;
* Fixed decider combinator gui would highlight conditions and outputs when hovered signal was not a valid signal-each substitute due to all instances of signal-each in conditions being 0. ([https://forums.factorio.com/136104 more])&lt;br /&gt;
* Fixed excessive doppler effect being applied when leaving remote view. ([https://forums.factorio.com/115407 more])&lt;br /&gt;
* Fixed that space platforms requested only one repair pack which slowed down repairs when delivered from other platforms. ([https://forums.factorio.com/136048 more])&lt;br /&gt;
* Fixed that space platforms where an entity deconstruction was cancelled requested an incorrect count of items. ([https://forums.factorio.com/135763 more])&lt;br /&gt;
* Improved Factoriopedia &amp;lt;&amp;gt; Technology GUI interaction when closing with escape. ([https://forums.factorio.com/136283 more])&lt;br /&gt;
* Fixed more cases of rocket silo launching too fast causing circuit network to miss something happened. ([https://forums.factorio.com/136341 more])&lt;br /&gt;
* Fixed that the roboport robot request selection GUI title mentioned signals. ([https://forums.factorio.com/136343 more])&lt;br /&gt;
* Fixed selector combinators quality selection flickering. ([https://forums.factorio.com/136330 more])&lt;br /&gt;
* Fixed that blueprints would count fuel in machines as fuel in vehicles. ([https://forums.factorio.com/136342 more])&lt;br /&gt;
* Fixed that setting parameter names could cause drag building grid-set blueprints to not be grid-aligned. ([https://forums.factorio.com/135567 more])&lt;br /&gt;
* Fixed fusion reactor being incorrectly considered active for working sound purposes in some cases. ([https://forums.factorio.com/136313 more])&lt;br /&gt;
* Fixed tips and tricks for heating mechanic could show before researching aquilo when skip trigger conditions were met. ([https://forums.factorio.com/135269 more])&lt;br /&gt;
* Fixed menu simulation for nauvis tank building where tank would stop where blueprint was placed. ([https://forums.factorio.com/135884 more])&lt;br /&gt;
* Fixed base built notifications were raised for chunks without active coverage if they happened to be charted by other means. ([https://forums.factorio.com/135689 more])&lt;br /&gt;
* Fixed that planted Nauvis trees created yumako particles when damaged, mined or destroyed. ([https://forums.factorio.com/135377 more])&lt;br /&gt;
* Fixed turrets prioritising targets in prepare range but outside of attack range. ([https://forums.factorio.com/131848 more])&lt;br /&gt;
* Fixed fluid energy sources would show status as &#039;Low power&#039; when working nominally. ([https://forums.factorio.com/136304 more])&lt;br /&gt;
* Fixed electric turrets could consume energy even if they failed to shoot due to range condition. ([https://forums.factorio.com/136349 more])&lt;br /&gt;
* Fixed that large numbers of mods would cause https trafic to fail on MacOS. ([https://forums.factorio.com/136326 more])&lt;br /&gt;
* Fixed that GUI elements with negative margins wouldn&#039;t stretch to fill their parent. ([https://forums.factorio.com/118119 more])&lt;br /&gt;
* Fixed that boilers with no output fluid filter could generate a fluid with a temperature outside of the fluid&#039;s limits, causing a crash.&lt;br /&gt;
* Fixed that unit groups set to &#039;wandering&#039; could ignore new commands. ([https://forums.factorio.com/135511 more])&lt;br /&gt;
* Fixed logistic section multiplier floating point math caused numbers to be 1 smaller in some cases. ([https://forums.factorio.com/136355 more])&lt;br /&gt;
* Fixed issues with &#039;drop item&#039; hotkey and dynamic inventories. ([https://forums.factorio.com/135951 more])&lt;br /&gt;
* Fixed that rocket silos launched to orbit automatically when they still had inventory space. ([https://forums.factorio.com/129708 more])&lt;br /&gt;
* Fixed a crash when character is in vehicle when forces are merged. ([https://forums.factorio.com/136351 more])&lt;br /&gt;
* Fixed cargo pod shadows were misaligned when landing in cargo bays. ([https://forums.factorio.com/121648 more])&lt;br /&gt;
* Fixed some signals with quality had no corresponding chat icon. ([https://forums.factorio.com/120044 more])&lt;br /&gt;
* Fixed colored lines in water transitions of Gleba deadskin tiles. ([https://forums.factorio.com/134963 more])&lt;br /&gt;
* Fixed Technology GUI &amp;quot;Research is being set by a lab&amp;quot; showing when no technologies are shown. ([https://forums.factorio.com/135886 more])&lt;br /&gt;
* {{SA}} Fixed recycle time of items that recycle into themselves did not scale with item result count. ([https://forums.factorio.com/135548 more])&lt;br /&gt;
* Fixed cursor item stack swap when an inventory with weight limit (like Space Age rocket silo) was full. ([https://forums.factorio.com/134169 more])&lt;br /&gt;
* Fixed anti-aliased screenshots of space platforms having wrong scale of shader effects. ([https://forums.factorio.com/132320 more])&lt;br /&gt;
* Fixed electric energy source&#039;s buffer_capacity was not affecting buffer size for crafting machines, agricultural towers, labs and mining drills. ([https://forums.factorio.com/136107 more])&lt;br /&gt;
* Fixed that nightvision with a darkness_to_turn_on of 0 was not always on. ([https://forums.factorio.com/134908 more])&lt;br /&gt;
* Fixed that &amp;quot;Not enough to fill one rocket&amp;quot; message was visible in the tooltip of space platform requests when the platform was full. ([https://forums.factorio.com/134733 more])&lt;br /&gt;
* Fixed that &amp;quot;Waiting on a higher priority request&amp;quot; message was visible when it shouldn&#039;t and reworded it to match slot reservation behavior. ([https://forums.factorio.com/135641 more])&lt;br /&gt;
* Fixed that pending automated rocket requests were counted towards to-be-delivered items on all space platforms instead of just the target. ([https://forums.factorio.com/135820 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added checks for FluidWagonPrototype&#039;s offset_when members to not produce unwanted behaviour. ([https://forums.factorio.com/135580 more])&lt;br /&gt;
* Added CraftingMachinePrototype::animation_random_start_frame.&lt;br /&gt;
* Added ProxyContainerPrototype::direction_count. Changed ProxyContainerPrototype::circuit_connector into an array.&lt;br /&gt;
* Added NightVisionEquipmentPrototype::sunglasses.&lt;br /&gt;
* Specifying a BoilerPrototype::target_temperature which is outside of the allowed temperature range of the output fluid will cause a prototype error.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added TechnologyModifier::hidden read.&lt;br /&gt;
* LuaPlanet::associate_surface now works for planets that require heating.&lt;br /&gt;
* Boiler fluid filters can no longer be adjusted at runtime.&lt;br /&gt;
* Renamed LuaEntityPrototype::building_grid_bit_shift to build_grid_size to match the prototype stage name.&lt;br /&gt;
* Added LuaGameScript::player_death_notifications_enabled and space_platform_death_notifications_enabled.&lt;br /&gt;
* Added LuaEntity::get_signals_changed().&lt;br /&gt;
== 2.1.20 ==&lt;br /&gt;
Date: 22.09.2026&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that un-checking the &#039;parameter&#039; checkbox would forget the quality of the parameter. ([https://forums.factorio.com/135937 more])&lt;br /&gt;
* Fixed improperly scaled technology sub-icons being drawn outside of widget bounds in research progress button. ([https://forums.factorio.com/129378 more])&lt;br /&gt;
* Fixed main menu background simulation vignette not being visible. ([https://forums.factorio.com/133955 more])&lt;br /&gt;
* Fixed &#039;--report-quantities&#039; command line parameter ignoring non-ore entities. ([https://forums.factorio.com/133592 more])&lt;br /&gt;
* Fixed that hovering space connection lines didn&#039;t work nicely for some angled connections. ([https://forums.factorio.com/134992 more])&lt;br /&gt;
* Fixed warning caused by icc profile on greyscale PNGs. ([https://forums.factorio.com/136038 more])&lt;br /&gt;
* Fixed that undo/redo around fuel in entities did not work nicely. ([https://forums.factorio.com/132089 more])&lt;br /&gt;
* Fixed that script changes to platform hub settings didn&#039;t show in the GUI until re-opened. ([https://forums.factorio.com/136163 more])&lt;br /&gt;
* Fixed that it was no longer possible to walk between rocket silos that are horizontally next to each other. ([https://forums.factorio.com/136182 more])&lt;br /&gt;
* Fixed that the vanilla binary would attempt to install space-age only mods. ([https://forums.factorio.com/136178 more])&lt;br /&gt;
* Fixed rocket silo was launching too fast causing circuit network to miss something happened. ([https://forums.factorio.com/136185 more])&lt;br /&gt;
* Fixed inventory slot filter menu showing on inventories that don&#039;t support filters. ([https://forums.factorio.com/136205 more])&lt;br /&gt;
* Fixed unable to change building modes while dragging. ([https://forums.factorio.com/136180 more])&lt;br /&gt;
* Fixed performance problems related to artillery reaction unit groups. ([https://forums.factorio.com/136211 more])&lt;br /&gt;
* Fixed scripts for transport belt madness campaign were not updated when loading an old save file. ([https://forums.factorio.com/136206 more])&lt;br /&gt;
* Fixed power switch gui did not disable toggle when entity is controlled by circuit network or frozen. ([https://forums.factorio.com/136136 more])&lt;br /&gt;
* Fixed hub inventory sorting would not wake up inserters causing genuine stuck situations to appear as a deadlock. ([https://forums.factorio.com/136232 more])&lt;br /&gt;
* Fixed transport belts marked as tall would not render as tall when hide tall entities is enabled. ([https://forums.factorio.com/136237 more])&lt;br /&gt;
* Fixed science production was not reported to production statistics of corresponding surfaces. ([https://forums.factorio.com/136236 more])&lt;br /&gt;
* Fixed a crash when construction robot brings empty stack of items to a tank in some cases. ([https://forums.factorio.com/136222 more])&lt;br /&gt;
* Fixed that enabling light occlusion disabled light rendering for all blend modes except &amp;quot;normal&amp;quot; (premultiplied alpha) blending. (https://forums.factorio.com/132555 and https://forums.factorio.com/135903)&lt;br /&gt;
* Fixed a game freeze when mods kill tiles under entities actively dying on space platforms. ([https://forums.factorio.com/136245 more])&lt;br /&gt;
* Fixed a crash when mods invalidate turrets while they kill things using beams. ([https://forums.factorio.com/136224 more])&lt;br /&gt;
* Fixed that several environmental entities did not show in the signals list. ([https://forums.factorio.com/136240 more])&lt;br /&gt;
* Fixed a crash when a space platform which didn&#039;t have enough inventory space requested more items which didn&#039;t fit into the rocket and the item had custom minimum payload equal to wanted count. ([https://forums.factorio.com/136213 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Removed utility constants zoom_to_world_can_use_nightvision, zoom_to_world_effect_strength and zoom_to_world_daytime_color_lookup.&lt;br /&gt;
* Added SpaceConnectionPrototype::shape.&lt;br /&gt;
* Added SpaceConnectionPrototype::origin.&lt;br /&gt;
* Added SpaceLocationPrototype::origin.&lt;br /&gt;
* Replaced ItemPrototype::fuel_category with ItemPrototype::fuel_categories.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Removed LuaPlayer::spectator because it did nothing.&lt;br /&gt;
* Replaced LuaItemPrototype::fuel_category read with fuel_categories read.&lt;br /&gt;
== 2.1.19 ==&lt;br /&gt;
Date: 16.09.2026&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed unable to throw grenades and other capsules. ([https://forums.factorio.com/136149 more])&lt;br /&gt;
== 2.1.18 ==&lt;br /&gt;
Date: 16.09.2026&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Custom minimum payload of a platform request is now respected by rockets carrying multiple different items. ([https://forums.factorio.com/134654 more])&lt;br /&gt;
* {{SA}} Removed &amp;quot;Military science pack&amp;quot; technology prerequisite from the &amp;quot;Health&amp;quot; technology.&lt;br /&gt;
* Updated working sounds for assembling machines.&lt;br /&gt;
* Updated Steamworks SDK to v1.65.&lt;br /&gt;
* Changed chat coloring so only player names are colored.&lt;br /&gt;
* Added side button for opening alerts configuration GUI.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Improved performance of inserters with spoil priority.&lt;br /&gt;
* Improved performance of pollution update when all trees on a chunk no longer accept pollution damage.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that map-preview-planet would silently ignore invalid planets. ([https://forums.factorio.com/135896 more])&lt;br /&gt;
* Fixed furnaces could void fluid product when output fluid box is occupied by another fluid. ([https://forums.factorio.com/135912 more])&lt;br /&gt;
* Fixed that go-to-mod was off by one when searching in some cases. ([https://forums.factorio.com/135939 more])&lt;br /&gt;
* Fixed LuaPlayer::drag_wire return value. ([https://forums.factorio.com/135292 more])&lt;br /&gt;
* Fixed that upgrading locomotives didn&#039;t preserve colors. ([https://forums.factorio.com/135962 more])&lt;br /&gt;
* Fixed a rare crash when removing platform requests already assigned to rocket silos. ([https://forums.factorio.com/135958 more])&lt;br /&gt;
* Fixed electric network bars in electric pole tooltip did not match behavior of bars in network statistics gui. ([https://forums.factorio.com/135966 more])&lt;br /&gt;
* Fixed that items would be auto-looted while flying in rockets/cargo pods. ([https://forums.factorio.com/135791 more])&lt;br /&gt;
* Fixed offshore pump ghost being revivable before required tile ghost is revived. ([https://forums.factorio.com/119110 more])&lt;br /&gt;
* Fixed incorrect agricultural tower tile visualisations in some modded cases. ([https://forums.factorio.com/135865 more])&lt;br /&gt;
* Fixed debug adapter not showing correct information when tailcall is involved. ([https://forums.factorio.com/136016 more])&lt;br /&gt;
* Fixed a crash when using swap-players while one of them had the technology GUI open. ([https://forums.factorio.com/136007 more])&lt;br /&gt;
* Fixed that the fluid GUI would stretch vertically when it didn&#039;t need to. ([https://forums.factorio.com/136000 more])&lt;br /&gt;
* Fixed that GPS pings would persist after using player.clear_console(). ([https://forums.factorio.com/136052 more])&lt;br /&gt;
* Fixed that biters could fail to attack diagonal entities. ([https://forums.factorio.com/135783 more])&lt;br /&gt;
* Fixed that the on_rocket_launch_ordered event did not contain player_index. ([https://forums.factorio.com/136077 more])&lt;br /&gt;
* Fixed a crash when clicking the active-technology button when saving in multiplayer. ([https://forums.factorio.com/136067 more])&lt;br /&gt;
* Fixed a crash when using LuaSimulation::control_press(). ([https://forums.factorio.com/136043 more])&lt;br /&gt;
* Fixed that platform asteroid impacts didn&#039;t work correctly when hitting platforms from the sides. ([https://forums.factorio.com/136047 more])&lt;br /&gt;
* Fixed a crash when segmented unit node count is small. ([https://forums.factorio.com/136081 more])&lt;br /&gt;
* Fixed that LuaEntity::set_fluid and add_fluid would put fluid into ghosts. ([https://forums.factorio.com/136066 more])&lt;br /&gt;
* Fixed a desync related to setting tree progress using LuaEntity::tree_stage_index.&lt;br /&gt;
* Fixed automatic rocket requests not ordering extra items when custom minimum payload was equal to the requested amount.&lt;br /&gt;
* Fixed a desync when spidertrons are killed and rebuilt in some cases. ([https://forums.factorio.com/136114 more])&lt;br /&gt;
* Fixed that construction robots in a network with full storage chests and holding items rocket silos used for crafting were blocking automated rocket silos which wanted items held by the robots. ([https://forums.factorio.com/135478 more])&lt;br /&gt;
* Fixed color signal order in GUI to match order in color signal mapping. ([https://forums.factorio.com/136095 more])&lt;br /&gt;
* Fixed that remote-removal requests didn&#039;t show properly in the inserter GUI. ([https://forums.factorio.com/136126 more])&lt;br /&gt;
* Fixed that blueprint selection counts didn&#039;t account for entities to be upgraded. ([https://forums.factorio.com/136106 more])&lt;br /&gt;
* Fixed that upgrade planners let entities bypass surface conditions. ([https://forums.factorio.com/136102 more])&lt;br /&gt;
* Fixed that LuaRendering::dash_offset did not work nicely for short lines. ([https://forums.factorio.com/136006 more])&lt;br /&gt;
* Fixed that hidden technologies still made some visible noise when researched. ([https://forums.factorio.com/135997 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;migrates_from&amp;quot; to info.json, allows mod to take ownership of storage, script inventories, gui elements and render objects of removed mod.&lt;br /&gt;
* Added ItemPrototype::science_capacity.&lt;br /&gt;
* Added QualityPrototype::science_capacity_multiplier.&lt;br /&gt;
* Added ItemPrototype::quality_affects_spoil_ticks.&lt;br /&gt;
* Removed PollutionSettings::max_pollution_to_restore_trees.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaGuiElement::secondary_number read/write.&lt;br /&gt;
* Added LuaTransportLine::get_item_position().&lt;br /&gt;
* Added LuaRenderObject::tall read/write.&lt;br /&gt;
== 2.1.17 ==&lt;br /&gt;
Date: 26.08.2026&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that in some cases labs &amp;quot;set research&amp;quot; wouldn&#039;t mark the active research as set-by-lab-behavior. ([https://forums.factorio.com/135855 more])&lt;br /&gt;
* Fixed that some some tooltips were too hard to show in graph widgets. ([https://forums.factorio.com/135859 more])&lt;br /&gt;
* Fixed cannot build sound playing twice for underground belts and pipes. ([https://forums.factorio.com/135851 more])&lt;br /&gt;
* Fixed that Steam achievements did not unlock due to updating the Steamworks SDK. ([https://forums.factorio.com/135856 more])&lt;br /&gt;
* Fixed issue with autofilling tiles for blueprints where entities share a tile. ([https://forums.factorio.com/135667 more])&lt;br /&gt;
* Fixed some artifacts with some transition images. ([https://forums.factorio.com/134507 more])&lt;br /&gt;
* Fixed that the disabled-achievements-confirmation message wouldn&#039;t show when using the peaceful mode or no enemies options. ([https://forums.factorio.com/135162 more])&lt;br /&gt;
* Fixed unreliable performance of control behavior update. ([https://forums.factorio.com/134218 more])&lt;br /&gt;
* Fixed that elevated rail ends didn&#039;t render correctly. ([https://forums.factorio.com/135809 more])&lt;br /&gt;
* Fixed that non-neutral robots would attempt to build neutral ghosts. ([https://forums.factorio.com/135740 more])&lt;br /&gt;
== 2.1.16 ==&lt;br /&gt;
Date: 24.08.2026&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when opening the production statistics GUI when the previous selected tab was the &amp;quot;all&amp;quot; tab. ([https://forums.factorio.com/135843 more])&lt;br /&gt;
* Potentially fixed an issue with trackpad scrolling on macOS. ([https://forums.factorio.com/135842 more])&lt;br /&gt;
== 2.1.15 ==&lt;br /&gt;
Date: 24.08.2026&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Added technology prerequisite to &amp;quot;Transport belt capacity 2&amp;quot;: it now requires &amp;quot;Inserter capacity bonus 7&amp;quot; to be researched.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that go-to-mod didn&#039;t work when searching hid the mod-to-go-to in the manage mods GUI. ([https://forums.factorio.com/134687 more])&lt;br /&gt;
* Fixed that many machines with passthrough ports would continue to produce and consume fluid from overextended pipelines.&lt;br /&gt;
* Fixed upgrading lamps would not preserve color. ([https://forums.factorio.com/135519 more])&lt;br /&gt;
* Fixed a crash when rendering linked belt without structure sprites.&lt;br /&gt;
* Fixed technology effect tooltips were showing incorrect values. ([https://forums.factorio.com/116018 more])&lt;br /&gt;
* Fixed that equipping armor with the shift-click shortcut would also send the next item in your inventory to a logistic trash slot. ([https://forums.factorio.com/135497 more])&lt;br /&gt;
* Fixed that nuclear ground was not counted as unlocked in Factoriopedia when unlocking atomic bombs. ([https://forums.factorio.com/135604 more])&lt;br /&gt;
* Fixed that the map preview GUI did not scale with GUI scale. ([https://forums.factorio.com/135623 more])&lt;br /&gt;
* Fixed that shift-click to select-and-confirm in the lab technology selection GUI did not work correctly. ([https://forums.factorio.com/135527 more])&lt;br /&gt;
* Fixed that rich-text recipe-with-quality tooltips did not work correctly. ([https://forums.factorio.com/135450 more])&lt;br /&gt;
* Fixed that changing fluid prototype temperature limits would not apply the new temperature limits to existing in-game fluids.&lt;br /&gt;
* Fixed asteroid collectors with filters set by control behavior could fail to track asteroid chunks when signals changed during tracking update cooldown. ([https://forums.factorio.com/135678 more])&lt;br /&gt;
* Fixed character legs were moving wrong way when walking and shooting. ([https://forums.factorio.com/132780 more])&lt;br /&gt;
* Fixed issues with the surface list GUI and scrolling. ([https://forums.factorio.com/135683 more])&lt;br /&gt;
* Fixed that space platform trash could over-fill landing pads. ([https://forums.factorio.com/135336 more])&lt;br /&gt;
* Fixed that the entity preview for the tesla turret was too small. ([https://forums.factorio.com/135570 more])&lt;br /&gt;
* Fixed that the capture robot rocket was shown in the technology bonus tooltip. ([https://forums.factorio.com/135628 more])&lt;br /&gt;
* Fixed that reordering shortcuts did not work correctly when some were hidden. ([https://forums.factorio.com/135658 more])&lt;br /&gt;
* Fixed tile buildability rules would not check all rules for rule overlaps when building entities in some cases. ([https://forums.factorio.com/135178 more])&lt;br /&gt;
* Fixed blueprint library quickbar interaction when the player inventory is 100% full. ([https://forums.factorio.com/131285 more])&lt;br /&gt;
* Fixed that confirming the maximum value field in orbital requests did not always work. ([https://forums.factorio.com/132071 more])&lt;br /&gt;
* Fixed that Factoriopedia wouldn&#039;t show fluid recycling recipes if not merged with a recipe. ([https://forums.factorio.com/135491 more])&lt;br /&gt;
* Fixed that chart rendering did not render all layers. ([https://forums.factorio.com/135368 more])&lt;br /&gt;
* Fixed that underground belt contents would get counted twice in deconstruction planner tooltips. ([https://forums.factorio.com/135587 more])&lt;br /&gt;
* Fixed a crash when mods replace cargo bays during cargo bay fast-replace. ([https://forums.factorio.com/135586 more])&lt;br /&gt;
* Fixed a soft-lock when dying while the undo-confirmation GUI is open. ([https://forums.factorio.com/135665 more])&lt;br /&gt;
* Fixed that multiplayer latency would think your main inventory had items from your ammo/weapons/armor. ([https://forums.factorio.com/134278 more])&lt;br /&gt;
* Fixed a crash when crafting machine with burner energy source is deactivated by script during update. ([https://forums.factorio.com/135736 more])&lt;br /&gt;
* Fixed recipe crafting speed prediction was not accounting for quality upgrades. ([https://forums.factorio.com/135764 more])&lt;br /&gt;
* Fixed that the graph widget did not handle negative values. ([https://forums.factorio.com/135583 more])&lt;br /&gt;
* Fixed remotely driven car in latency colliding with character with mecharmer causing a crash. ([https://forums.factorio.com/134544 more])&lt;br /&gt;
* Fixed a crash when super force building modded enemy spawners using blueprints. ([https://forums.factorio.com/135804 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added EntityPrototype::ghost_build_sound.&lt;br /&gt;
* RocketSiloPrototype::rocket_parts_storage_cap accepts all values down to 0. This can be used to disable crafting of second rocket.&lt;br /&gt;
* Added CircuitConnectorSprites::render_layer and secondary_draw_order.&lt;br /&gt;
* Circuit connector for inserter no longer defaults to drawing on &amp;quot;floor&amp;quot; render layer.&lt;br /&gt;
* Circuit connector for train stops no longer defaults to drawing on &amp;quot;train-stop-top&amp;quot; render layer.&lt;br /&gt;
* Circuit connector for asteroid collector no longer defaults to drawing on &amp;quot;higher-object-under&amp;quot; render layer.&lt;br /&gt;
* Circuit connector for rocket silo no longer defaults to drawing with secondary draw order of 70.&lt;br /&gt;
* Removed LoaderPrototype::circuit_connector_layer. Use CircuitConnectorSprites::render_layer instead.&lt;br /&gt;
* Removed RailSignalPictureSet::circuit_connector_render_layer. Use CircuitConnectorSprites::render_layer instead.&lt;br /&gt;
* Removed CraftingMachineGraphicsSet::circuit_connector_layer and circuit_connector_secondary_draw_order. Use CircuitConnectorSprites::render_layer and secondary_draw_order instead.&lt;br /&gt;
* Removed MiningDrillGraphicsSet::circuit_connector_layer and circuit_connector_secondary_draw_order. Use CircuitConnectorSprites::render_layer and secondary_draw_order instead.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Changed LuaControl::opened to support reading/writing the opened tile when in the map editor.&lt;br /&gt;
* Changed LuaControl::opened to support opening the permissions GUI, and server config GUI, and player management GUI when allowed.&lt;br /&gt;
* Changed LuaControl::opened to support opening the alerts GUI.&lt;br /&gt;
* Added LuaEntity::potential_effects read.&lt;br /&gt;
* Added LuaSpacePlatform::completed_trips read/write.&lt;br /&gt;
* Reworked LuaSimulation::get_widget_position() - it no longer accepts data/data2 strings and now uses 1-based indexing.&lt;br /&gt;
* Added &amp;quot;simple-item-with-quality-slot&amp;quot; to SimulationWidgetType.&lt;br /&gt;
* Replaced LuaGroup with LuaItemGroup and LuaItemSubGroup.&lt;br /&gt;
* Added on_next_day_started event.&lt;br /&gt;
== 2.1.14 ==&lt;br /&gt;
Date: 06.08.2026&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a space platform consistency error when loading saves games with platforms at non-planet space locations. ([https://forums.factorio.com/135464 more])&lt;br /&gt;
* Fixed achievements being failed on update due to expansion setting changes. ([https://forums.factorio.com/135462 more])&lt;br /&gt;
* Fixed a crash when upgrading entities in some cases. ([https://forums.factorio.com/135470 more])&lt;br /&gt;
* Fixed biter expansion bases could sometimes be all worms or all spawners. ([https://forums.factorio.com/134800 more])&lt;br /&gt;
* Fixed underground belt building over belt was not rotating cursor. ([https://forums.factorio.com/135468 more])&lt;br /&gt;
* Fixed a crash when loading save file with &amp;quot;no storage&amp;quot; alert pinned.&lt;br /&gt;
* Fixed substation red and green circuit connectors were swapped in some orientations. ([https://forums.factorio.com/135474 more])&lt;br /&gt;
* Fixed mod explore pane scroll bars were not appearing. ([https://forums.factorio.com/135477 more])&lt;br /&gt;
== 2.1.13 ==&lt;br /&gt;
Date: 05.08.2026&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Added interface setting for zooming towards the cursor in contexts that support it.&lt;br /&gt;
* Added an alert when an expansion base is built in a chunk with active radar coverage.&lt;br /&gt;
* {{SA}} Added support for platform transfers at non-planet space locations (e.g solar system edge). ([https://forums.factorio.com/134216 more])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Adjusted space parallax such that stars move less than planet.&lt;br /&gt;
* {{SA}} Fulfilled platform construction requests will no longer block platform to platform transfers. ([https://forums.factorio.com/135042 more])&lt;br /&gt;
* {{SA}} Asteroids will do significantly less damage when platforms are stationary or moving at very low speeds.&lt;br /&gt;
* {{SA}} Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).&lt;br /&gt;
* {{SA}} Fulgoran ruins will be selectable by deconstruction planners with &#039;Trees/rocks only&#039; enabled.&lt;br /&gt;
* Increased expansion group build base cooldown from 5 seconds to 30 seconds.&lt;br /&gt;
* Reduced early game max enemy expansion group size from 20 to 10.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed captive biter spawners and burner mining drills would show potential beacons when not affected by them. ([https://forums.factorio.com/135240 more])&lt;br /&gt;
* Fixed that migrating container entity inventory types would not preserve the bar limit when in blueprints. ([https://forums.factorio.com/134866 more])&lt;br /&gt;
* Fixed a layering issue with the cargo landing pad unloader. ([https://forums.factorio.com/134158 more])&lt;br /&gt;
* Fixed a tooltip layout issue related to multiline text. ([https://forums.factorio.com/132592 more])&lt;br /&gt;
* Fixed recipe tooltip showing incorrect value when custom tooltip fields were used. ([https://forums.factorio.com/135249 more])&lt;br /&gt;
* Fixed factoriopedia was not showing some tiles as possible source of fluid. ([https://forums.factorio.com/135239 more])&lt;br /&gt;
* Fixed some buttons in factoriopedia related to spoil results would not open related entity page. ([https://forums.factorio.com/135238 more])&lt;br /&gt;
* Fixed a crash when clearing assembler trash slots in some cases. ([https://forums.factorio.com/135224 more])&lt;br /&gt;
* Fixed inserter arrow would point at incorrect spot of underground belt when rendering a blueprint preview. ([https://forums.factorio.com/135220 more])&lt;br /&gt;
* Fixed capitalisation of locale for station related conditions. ([https://forums.factorio.com/135236 more])&lt;br /&gt;
* Fixed potential effects were not accounting for beacon quality upgrades. ([https://forums.factorio.com/134337 more])&lt;br /&gt;
* Fixed building parametrised blueprint with train stops could fail to copy color of existing train stop. ([https://forums.factorio.com/135106 more])&lt;br /&gt;
* Fixed some miniscule problems with medium volcanic rock decorative. ([https://forums.factorio.com/134892 more])&lt;br /&gt;
* Fixed ProductionHealthEffect::damage_type was not loaded properly.&lt;br /&gt;
* Fixed auto trash was not working with car burner. ([https://forums.factorio.com/135303 more])&lt;br /&gt;
* Fixed that multi-level technologies would let you set a trigger although it never worked. ([https://forums.factorio.com/135304 more])&lt;br /&gt;
* Fixed numpad text entry on macOS. ([https://forums.factorio.com/135195 more])&lt;br /&gt;
* Fixed a crash when hidden shortcuts are clicked through other means. ([https://forums.factorio.com/135273 more])&lt;br /&gt;
* Fixed that manual fast-replacing rolling stocks would not snap with different prototypes. ([https://forums.factorio.com/134694 more])&lt;br /&gt;
* Fixed a crash when rolling stock tries to connect to another rolling stock over an occupied rail connection. ([https://forums.factorio.com/135302 more])&lt;br /&gt;
* Fixed misleading quality control tooltip when quality change and min quality are used at the same time. ([https://forums.factorio.com/135319 more])&lt;br /&gt;
* Fixed inconsistend turning direction when reversing a train while not in a locomotive, in steering driving mode.&lt;br /&gt;
* Fixed incorrect and inconsistent movement when driving a train while not in a locomotive, in heading driving mode. ([https://forums.factorio.com/134814 more])&lt;br /&gt;
* Fixed foundation glow in the dark transition between lava and default ([https://forums.factorio.com/134300 more])&lt;br /&gt;
* Fixed an issue with switching between remote view and normal view when holding items in trains. ([https://forums.factorio.com/132586 more])&lt;br /&gt;
* Fixed a crash when a script would modify unit group or group commands during the `on_build_base_arrived` event. ([https://forums.factorio.com/135356 more])&lt;br /&gt;
* Fixed expansion groups would try to build too close to player buildings. ([https://forums.factorio.com/135335 more])&lt;br /&gt;
* Fixed an issue with parameters and removing entities from blueprints. ([https://forums.factorio.com/135301 more])&lt;br /&gt;
* Fixed construction robots from a stationary network could sometimes build roboports without consuming roboport item. ([https://forums.factorio.com/135379 more])&lt;br /&gt;
* Fixed inserter could get stuck when trying to insert wrong item when assembler has different wrong item in dump inventory. ([https://forums.factorio.com/135345 more])&lt;br /&gt;
* Fixed that train stop lengths were using the wrong limits. ([https://forums.factorio.com/126764 more])&lt;br /&gt;
* Fixed rocket rush scenario lobby not placing out-of-map tiles when playing base only. ([https://forums.factorio.com/135343 more])&lt;br /&gt;
* Fixed an issue with drag building buildable-off-grid entities. ([https://forums.factorio.com/135191 more])&lt;br /&gt;
* Fixed that the game menu would be behind the technology GUI if opened while the game was paused. ([https://forums.factorio.com/134173 more])&lt;br /&gt;
* Fixed that fluid input scaling didn&#039;t scale enough. ([https://forums.factorio.com/135436 more])&lt;br /&gt;
* Fixed that space platform request tooltips would show irrelevant information in some cases. ([https://forums.factorio.com/135219 more])&lt;br /&gt;
* Fixed a migration crash related to roboport charge spots. ([https://forums.factorio.com/134933 more])&lt;br /&gt;
* Improved fuel top speed modifies with cars/tanks. ([https://forums.factorio.com/134551 more])&lt;br /&gt;
* Fixed upgrading undergrounds was flipping the cursor. ([https://forums.factorio.com/116547 more])&lt;br /&gt;
* Fixed failing to build undergrounds could flip the cursor. ([https://forums.factorio.com/133833 more])&lt;br /&gt;
* Fixed that clicked_sprite and hovered_sprite overwrote each other. ([https://forums.factorio.com/135446 more])&lt;br /&gt;
* Fixed that super-force-building did not respect the map editor ignore tile conditions setting. ([https://forums.factorio.com/133632 more])&lt;br /&gt;
* Fixed that clicking outside of the combinator description edit would close the GUI. ([https://forums.factorio.com/134455 more])&lt;br /&gt;
* Fixed a fluid burning boiler not playing its working sound. ([https://forums.factorio.com/133741 more])&lt;br /&gt;
* Fixed Nauvis planted tree not being as effective for absorbing polution because it had less &amp;quot;damaged leaves&amp;quot; stages compared to 2.0. ([https://forums.factorio.com/134307 more])&lt;br /&gt;
* Fixed that equipment in vehicle grids was not preserved through undo/redo when mining the vehicle. ([https://forums.factorio.com/134505 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added UtilitySounds::machine_gui_open and machine_gui_close.&lt;br /&gt;
* Added FluidEnergySourcePrototype::hide_from_stats.&lt;br /&gt;
* Added BurnerPrototype::hide_from_stats.&lt;br /&gt;
* Added EffectReceiver::uses_local_effect.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added on_player_super_forced_selected_area event. ([https://forums.factorio.com/127217 more])&lt;br /&gt;
* Added LuaQualityPrototype::get_roll_chances().&lt;br /&gt;
* Added LuaBurnerPrototype::burner_usage read.&lt;br /&gt;
* Added LuaForce::get_space_platforms().&lt;br /&gt;
* Added LuaEntity::local_effect read/write.&lt;br /&gt;
== 2.1.12 ==&lt;br /&gt;
Date: 21.07.2026&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Changed rocket silo circuit &#039;Read orbital requests&#039; to not include platform only requests.&lt;br /&gt;
* Changed platform requests importing from platforms to allow providing the item to cargo landing pads.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the browse games GUI wouldn&#039;t show the vertical scroll bar in some cases. ([https://forums.factorio.com/134607 more])&lt;br /&gt;
* Fixed that ghost fuel requests could exceed the fuel stack size. ([https://forums.factorio.com/134841 more])&lt;br /&gt;
* Fixed music and wind sounds being affected by low pass filter. ([https://forums.factorio.com/134791 more])&lt;br /&gt;
* Fixed playing incorrect item sound in some cases with blueprint library. (https://forums.factorio.com/134925, https://forums.factorio.com/134926)&lt;br /&gt;
* Fixed that expansion groups would wait indefinitely for all members to arrive. ([https://forums.factorio.com/134848 more])&lt;br /&gt;
* Fixed that expansion groups could get stuck in a passive semi-autonomous state, preventing normal pollution attacks. ([https://forums.factorio.com/134761 more])&lt;br /&gt;
* Fixed that select-all and other text shortcuts didn&#039;t work on non-QWERTY keyboard layouts. ([https://forums.factorio.com/134235 more])&lt;br /&gt;
* Fixed a desync when LuaSurface::override_pollution_type was used.&lt;br /&gt;
* Fixed burner generators were not producing pollution. ([https://forums.factorio.com/135050 more])&lt;br /&gt;
* Fixed that upgrading trains on junctions didn&#039;t always work correctly. ([https://forums.factorio.com/135057 more])&lt;br /&gt;
* Fixed that roboports would not turn off when out of energy if not configured to passively consume energy. ([https://forums.factorio.com/135062 more])&lt;br /&gt;
* Fixed a crash when opening factoriopedia page on a land mine which has ammo category not set. ([https://forums.factorio.com/135085 more])&lt;br /&gt;
* Fixed that map editor instant blueprint building didn&#039;t work for equipment grid ghosts. ([https://forums.factorio.com/135084 more])&lt;br /&gt;
* Fixed that reverse rotate did not work nicely with things that rotation-snapped. ([https://forums.factorio.com/134968 more])&lt;br /&gt;
* Fixed that LuaEntity::set_filter() did not work for logistic storage chests. ([https://forums.factorio.com/134758 more])&lt;br /&gt;
* Fixed a layout issue related to tooltips and wrapped lines. ([https://forums.factorio.com/132598 more])&lt;br /&gt;
* Fixed a second layout issue related to tooltips and wrapped lines. ([https://forums.factorio.com/131923 more])&lt;br /&gt;
* Fixed a crash when queued construction robot orders are invalidated. ([https://forums.factorio.com/135108 more])&lt;br /&gt;
* Fixed that the electric energy interface equipment showed energy usage strangely. ([https://forums.factorio.com/135127 more])&lt;br /&gt;
* Fixed pumpjack frozen patches. ([https://forums.factorio.com/134652 more])&lt;br /&gt;
* Fixed cropped animation on assembling machine 2. ([https://forums.factorio.com/134636 more])&lt;br /&gt;
* Fixed some images failing to load on Macs with 8GB of unified memory. ([https://forums.factorio.com/135055 more])&lt;br /&gt;
* Fixed that enabling native resolution rendering on Mac required a restart.&lt;br /&gt;
* Fixed that number input fields may not be focused depending on the GUI size. ([https://forums.factorio.com/132924 more])&lt;br /&gt;
* Fixed enemy spawners unable to spawn defensive units under certain configurations. ([https://forums.factorio.com/135148 more])&lt;br /&gt;
* Fixed that you could not set items too heavy for the base rocket silo in platform hub requests. ([https://forums.factorio.com/134328 more])&lt;br /&gt;
* Fixed that the bonus GUI could show some crafting machines even if they had the not-in-bonus-gui flag set. ([https://forums.factorio.com/135197 more])&lt;br /&gt;
* Fixed that dragging a decompressed blueprint string spanning multiple lines did not work. ([https://forums.factorio.com/134510 more])&lt;br /&gt;
* Fixed that simulation clamping was a little too strict. ([https://forums.factorio.com/134811 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added ScriptTriggerEffectItem::custom_event.&lt;br /&gt;
* Added RecipePrototype::raise_on_crafted.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaQualityPrototype::roll_quality().&lt;br /&gt;
* Added LuaBootstrap::get_event_name().&lt;br /&gt;
* Added LuaPlayer::editor_settings read/write.&lt;br /&gt;
== 2.1.11 ==&lt;br /&gt;
Date: 14.07.2026&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Assembling machines with passthrough ports will consider the entire fluid segment as available for crafting. ([https://forums.factorio.com/134309 more])&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Stop drawing in-GUI simulations when the window is hidden or occluded.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when enabling pollution through the map editor &#039;force editor&#039; - &#039;edit map settings&#039; option. ([https://forums.factorio.com/134994 more])&lt;br /&gt;
* Fixed that upgrading single-locomotive trains with interrupts didn&#039;t work correctly. ([https://forums.factorio.com/134997 more])&lt;br /&gt;
* Fixed agricultural tower&#039;s harvesting and planting conditions were checked even when circuit wire was disconnected. ([https://forums.factorio.com/135023 more])&lt;br /&gt;
* Fixed graphical issues on macOS. ([https://forums.factorio.com/135019 more])&lt;br /&gt;
* Fixed memory usage spiking dramatically on macOS when window is hidden or occluded and in-GUI simulations are present.&lt;br /&gt;
* Fixed that logistic cell connections would not render when off screen. ([https://forums.factorio.com/134929 more])&lt;br /&gt;
* Fixed that open-prototype-gui didn&#039;t work for things in the blueprint library. ([https://forums.factorio.com/134927 more])&lt;br /&gt;
* Fixed a crash due to incorrectly migrated automatic rocket silo requests. ([https://forums.factorio.com/134716 more])&lt;br /&gt;
== 2.1.10 ==&lt;br /&gt;
Date: 13.07.2026&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Added several new notes to Miscellaneous Programmable speaker instrument. ([https://forums.factorio.com/134325 more])&lt;br /&gt;
* Renamed `Global` Programmable speaker playback mode to `Universe`. ([https://forums.factorio.com/134370 more])&lt;br /&gt;
* Blueprint parametrisation allows selecting recipe product as dependant parameter.&lt;br /&gt;
* Merging and renaming various tiles in Factoriopedia. ([https://forums.factorio.com/134045 more])&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Improved VRAM usage on macOS, allowing the system to reclaim unneeded memory.&lt;br /&gt;
* Reduced startup sprite loading time on macOS.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed automatic space platform requests when max count was limited but still higher than requested count. ([https://forums.factorio.com/134306 more])&lt;br /&gt;
* Fixed that mixed train wildcards did not work when there were multiple values for the wildcards to pick from. ([https://forums.factorio.com/129372 more])&lt;br /&gt;
* Fixed that teleporting cars and spidertrons between surfaces would not preserve the bonus inventory size from equipment. ([https://forums.factorio.com/134621 more])&lt;br /&gt;
* Fixed building flipped blueprint over existing entities could move items over belts onto other side of a belt. ([https://forums.factorio.com/134255 more])&lt;br /&gt;
* Fixed platforms with low request amount not receiving items from other platforms when high-throughput platforms request the same item. ([https://forums.factorio.com/134590 more])&lt;br /&gt;
* Fixed that map editor instant-blueprint-building would not put items into dynamic inventories. ([https://forums.factorio.com/134239 more])&lt;br /&gt;
* Fixed that script-set logistic filters wouldn&#039;t show the correct request-from in the GUI in some cases. ([https://forums.factorio.com/134498 more])&lt;br /&gt;
* Fixed that drag-building blueprints didn&#039;t always build as soon as possible. ([https://forums.factorio.com/129426 more])&lt;br /&gt;
* Fixed a rendering performance issue related to vulcanus decoratives. ([https://forums.factorio.com/134118 more])&lt;br /&gt;
* Fixed some effect values were not round enough. (https://forums.factorio.com/134380, https://forums.factorio.com/134709)&lt;br /&gt;
* Fixed a crash when script tries to write data in control&#039;s top scope. ([https://forums.factorio.com/134701 more])&lt;br /&gt;
* Fixed a crash when using LuaInventory::transfer_from_stack() with item-on-ground. ([https://forums.factorio.com/134704 more])&lt;br /&gt;
* Fixed a crash related to construction robots and moving out of range of their work orders. ([https://forums.factorio.com/134712 more])&lt;br /&gt;
* Fixed electric network could sometimes report not fully satisifed due to floating point math errors. ([https://forums.factorio.com/134695 more])&lt;br /&gt;
* Fixed that LuaEntity::create_entity + fast_replace of rolling stock didn&#039;t work in some cases. ([https://forums.factorio.com/134697 more])&lt;br /&gt;
* Fixed that bulk inserters in tips and tricks used hand capacity 1. ([https://forums.factorio.com/134354 more])&lt;br /&gt;
* Fixed space platform hub circuit connection tooltips referring to chest. ([https://forums.factorio.com/134456 more])&lt;br /&gt;
* Fixed that LuaEntity::get_fluid_filter() did not work on fluid wagons. ([https://forums.factorio.com/134688 more])&lt;br /&gt;
* Fixed that LuaItemStack::set_entity_filter(), LuaItemStack::set_tile_filter(), LuaRecord::set_entity_filter(), and LuaRecord::set_tile_filter() did not allow editing filters beyond the highest existing filter index.&lt;br /&gt;
* Fixed a crash when upgrading ghosts on space platforms. ([https://forums.factorio.com/134806 more])&lt;br /&gt;
* Fixed that the logistic item condition GUI would let you set non-item signals. ([https://forums.factorio.com/134805 more])&lt;br /&gt;
* Fixed that quality icons did not show in display panel wildcard text. ([https://forums.factorio.com/134799 more])&lt;br /&gt;
* Fixed that the hotkey suggestions GUI didn&#039;t show flip controls for flippable things to be built. ([https://forums.factorio.com/134785 more])&lt;br /&gt;
* Fixed that the lab conditions GUI did not live update researched state when open. ([https://forums.factorio.com/134742 more])&lt;br /&gt;
* Fixed that decider combinators wouldn&#039;t show some signals in the GUI. ([https://forums.factorio.com/134780 more])&lt;br /&gt;
* Fixed that construction robots could remove the wrong items. ([https://forums.factorio.com/133123 more])&lt;br /&gt;
* Fixed that the CreatePollutionTriggerEffectItem did not create pollution in all cases. ([https://forums.factorio.com/134767 more])&lt;br /&gt;
* Fixed a crash when building parameterized blueprints in map view. ([https://forums.factorio.com/130198 more])&lt;br /&gt;
* Fixed that Factoriopedia wouldn&#039;t show accepted fluids for generic fluid burning generators. ([https://forums.factorio.com/133517 more])&lt;br /&gt;
* Fixed that trash-unrequested could highlight the wrong items as will-be-removed. ([https://forums.factorio.com/133597 more])&lt;br /&gt;
* Fixed that building concrete next to water could remove fish. ([https://forums.factorio.com/134856 more])&lt;br /&gt;
* Fixed circuit controlled land mines would deal extra damage. ([https://forums.factorio.com/134878 more])&lt;br /&gt;
* Fixed Gleba fog shader sampling lightmap at wrong position. ([https://forums.factorio.com/134679 more])&lt;br /&gt;
* Fixed rocket silos trying to deliver zero items when item weight was bigger than rocket lift weight. ([https://forums.factorio.com/134493 more])&lt;br /&gt;
* Fixed automatic rocket silos becoming stuck when a platform request was changed to get items only from other platforms. ([https://forums.factorio.com/134715 more])&lt;br /&gt;
* Fixed that lua paths with explict &#039;this folder&#039; relative sections didn&#039;t get deduplicated correctly. ([https://forums.factorio.com/134899 more])&lt;br /&gt;
* Fixed a crash when mods change construction robot inventory contents while they&#039;re deconstructing things. ([https://forums.factorio.com/134865 more])&lt;br /&gt;
* Fixed assembler&#039;s set recipe would not select recipe with a product quality control when provided item signal. ([https://forums.factorio.com/134977 more])&lt;br /&gt;
* Fixed that on_gui_closed was not called when canceling new blueprints. ([https://forums.factorio.com/134970 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaPlayer::toggle_menu_leaves_remote_view read/write.&lt;br /&gt;
* Changed LuaEntity::apply_upgrade() to allow direct upgrading an entity without first needing to mark it for upgrade.&lt;br /&gt;
* Added LuaEntity::request_missing_construction_materials read/write.&lt;br /&gt;
* Added LuaEntity::providing_to_other_platforms read/write.&lt;br /&gt;
* Added LuaEntityPrototype::show_fluid_visualization_when_in_cursor read.&lt;br /&gt;
* Added LuaPin.&lt;br /&gt;
* Changed LuaPlayer::add_pin() to return LuaPin.&lt;br /&gt;
* Added LuaPlayer::get_pins() and clear_pins().&lt;br /&gt;
== 2.1.9 ==&lt;br /&gt;
Date: 30.06.2026&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Factoriopedia &amp;quot;show unresearched&amp;quot; state is preserved separately per save file. ([https://forums.factorio.com/134114 more])&lt;br /&gt;
* Decider combinator supports else-output.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Blueprint parameter numbers with variable names that are referenced by other formulas are kept if the other formula is used by the blueprint.&lt;br /&gt;
* Trains on elevated rails are treated as &amp;quot;tall&amp;quot; for the purpose of &amp;quot;hide tall entities&amp;quot;.&lt;br /&gt;
* Inserters dropping items into lava drop the entire stack in one go instead of one per tick.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that TilePrototype::destroys_dropped_items did not work if the dropped item trigger was not set. ([https://forums.factorio.com/134289 more])&lt;br /&gt;
* Fixed that upgrading trains that used interrupts and or groups did not always work correctly. ([https://forums.factorio.com/134254 more])&lt;br /&gt;
* Fixed platforms providing to other platforms with unload unchecked would block transitional requests. ([https://forums.factorio.com/134273 more])&lt;br /&gt;
* Fixed that rich-text fields did not accept signal cursors. ([https://forums.factorio.com/134275 more])&lt;br /&gt;
* Fixed that asteroids would not render with some debug settings enabled. ([https://forums.factorio.com/134153 more])&lt;br /&gt;
* Fixed that spidertron quality indicators would render tinted in map view. ([https://forums.factorio.com/132281 more])&lt;br /&gt;
* Fixed a crash when modded mining drills without fluid output mine a resource with fluid output. ([https://forums.factorio.com/134237 more])&lt;br /&gt;
* Fixed that LuaEntity::get_fluid_box_prototype() did not work correctly for ghosts. ([https://forums.factorio.com/134361 more])&lt;br /&gt;
* Fixed tips and tricks simulations not scaling correctly. ([https://forums.factorio.com/134346 more])&lt;br /&gt;
* Fixed that ghost-upgrading cargo landing pads didn&#039;t work. ([https://forums.factorio.com/134322 more])&lt;br /&gt;
* Fixed that the production statistics GUI filter dropdown would show hidden qualities. ([https://forums.factorio.com/132877 more])&lt;br /&gt;
* Fixed that blueprint rendering in map view would sometimes obscure not-buildable portions of the blueprint. ([https://forums.factorio.com/133644 more])&lt;br /&gt;
* Fixed that rail signals on elevated rails when hidden as &#039;tall&#039; would still be selectable. ([https://forums.factorio.com/134376 more])&lt;br /&gt;
* Fixed that LuaControl::mine_tile() did not work for non-player-characters. ([https://forums.factorio.com/134326 more])&lt;br /&gt;
* Fixed that moving technologies in the research queue did not always display the correct level was moved. ([https://forums.factorio.com/134047 more])&lt;br /&gt;
* Fixed that unlocking recycler recipes would cause the rush-to-space achievement to fail. ([https://forums.factorio.com/134384 more])&lt;br /&gt;
* Fixed legendary stack inserters became one tick slower due to floating point math errors. ([https://forums.factorio.com/134301 more])&lt;br /&gt;
* Fixed current research info tooltip would not populate values for 1 tick. ([https://forums.factorio.com/134440 more])&lt;br /&gt;
* Fixed enemy expansion candidate chunks were pruned with only 1 player building. ([https://forums.factorio.com/134444 more])&lt;br /&gt;
* Fixed early game enemy expansions would spawn nests without any worms. ([https://forums.factorio.com/134446 more])&lt;br /&gt;
* Fixed labs could stack non stackable items. ([https://forums.factorio.com/134449 more])&lt;br /&gt;
* Fixed a crash when deleting logistic groups in multiplayer latency. ([https://forums.factorio.com/134472 more])&lt;br /&gt;
* Fixed resource patch info did not include additional properties of mined resources. ([https://forums.factorio.com/134310 more])&lt;br /&gt;
* Fixed that furnaces could get stuck during some migrations. ([https://forums.factorio.com/134414 more])&lt;br /&gt;
* Fixed blueprint parametrisaion of logistic enable condition would break signal on right side of condition. ([https://forums.factorio.com/134491 more])&lt;br /&gt;
* Fixed a hang when clearing a surface with lab tile generation, when chunks were manually marked as already generated by mods.&lt;br /&gt;
* Fixed that directly changing the active recipe on a crafting machine with passthrough fluid could void connected fluid storage. ([https://forums.factorio.com/134522 more])&lt;br /&gt;
* Fixed that hidden mining drills would show in resource entity &amp;quot;mined by&amp;quot; tooltips. ([https://forums.factorio.com/134533 more])&lt;br /&gt;
* Fixed that upgrading ghosts on space platforms didn&#039;t update missing construction items. ([https://forums.factorio.com/134174 more])&lt;br /&gt;
* Fixed a blueprint GUI issue when making special blueprints in the map editor. ([https://forums.factorio.com/134549 more])&lt;br /&gt;
* Fixed that spider vehicle leg movement didn&#039;t work correctly. ([https://forums.factorio.com/134441 more])&lt;br /&gt;
* Fixed that game-interaction didn&#039;t work in remote view while Factoriopedia was pinned. ([https://forums.factorio.com/134548 more])&lt;br /&gt;
* Fixed that automatic rocket silos with mixed requests could get stuck when the platform didn&#039;t want any of the requests anymore. (https://forums.factorio.com/134256 and https://forums.factorio.com/134411)&lt;br /&gt;
* Fixed that script-created trains could be created colliding with each other which would crash the game. ([https://forums.factorio.com/134189 more])&lt;br /&gt;
* Fixed that fast-replacing combinators would not copy the description. ([https://forums.factorio.com/133804 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaPlayer::hide_locked_prototypes_in_factoriopedia read/write.&lt;br /&gt;
== 2.1.8 ==&lt;br /&gt;
Date: 25.06.2026&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Changed the technology price multiplier limit from 1000 to 100000.&lt;br /&gt;
* Changed spoil result tooltips to show the result entities as the quality of the item-to-spoil. ([https://forums.factorio.com/133602 more])&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added per-entity timings to the benchmark-verbose command line option when using &amp;quot;all&amp;quot; or &amp;quot;entities&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Gui ===&lt;br /&gt;
&lt;br /&gt;
* Hovering fixed item slot highlights items in inventory. ([https://forums.factorio.com/134199 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Orbital request slot tooltip would show items available on platforms that are not unloading at the current location. ([https://forums.factorio.com/134119 more])&lt;br /&gt;
* Fixed several rock types playing incorrect mining_sound. ([https://forums.factorio.com/134103 more])&lt;br /&gt;
* Fixed that labs setting research could block changing research manually when the lab was disconnected from the circuit network. ([https://forums.factorio.com/134126 more])&lt;br /&gt;
* Fixed that LuaGuiElement::scroll methods did not work on scroll-panes. ([https://forums.factorio.com/134132 more])&lt;br /&gt;
* Fixed Gun turrets with target priorities not shooting asteroids in some cases. ([https://forums.factorio.com/134141 more])&lt;br /&gt;
* Fixed inconsistent inserter throughput based on direction. ([https://forums.factorio.com/134117 more])&lt;br /&gt;
* Fixed that remote view auto switching didn&#039;t cancel cut/copy/deconstruct operations. ([https://forums.factorio.com/133829 more])&lt;br /&gt;
* Removed confusing &amp;quot;low fluid&amp;quot; entity status from the boiler.&lt;br /&gt;
* Fixed that upgrading rolling stocks around elevated rails did not always work correctly. ([https://forums.factorio.com/134143 more])&lt;br /&gt;
* Fixed a crash when rendering train status for trains with only temporary stops. ([https://forums.factorio.com/134163 more])&lt;br /&gt;
* Fixed that LuaGuiElement::handle_send_stacks_to_trash was named wrong.&lt;br /&gt;
* Fixed that LuaGuiElement::slots_per_row did not work. ([https://forums.factorio.com/134168 more])&lt;br /&gt;
* Fixed that map editor instant building would put modules incompatible with the current recipe into crafting machines. ([https://forums.factorio.com/134176 more])&lt;br /&gt;
* Fixed that selection tools did not work in remote view/map view with rebound controls. ([https://forums.factorio.com/134181 more])&lt;br /&gt;
* Fixed missing keys in map-settings.example.json. ([https://forums.factorio.com/134130 more])&lt;br /&gt;
* Fixed small logistic group multiplier values were inconsistently applied and displayed. ([https://forums.factorio.com/134202 more])&lt;br /&gt;
* Fixed that &#039;hide tall entities&#039; did not hide elevated rail signals. ([https://forums.factorio.com/134166 more])&lt;br /&gt;
* Fixed that set-recipe on assembling machines could void fluids of connected pipes/tanks. ([https://forums.factorio.com/134172 more])&lt;br /&gt;
* Fixed that the missing materials for construction alert could show the wrong amounts. ([https://forums.factorio.com/134249 more])&lt;br /&gt;
* Fixed train could fail to connect to a rolling stock that was built or upgraded when rails merged between stocks. ([https://forums.factorio.com/134195 more])&lt;br /&gt;
* Fixed Fulgora would generate too much land when migrated from 2.0 save games. ([https://forums.factorio.com/134161 more])&lt;br /&gt;
== 2.1.7 ==&lt;br /&gt;
Date: 23.06.2026&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Added pumpjack and burner mining drill flipping.&lt;br /&gt;
* Inserters can be flipped to make blueprint flipping reliable.&lt;br /&gt;
* Circuit connectable entities with control gui on side now have settings groupped into &amp;quot;Input&amp;quot; and &amp;quot;Output&amp;quot; section.&lt;br /&gt;
* Added option to select which wires (red, green or both) should be used by a circuit connectable entity for input, and separately for output.&lt;br /&gt;
* Requester and buffers chests can now set requests and read contents at the same time.&lt;br /&gt;
* {{SA}} Entities on a space platform that have logistic connection to enabled will use space platform hub&#039;s content.&lt;br /&gt;
* Pipes and pipes to ground can be connected to the circuit network.&lt;br /&gt;
* Added circuit network reads for pipeline contents and fluid temperature to pipes, pipes to ground, and storage tanks.&lt;br /&gt;
* Boilers and heat exchangers can be connected to the circuit network.&lt;br /&gt;
* Labs can be connected to the circuit network, read contents, read current research cost, read technology level and set current research based on conditions.&lt;br /&gt;
* Land mines can be connected to the circuit network.&lt;br /&gt;
* Heat pipes can be connected to the circuit network.&lt;br /&gt;
* {{SA}} Added separate circuit network controls for disabling harvesting and planting to agricultural towers.&lt;br /&gt;
* Added &amp;quot;universe&amp;quot; mode of operation to radar circuit connections for transfer of cross-surface signals.&lt;br /&gt;
* {{SA}} Space platform hub can set requests from circuit network.&lt;br /&gt;
* {{SA}} Orbital requests can be set to import from any planet.&lt;br /&gt;
* {{SA}} Orbital requests can request from other space platforms.&lt;br /&gt;
* {{SA}} Added logic to batch small platform requests into one rocket and use mixed rockets which are filled manually (or with inserters) for automated launches.&lt;br /&gt;
* {{SA}} Added ruins and decoratives to Fulgora oil sands.&lt;br /&gt;
* {{SA}} Storage tank fluid volume increases with quality.&lt;br /&gt;
* {{SA}} Cargo wagon inventory size increases with quality.&lt;br /&gt;
* {{SA}} Locomotive power and max speed increases with quality.&lt;br /&gt;
* {{SA}} Allowed placement of elevated rails over cargo bays and blocked them from receiving cargo pods in this state.&lt;br /&gt;
* {{SA}} Added landing pad unloading bay.&lt;br /&gt;
* Pumps can now connect to fluid wagons on both ends.&lt;br /&gt;
* Flamethrower turrets can now be rotated 8 ways instead of 4.&lt;br /&gt;
* Added latency hiding for remotely driven cars.&lt;br /&gt;
* Added patrol support to spidertrons.&lt;br /&gt;
* Fast transferring modules to entity ghosts will add them as module requests.&lt;br /&gt;
* Locomotives will auto-pull fuel from passengers if needed.&lt;br /&gt;
* Added pin to Factoriopedia which enables it to stay opened when working on other stuff.&lt;br /&gt;
* Added a button to Factoriopedia to hide unresearched content.&lt;br /&gt;
* Added fluid mixing warnings. If you attempt to connect two pipes with different fluids, a warning will be shown until the conflict is resolved.&lt;br /&gt;
* Added an interface setting to disable visualization of fluid pipelines when holding a fluid-related entity.&lt;br /&gt;
* Added a checkbox and a hotkey (unbound by default) to visualize fluid pipelines that an entity is a member of.&lt;br /&gt;
* {{SA}} Added &amp;quot;Toggle visibility of tall entities&amp;quot; shortcut which makes elevated rails translucent and unselectable.&lt;br /&gt;
* Right-clicking a pin with a spidertron remote in hand will send the spiders to the pin location.&lt;br /&gt;
* Added a hotkey to toggle snap-to-grid on the currently held blueprint. Unbound by default.&lt;br /&gt;
* Added support for language IME on macOS and Linux.&lt;br /&gt;
* Added support for on-screen keyboards on Windows and Linux desktops.&lt;br /&gt;
* Added &amp;quot;auto&amp;quot; Linux video driver setting, which will prefer Wayland if the compositor implements fifo-v1, but will otherwise prefer X11.&lt;br /&gt;
* Added support for blueprint string drag-and-drop on Wayland.&lt;br /&gt;
* Added &amp;quot;Time&amp;quot; mode to selector combinator. It allows to read game tick, time of day and duration of a day.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Disallow quality modules to be applied to crushers with asteroid reprocessing recipes.&lt;br /&gt;
* {{SA}} Reduced acid neutralisation fluids and crafting time by 10x.&lt;br /&gt;
* Reduced biter/spitter spawner spawning range and increased spawning precision.&lt;br /&gt;
* Shotguns no longer slow the player when shooting.&lt;br /&gt;
* Reduced price of piercing shotgun shell recipe.&lt;br /&gt;
* Moved piercing shotgun shells from military 4 to military 3.&lt;br /&gt;
* Moved combat shotgun from military 3 to military 4.&lt;br /&gt;
* Increased piercing shotgun shell damage from 8 to 12.&lt;br /&gt;
* Increased combat shotgun damage bonus from 20% to 50%.&lt;br /&gt;
* Shotgun pellet hit effect will slow down enemies briefly.&lt;br /&gt;
* Increased shotgun shooting speed from 1/s to 1.5/s.&lt;br /&gt;
* {{SA}} Increased rocket turret base health from 400 to 1500.&lt;br /&gt;
* {{SA}} Increased tesla turret base health from 1000 to 2000.&lt;br /&gt;
* Reworked enemy expansion planner to reduce expansions in already infested areas.&lt;br /&gt;
* Reduced centrifuge stack size to 10.&lt;br /&gt;
* {{SA}} Increased Space platform hub max health 1000 -&amp;gt; 5000.&lt;br /&gt;
* {{SA}} Added Space platform hub impact damage resistance of 50%.&lt;br /&gt;
* {{SA}} Increased asteroid crushing asteroid chunk yield from 20% to 30%.&lt;br /&gt;
* {{SA}} Increased advanced asteroid crushing asteroid chunk yield from 5% to 10%.&lt;br /&gt;
* {{SA}} Fixed asteroid chunks were not marked as lossy catalyst.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Inserters dropping items onto splitter always insert on the input lines.&lt;br /&gt;
* {{SA}} Changed hazard concrete and refined hazard concrete to recycle into the recipe ingredients of concrete/refined concrete.&lt;br /&gt;
* Rocket launch animation times scale slightly with rocket silo quality.&lt;br /&gt;
* Made it easier to click on moving entities in Remote View.&lt;br /&gt;
* Made Remote View dragging more stable in multiplayer.&lt;br /&gt;
* Remote view will activate chunks when zoomed in, so biters and fish move around.&lt;br /&gt;
* Updated to SDL 3.&lt;br /&gt;
* Updated minimum macOS version to 10.13.&lt;br /&gt;
* Added macOS 26 Tahoe-compatible app icon.&lt;br /&gt;
* Reduced steam&#039;s max temperature to 500 degrees, as that is the highest temperature that can be produced in Space Age.&lt;br /&gt;
* Removed unused temperature ranges and heat capacities from many fluids.&lt;br /&gt;
* Attaching an entity with an filtered input-output port to a pipeline will lock the whole pipeline to that filter.&lt;br /&gt;
* Added fluidbox_index to simple coal liquefaction in the same way basic oil processing has.&lt;br /&gt;
* Pumps can now connect to non-aligned wagons and to wagons on curved rails.&lt;br /&gt;
* Rolling stock can now be manually fast-replaced.&lt;br /&gt;
* Rolling stock can now be marked for upgrade with the upgrade planner. Robots will only be dispatched to upgrade trains in manual mode or automatic trains waiting at a stop. Automatic trains waiting at a stop cannot depart if a robot is on the way to upgrade them.&lt;br /&gt;
* Rolling stock can now be overbuilt with super force build.&lt;br /&gt;
* Renaming last train stop does not update train schedules unless its a rename all.&lt;br /&gt;
* Logistic section name can be parametrised. ([https://forums.factorio.com/133515 more])&lt;br /&gt;
* Programmable speaker sounds played in Global or Surface playback mode no longer play for all forces. ([https://forums.factorio.com/133555 more])&lt;br /&gt;
* {{SA}} Asteroid collector no longer ignores its own circuit output when updating filters from circuit network.&lt;br /&gt;
* Assemblers no longer ignore their own circuit output when selecting recipe to craft from circuit network.&lt;br /&gt;
* {{SA}} Asteroid collectors can use logistic connection.&lt;br /&gt;
* Changed cargo landing pad circuit connection read contents and set requests to no longer be exclusive options.&lt;br /&gt;
* Replaced &amp;quot;Include fuel&amp;quot; with &amp;quot;Read fuel&amp;quot; in for assembler (biochamber) and furnace.&lt;br /&gt;
* {{SA}} Reworked asteroid damage - asteroids take damage when they collide with entities and tiles, and they no longer slow down.&lt;br /&gt;
* Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.&lt;br /&gt;
* {{SA}} Locked the ability for characters to travel to space platforms until the first planet technology is researched.&lt;br /&gt;
* {{SA}} Pistols now recycle back into themselves instead of the recipe ingredients.&lt;br /&gt;
* {{SA}} Added separate recycler mod.&lt;br /&gt;
* {{SA}} Converted space age mod&#039;s dependency on the quality mod to a recommendation. This means the quality mod can be disabled while keeping the space age mod enabled.&lt;br /&gt;
* {{SA}} Made rocket silo&#039;s rocket inventory size dynamic, so it is only weight-restricted.&lt;br /&gt;
* {{SA}} Changed space platforms to wait in orbit until all drop slots are empty. ([https://forums.factorio.com/133332 more])&lt;br /&gt;
* {{SA}} Changed space platform construction requests to include unbuildable ghosts again and added a request priority system for foundation tiles and cargo bays. Effectively reverts the fix for https://forums.factorio.com/122185.&lt;br /&gt;
* {{SA}} Changed platform missing construction items to remove completed (count = 0) entries when the platform arrives to planet orbit.&lt;br /&gt;
* {{SA}} Disallowed scheduling new deliveries to a space platform with all wait conditions fulfilled. ([https://forums.factorio.com/120285 more])&lt;br /&gt;
* {{SA}} Changed space platform inactivity wait condition to stay at zero when items are on the way.&lt;br /&gt;
* {{SA}} Allowed planting trees on Nauvis sand tiles.&lt;br /&gt;
* {{SA}} Biter egg and Nutrients from biter egg recipes are now unlocked by Biter egg handling technology. ([https://forums.factorio.com/121507 more])&lt;br /&gt;
* {{SA}} Moved coal synthesis recipe unlock from rocket turret to bioflux processing technology.&lt;br /&gt;
* {{SA}} Moved solar system edge space location unlock to new separate technology.&lt;br /&gt;
* Fluid pipeline visualization when holding a fluid-related entity will only show in alt mode.&lt;br /&gt;
* Removed automatic fluid pipeline visualization on entity hover. Use the pipe GUI or the configurable hotkey to persistently visualize specific pipelines instead.&lt;br /&gt;
* Removed drawing of edge arrows related to fluid extents.&lt;br /&gt;
* When a beacon is selected while in alt mode, module icons for that beacon are rendered.&lt;br /&gt;
* Changed equipment ghosts to render the same as entity/tile ghosts.&lt;br /&gt;
* Changed tooltips to take ghosts into account when calculating potential crafting speed.&lt;br /&gt;
&lt;br /&gt;
=== Gui ===&lt;br /&gt;
&lt;br /&gt;
* Improved the pipe and storage tank GUIs to show real-time fluid statistics and pipeline information.&lt;br /&gt;
* Added horizontal scrolling in scroll panes using Shift + Mouse wheel up/down.&lt;br /&gt;
* Side menu minimap can be zoomed with SHIFT + Mouse wheel.&lt;br /&gt;
* Pressing return in a search textfield will unfocus the textfield.&lt;br /&gt;
* Several number inputs now clamp their values properly instead of wrapping around or ignoring numbers past their limits. ([https://forums.factorio.com/116956 more])&lt;br /&gt;
* When using a controller, don&#039;t activate a quick panel slot when hiding the quick panel, if the slot was already previously pressed manually, either using A or using a mouse. ([https://forums.factorio.com/132167 more])&lt;br /&gt;
* Added recipe info widget to furnace GUI.&lt;br /&gt;
* Removed the invalid mod configuration dialog. (https://forums.factorio.com/133684, https://forums.factorio.com/133106)&lt;br /&gt;
* Added a GUI to the /alerts command.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* New assembling machine graphics.&lt;br /&gt;
* New oil refinery graphics.&lt;br /&gt;
* Added robot door to rocket silo and working visualisation improvements.&lt;br /&gt;
* New pump-wagon connector graphics.&lt;br /&gt;
* Updated graphics and working visualisations for heat exchanger.&lt;br /&gt;
* {{SA}} Added planets in the background of space platforms.&lt;br /&gt;
* {{SA}} Improved plant growth animation and added mounds to make freshly-planted trees more visible.&lt;br /&gt;
* {{SA}} Improved demolisher graphics.&lt;br /&gt;
* {{SA}} Reworked graphics of Stromatolites (Gleba ore rocks).&lt;br /&gt;
* {{SA}} Reworked the foundation tiles, their transitions, and included frozen version of foundation.&lt;br /&gt;
* Added transitions to water and out of map to all tiles which were missing them.&lt;br /&gt;
* New distinct water and out of map transitions for stone path, concrete, refined concrete.&lt;br /&gt;
* New icons for rail items.&lt;br /&gt;
* Improved water reflection graphics of many entities.&lt;br /&gt;
* Made wire shadows actual shadows instead of transparent sprites. (https://factorio.com/blog/post/fff-379)&lt;br /&gt;
* Added outlines to virtual signals for better visibility on bright backgrounds. ([https://forums.factorio.com/126702 more])&lt;br /&gt;
* Reworked some of the older achievement icons.&lt;br /&gt;
* {{SA}} Made all reasonable transitions to lava work in a proper way.&lt;br /&gt;
* {{SA}} Reworked Vulcanus rocks so they fit the planet better.&lt;br /&gt;
* {{SA}} Tesla, rocket and railgun turrets now have correctly defined explosions.&lt;br /&gt;
* {{SA}} Added fluid glow in pipe windows for lava and molten metals.&lt;br /&gt;
* {{SA}} Halved fog and space dust shader resolution to improve performance.&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
* New sounds of crude oil, lithium brine and fluorite vent.&lt;br /&gt;
* New sounds of refinery, rocket silo.&lt;br /&gt;
* New sound of building and deconstructing huge entities (rocket silo, landing pad etc.).&lt;br /&gt;
* New sound specific to manual stone mining (it was using the generic ore mining before).&lt;br /&gt;
* Specific (types of) console messages play their own sound.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Improved asteroid rendering performance in CPU-bound scenarios.&lt;br /&gt;
* Improved minimap rendering performance.&lt;br /&gt;
* Improved performance of the robots and crafting machine recipe overlays.&lt;br /&gt;
* Improved ghost shader rendering performance with many ghosts on screen.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added mod dependency modifier &amp;quot;+&amp;quot;, which marks the mod as optional but recommended. Mod gets enabled by default but can be turned off.&lt;br /&gt;
* {{SA}} Renamed recipe prototypes: &amp;quot;molten-iron&amp;quot; into &amp;quot;iron-ore-melting&amp;quot;; &amp;quot;molten-copper&amp;quot; into &amp;quot;copper-ore-melting&amp;quot;.&lt;br /&gt;
* Reworked recipe categories: added `hand-crafting` and removed `basic-crafting`, `recycling-or-hand-crafting`, `chemistry-or-cryogenics`, `pressing`, `crafting-with-fluid-or-metallurgy`, `metallurgy-or-assembling`, `organic-or-hand-crafting`, `organic-or-assembling`, `organic-or-chemistry`, `electronics-or-assembling`, `electronics`, `electronics-with-fluid` and `cryogenics-or-assembling`; instead using multiple categories per recipe where applicable.&lt;br /&gt;
* Moved &amp;quot;recycling&amp;quot; recipe category from base mod to recycler mod.&lt;br /&gt;
* Added support to define new languages through mod locale.&lt;br /&gt;
* {{SA}} Added &amp;quot;expansion&amp;quot; feature flag.&lt;br /&gt;
* TechnologyPrototype and LabPrototype now accept any item type as research ingredients. Changed all science packs to be plain items.&lt;br /&gt;
* Increased collision layer prototype count limit from 55 to 256.&lt;br /&gt;
* Added logistic mode selector to infinity containers.&lt;br /&gt;
* Added module support to the agricultural tower. Added AgriculturalTowerPrototype::module_slots, quality_affects_module_slots, allowed_effects, allowed_module_categories, effect_receiver.&lt;br /&gt;
* Changed how SelectionModeFlags &amp;quot;blueprint&amp;quot;, &amp;quot;deconstruct&amp;quot;, &amp;quot;cancel-deconstruct&amp;quot;, &amp;quot;upgrade&amp;quot;, &amp;quot;cancel-upgrade&amp;quot; and &amp;quot;downgrade&amp;quot; work: they no longer imply &amp;quot;any-entity&amp;quot; nor &amp;quot;any-tile&amp;quot;.&lt;br /&gt;
* Module effects now have resolution of 0.01%.&lt;br /&gt;
* QualityPrototype::beacon_power_usage_multiplier now has to be &amp;gt;= 0.01. ([https://forums.factorio.com/133579 more])&lt;br /&gt;
* Quality effect values in prototype definitions were divided by 10. Also, quality effect percentages shown in GUIs are no longer multiplied by next_probability. This results in GUI and Lua API values now matching.&lt;br /&gt;
* Multiplied quality next_probability values by 10 (to a value of 1). This means a 100% quality effect guarantees a quality increase.&lt;br /&gt;
* Flying robot energy usage modifier is no longer based on gravity to pressure ratio, instead it uses a dedicated &amp;quot;robot-energy-usage&amp;quot; surface property.&lt;br /&gt;
* Added ElectricEnergyInterfaceEquipmentPrototype.&lt;br /&gt;
* Added LuaDebugAdapter for Debug Adapter Protocol compatible tools.&lt;br /&gt;
* Removed extra CustomInputEvent for inputs that collide with the map-drag control. ([https://forums.factorio.com/124398 more])&lt;br /&gt;
* Removed support for deprecated and undocumented key names from CustomInputPrototype::key_sequence and alternative_key_sequence.&lt;br /&gt;
* Added AmbientSound::title.&lt;br /&gt;
* Extended AmbientSound surface binding. Replaced planet property with planets, added surface_names, play_on_all_surfaces, exclude_planets, exclude_surface_names. ([https://forums.factorio.com/131730 more])&lt;br /&gt;
* Added &amp;quot;script-track&amp;quot; AmbientSoundType.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;no-logistic-connection&amp;quot;.&lt;br /&gt;
* Removed AssemblingMachinePrototype::enable_logistic_control_behavior, use &amp;quot;no-logistic-connection&amp;quot; EntityPrototypeFlag instead.&lt;br /&gt;
* Removed AsteroidPrototype::mass. Use AsteroidPrototype::damage_per_hp instead.&lt;br /&gt;
* Added BoilerPrototype::circuit_connector, circuit_wire_max_distance, draw_copper_wires, draw_circuit_wires.&lt;br /&gt;
* Added CarPrototype::immune_to_all_impacts.&lt;br /&gt;
* Added CarPrototype::driving_sound_volume_modifier. ([https://forums.factorio.com/133782 more])&lt;br /&gt;
* Added CargoBayPrototype::has_direction, allow_unloading, use_unloading_distance_limit.&lt;br /&gt;
* Moved CargoLandingPadPrototype::robot_animation, robot_landing_location_offset, robot_opened_duration and robot_animation_sound to CargoLandingPadPrototype::robot_door.&lt;br /&gt;
* Moved LogisticContainerPrototype::animation, landing_location_offset, opened_duration, animation_sound to LogisticContainerPrototype::robot_door.&lt;br /&gt;
* Added RocketSiloPrototype::robot_door.&lt;br /&gt;
* Added CombatRobotPrototype::separation_range, max_separation_force, separation_force_factor.&lt;br /&gt;
* Added ContainerPrototype::direction_count. Changed picture into a Sprite4Way. Changed circuit_connector into an array.&lt;br /&gt;
* Removed CraftingMachinePrototype::forced_symmetry. Added CraftingMachinePrototype::use_mirroring.&lt;br /&gt;
* Changed deconstruction planners to have dynamic filter counts. Removed DeconstructionItemPrototype::tile_filter_count, entity_filter_count.&lt;br /&gt;
* Added DisplayPanelPrototype::max_text_length, max_records_count.&lt;br /&gt;
* Added EnemySpawnerPrototype::spawn_blocked_trigger.&lt;br /&gt;
* Added EntityPrototype::show_fluid_visualization_when_in_cursor.&lt;br /&gt;
* Added EntityPrototype::tall.&lt;br /&gt;
* Removed EntityPrototype::build_base_evolution_requirement.&lt;br /&gt;
* Changed EntityWithHealthPrototype::loot into an array of ItemProductPrototype.&lt;br /&gt;
* EntityWithHealthPrototype::healing_per_tick now works for any entity with health.&lt;br /&gt;
* Added FluidPrototype::draw_as_glow.&lt;br /&gt;
* Added FluidPrototype::spent_fluid.&lt;br /&gt;
* Added FluidEnergySourcePrototype::output_fluid_box, spent_fluid.&lt;br /&gt;
* Added GeneratorPrototype::output_fluid_box, spent_fluid.&lt;br /&gt;
* Changed FluidTurretPrototype::enough_fuel_indicator_picture, not_enough_fuel_indicator_picture into Sprite8Way.&lt;br /&gt;
* Added FluidWagonPrototype::tank_spacing. FluidWagonPrototype::tank_count upper bound was removed.&lt;br /&gt;
* Added FluidWagonPrototype::valve_to_valve_offset_when_horizontal, valve_to_valve_offset_when_vertical, base_valve_xy_offset_when_horizontal, base_valve_xy_offset_when_vertical, base_valve_offset_when_horizontal, base_valve_offset_when_vertical.&lt;br /&gt;
* Added GeneratorPrototype::two_direction_only.&lt;br /&gt;
* Moved GeneratorPrototype::horizontal_animation, vertical_animation, horizontal_frozen_patch, vertical_frozen_patch to GeneratorPrototype::pictures.&lt;br /&gt;
* Added HeatPipePrototype::circuit_connector, circuit_wire_max_distance, draw_copper_wires, draw_circuit_wires.&lt;br /&gt;
* Added InserterPrototype::use_mirroring, circuit_connector_flipped, platform_picture_flipped, platform_frozen_flipped.&lt;br /&gt;
* {{SA}} Added ItemPrototype::spoil_quality_min, spoil_quality_max, spoil_quality_change.&lt;br /&gt;
* Added ItemPrototype::lab_ignores_spoil_percent.&lt;br /&gt;
* Added ItemPrototype::space_platform_request_priority.&lt;br /&gt;
* Added ItemWithInventoryPrototype::quality_affects_inventory_size.&lt;br /&gt;
* Added LabPrototype::circuit_connector, circuit_wire_max_distance, draw_copper_wires, draw_circuit_wires.&lt;br /&gt;
* Added LandMinePrototype::circuit_connector, circuit_wire_max_distance, draw_copper_wires, draw_circuit_wires.&lt;br /&gt;
* Changed LightningPrototype::damage from double to DamageParameters.&lt;br /&gt;
* Removed MapSettings::steering. Added UnitPrototype::steering, SpiderUnitPrototype::steering.&lt;br /&gt;
* Added MapSettings::min_expansion_distance.&lt;br /&gt;
* Added MiningDrillPrototype::require_resources_to_place.&lt;br /&gt;
* Moved MiningDrillPrototype::base_picture, base_render_layer to MiningDrillPrototype::working_visualisations.&lt;br /&gt;
* Added MiningDrillPrototype::use_mirroring, graphics_set_flipped, wet_mining_graphics_set_flipped, circuit_connector_flipped and migrate_horizontal_mirroring.&lt;br /&gt;
* Added ModulePrototype::consumption_quality_multiplier, speed_quality_multiplier, productivity_quality_multiplier, pollution_quality_multiplier, quality_quality_multiplier. These properties control how the quality multiplier is applied to the effect, and default to 1.0 (quality applies normally) for beneficial effects and 0.0 (not affected by quality) for detrimental effects.&lt;br /&gt;
* Added PipePrototype::circuit_connector, circuit_wire_max_distance, draw_copper_wires, draw_circuit_wires, default_fluid_temperature_signal.&lt;br /&gt;
* Added PipeToGroundPrototype::circuit_connector, circuit_wire_max_distance, draw_copper_wires, draw_circuit_wires, default_fluid_temperature_signal.&lt;br /&gt;
* Added PlantPrototype::growth_variations, growth_mounds.&lt;br /&gt;
* Added PumpPrototype::fluid_wagon_tank_valve_max_distance, wagon_connection_graphics, base_lifting_sound, arm_orienting_sound, clamp_sound. Removed PumpPrototype::fluid_wagon_connector_alignment_tolerance, fluid_wagon_connector_graphics.&lt;br /&gt;
* Added QualityPrototype::chain_probability. next_probability now only affects first step of quality roll.&lt;br /&gt;
* Added QualityPrototype::previous_probability, previous_chain_probability. Only meaningful for entities with quality_limits allowing negative values.&lt;br /&gt;
* Added QualityPrototype::cargo_wagon_inventory_size_multiplier, locomotive_power_multiplier, rolling_stock_max_speed_multiplier.&lt;br /&gt;
* Added QualityPrototype::module_consumption_multiplier, module_speed_multiplier, module_productivity_multiplier, module_pollution_multiplier, module_quality_multiplier.&lt;br /&gt;
* Added QualityPrototype::spoil_ticks_multiplier.&lt;br /&gt;
* Added RadarPrototype::default_universe_channel.&lt;br /&gt;
* Added ReactorPrototype::temperature_to_suppress_energy_icons.&lt;br /&gt;
* Added ReactorPrototype::neighbour_connectable. Reactors are no longer connecting to neighbours based on reactor edges touching.&lt;br /&gt;
* Removed RecipePrototype::category, additional_categories. Use RecipePrototype::categories instead.&lt;br /&gt;
* Removed RecipePrototype::always_show_products, show_amount_in_title.&lt;br /&gt;
* Added RecipePrototype::requires_ingredients_to_unlock_results, sort_item_ingredients, can_set_quality.&lt;br /&gt;
* Moved RecipePrototype::result_is_always_fresh to ItemProductPrototype::always_fresh.&lt;br /&gt;
* Moved RecipePrototype::reset_freshness_on_craft to ItemProductPrototype::reset_freshness_on_craft.&lt;br /&gt;
* Added ItemIngredientPrototype::quality_min, quality_max, quality_change.&lt;br /&gt;
* Added ItemIngredientPrototype::spoil_weight.&lt;br /&gt;
* Added ItemProductPrototype::quality_min, quality_max, quality_change, affected_by_quality.&lt;br /&gt;
* Added ItemProductPrototype::always_fresh, reset_freshness_on_craft.&lt;br /&gt;
* Added FluidIngredientPrototype::optional_fluidbox_indexes.&lt;br /&gt;
* Added FluidProductPrototype::optional_fluidbox_indexes.&lt;br /&gt;
* Added FluidProductPrototype::fluidbox_multiplier, defaults to 3.&lt;br /&gt;
* Changed default FluidIngredientPrototype::fluidbox_multiplier to 3.&lt;br /&gt;
* Removed UtilityConstants::max_fluid_flow, as the max flow is now derived from FluidBox volume.&lt;br /&gt;
* Added RobotWithLogisticsInterface::require_charge_to_mine.&lt;br /&gt;
* Added RocketSiloPrototype::rocket_rising_speed_modifier_per_quality_level, rocket_engine_starting_speed_modifier_per_quality_level and arms_speed_modifier_per_quality_level.&lt;br /&gt;
* Changed RocketSiloPrototype::to_be_inserted_to_rocket_inventory_size to be ignored when launch_to_space_platforms is true.&lt;br /&gt;
* Added RollingStockPrototype::quality_affects_max_speed.&lt;br /&gt;
* Added SelectorCombinatorPrototype::time_symbol_sprites, default_game_tick_output_signal, default_day_tick_output_signal, default_day_length_output_signal.&lt;br /&gt;
* Added SimpleEntityPrototype::shuffled_variation_on_chunk_generated.&lt;br /&gt;
* {{SA}} Moved platform_surface_render_parameters from SpacePlatformHubPrototype to SpaceLocationPrototype.&lt;br /&gt;
* Removed SpacePlatformHubPrototype::dump_container.&lt;br /&gt;
* Added SpiderUnitPrototype::buildable_entities.&lt;br /&gt;
* Added StorageTankPrototype::default_fluid_temperature_signal.&lt;br /&gt;
* Added TurretPrototype::leave_attacking_if_shoot_fails.&lt;br /&gt;
* Added UnitPrototype::buildable_entities.&lt;br /&gt;
* Added UtilityConstants::tall_entity_tint, tall_entity_smoke_tint, ghost_product_count_tint, equipment_disabled_background_tint, equipment_disabled_tint, huge_area_size, default_platform_surface_render_parameters, far_way_chunk_generation_radius, sound_fade_ticks. Removed UtilityConstants::minimap_slot_clicked_tint, minimap_slot_hovered_tint.&lt;br /&gt;
* Added RocketSiloPrototype::lift_weight.&lt;br /&gt;
* Renamed UtilityConstants::rocket_lift_weight to default_rocket_lift_weight.&lt;br /&gt;
* Added UtilitySounds::gui_toggle, gui_tab, build_behemoth, deconstruct_behemoth, heat_pipe_walking_sound, toggle_show_entity_info, cycle_blueprint_book, blueprint_preview_build, blueprint_preview_mine, adjust_blueprint_snapping, change_quality.&lt;br /&gt;
* Added UtilitySounds::console_player_joined, console_player_respawned, console_player_left, console_player_paused_game, console_player_resumed_game, console_player_died, console_player_research, console_platform_created, console_platform_destroyed, console_player_changed_logistic_group.&lt;br /&gt;
* Added UtilitySprites::recipe_ghost_arrow, recipe_potential_arrow, cargo_bay_too_far_from_source_icon, fluid_mixing_icon, max_cargo_bay_unloading_distance_modifier_icon, max_cargo_bay_unloading_distance_modifier_constant, unlock_logistic_network_modifier_icon, unlock_logistic_network_modifier_constant, unlock_travel_to_space_platforms_modifier_icon, unlock_travel_to_space_platforms_modifier_constant.&lt;br /&gt;
* Removed VehiclePrototype::braking_power, friction. Use braking_force, friction_force instead.&lt;br /&gt;
* {{SA}} Added SurfaceRenderParameters::platform_backdrop. Added PlatformBackdrop, PlatformBackdropCloud.&lt;br /&gt;
* Added &amp;quot;tall-entities-hidden&amp;quot; SoundModifierType.&lt;br /&gt;
* Added UnlockLogisticNetworkModifier modifier that is used by entity GUI to enable a &amp;quot;logistic network&amp;quot; button.&lt;br /&gt;
* Added TravelToSpacePlatformsModifier.&lt;br /&gt;
* Added MaxCargoBayUnloadingDistanceModifier.&lt;br /&gt;
* Added AnimationParameters::allow_reducing_frames.&lt;br /&gt;
* Added AmmoType::force_clamp_to_max_range.&lt;br /&gt;
* Added BaseAttackParameters::threatening_asteroid_penalty.&lt;br /&gt;
* Added BurnerEnergySource::auto_refuel for automatic refueling of burner equipment.&lt;br /&gt;
* Reworked CargoBayConnections tile graphics definitions.&lt;br /&gt;
* Added CreateEntityTriggerEffectItem::preserve_ghosts_and_corpses, show_ghosts_in_tooltip.&lt;br /&gt;
* Added &amp;quot;create-pollution&amp;quot; trigger effect item.&lt;br /&gt;
* Added EffectReceiver::consumption_limits, speed_limits, productivity_limits, pollution_limits, quality_limits.&lt;br /&gt;
* Added &amp;quot;dynamic&amp;quot; ElectricUsagePriority.&lt;br /&gt;
* Added EnemyExpansionSettings::evolution_group_size_factor, MapGenPresetEnemyExpansionSettings::evolution_group_size_factor.&lt;br /&gt;
* Added EnemyExpansionSettings::min_expansion_distance read.&lt;br /&gt;
* Added &amp;quot;always-show&amp;quot;, &amp;quot;not-in-bonus-gui&amp;quot;, &amp;quot;not-in-mined-by&amp;quot; EntityPrototypeFlags.&lt;br /&gt;
* Added &amp;quot;waiting-to-clear-drop-slots&amp;quot;, &amp;quot;too-far-from-pad-to-unload&amp;quot;, &amp;quot;waiting-for-upgrade&amp;quot;, &amp;quot;armed&amp;quot; EntityStatus.&lt;br /&gt;
* Added GameViewSettings::show_pins_gui, hide_tall_entities.&lt;br /&gt;
* Added &amp;quot;excluded-from-character-lift-weight&amp;quot;, &amp;quot;hide-health-bar-in-world&amp;quot;, &amp;quot;hide-spoilage-bar-in-world&amp;quot; ItemPrototypeFlags.&lt;br /&gt;
* Added MainSound::play_for_directions, SoundAccent::play_for_directions.&lt;br /&gt;
* Changed MineEntityTechnologyTrigger::entity into MineEntityTechnologyTrigger::entities.&lt;br /&gt;
* Added PipeConnectionDefinition::alt_position, alt_direction.&lt;br /&gt;
* Added PipeConnectionDefinition::hide_connection_info.&lt;br /&gt;
* Removed FluidBox::hide_connection_info.&lt;br /&gt;
* Changed ProductPrototype into ProductPrototypeBase. Added independent_probability, replacing ItemProductPrototype::probability and FluidProductPrototype::probability. Moved ItemProductPrototype::show_details_in_recipe_tooltip and FluidProductPrototype::show_details_in_recipe_tooltip to ProductPrototypeBase::show_details_in_recipe_tooltip.&lt;br /&gt;
* Added ProductPrototypeBase::shared_probability.&lt;br /&gt;
* Added ProductionHealthEffect::damage_type. ([https://forums.factorio.com/131928 more])&lt;br /&gt;
* Added ProjectileTriggerDelivery::inherit_speed.&lt;br /&gt;
* Added RadiusVisualisationSpecification::distance_quality_scaling.&lt;br /&gt;
* Added SelectionModeData::ignore_cannot_select_entities, ignore_cannot_select_tiles.&lt;br /&gt;
* Added SignalIDConnector::quality.&lt;br /&gt;
* Added &amp;quot;procession-cover&amp;quot;, &amp;quot;group=procession&amp;quot;, &amp;quot;group=procession-cover&amp;quot; SpriteFlags.&lt;br /&gt;
* Added SpriteSource::color_channels.&lt;br /&gt;
* Removed StateSteeringSettings::force_unit_fuzzy_goto_behavior.&lt;br /&gt;
* Removed SteeringSettings::moving, default.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaNotificationQueue, LuaBootstrap::new_notification_queue().&lt;br /&gt;
* Added LuaBurnerPrototype::auto_refuel read.&lt;br /&gt;
* Added LuaControlBehavior::input_networks and output_networks read/write.&lt;br /&gt;
* Added LuaLogisticContainerControlBehavior::set_requests read/write.&lt;br /&gt;
* Added LuaLogisticContainerControlBehavior::read_contents read/write.&lt;br /&gt;
* Removed LuaLogisticContainerControlBehavior::circuit_exclusive_mode_of_operation. Use set_requests and read_contents instead.&lt;br /&gt;
* Removed defines.control_behavior.logistic_container.exclusive_mode.&lt;br /&gt;
* Moved LuaEntity::mining_progress to LuaControl::mining_progress and made it read/write.&lt;br /&gt;
* Removed LuaEntity::fluidbox and LuaFluidBox. All fluid interaction is now done directly through LuaEntity.&lt;br /&gt;
* Renamed LuaEntity::remove_fluid() to extract_fluid.&lt;br /&gt;
* Changed LuaEntity::set_fluid() to make its second argument mandatory. The method now returns a FluidAmount instead of Fluid.&lt;br /&gt;
* Added LuaEntity::clear_fluids(), add_fluid(), remove_fluid(), clear_fluid(), get_fluid_filter(), set_fluid_filter(), get_fluid_capacity(), get_fluid_box_prototype(), get_fluid_box_neighbours(), get_fluid_box_pipe_connections(), add_fluid_box_linked_connection(), remove_fluid_box_linked_connection(), get_fluid_box_linked_connection(), get_fluid_box_linked_connections(), has_fluid_segment(), get_fluid_segment_fluid(), set_fluid_segment_fluid(), add_fluid_segment_fluid(), clear_fluid_segment_fluid(), remove_fluid_segment_fluid(), get_fluid_segment_filter(), get_fluid_segment_capacity(), get_fluid_segment_extent_bounding_box(), get_fluid_segment_id().&lt;br /&gt;
* Added mirrored parameter to LuaEntity::get_item_insert_specification().&lt;br /&gt;
* LuaEntity::get_item_insert_specification supports entity ghosts.&lt;br /&gt;
* Added LuaEntity::flip.&lt;br /&gt;
* Added LuaEntity::clear_stored_durability(), get_stored_durability(), set_stored_durability().&lt;br /&gt;
* Added LuaEntity::clear_tooltip_fields(), get_tooltip_fields(), clear_tooltip_field(), get_tooltip_field(), set_tooltip_field().&lt;br /&gt;
* Added LuaEntity::protected read/write.&lt;br /&gt;
* Added LuaEntity::script_reservations_count read/write; train_reservations_count read.&lt;br /&gt;
* Added LuaEntity::input_flow_limit, output_flow_limit read/writes.&lt;br /&gt;
* Added LuaEntity::electric_interface_mode read/write.&lt;br /&gt;
* Added LuaEntity::override_logistic_mode, saved_request_from_buffers, saved_request_filters, saved_storage_filters read/write.&lt;br /&gt;
* Added LuaEntity::saved_set_requests read/write.&lt;br /&gt;
* Added LuaEntity::autopilot_patrol_size read/write.&lt;br /&gt;
* Added optional entity specification to LuaEntity::create_cargo_pod and LuaCargoHatch::create_cargo_pod.&lt;br /&gt;
* Changed LuaEntity::display_panel_text to no longer support LocalisedString. Use string instead.&lt;br /&gt;
* Changed LuaEntity::allow_dispatching_robots to work on vehicles as well as characters.&lt;br /&gt;
* Changed LuaEntity::inserter_spoil_priority to use dashes in its return type instead of underscores.&lt;br /&gt;
* Removed LuaEntity::neighbors read. Added LuaEntity::fluidbox_neighbours, underground_belt_neighbour, wall_neighbours, cliff_neighbours, neighbour_connectable_connections read. Use those and belt_neighbours, heat_neighbours instead.&lt;br /&gt;
* Removed LuaEntity::pump_rail_target read. Added LuaEntity::pump_input_rail_targets, pump_output_rail_targets read.&lt;br /&gt;
* Removed LuaEntity::active write. Use LuaEntity::disabled_by_script instead.&lt;br /&gt;
* Removed LuaEntity::minable write. Use LuaEntity::minable_flag instead.&lt;br /&gt;
* Added LuaEntityPrototype::get_max_speed(), get_duration(), get_inventory_size_bonus().&lt;br /&gt;
* Added LuaEntityPrototype::attack_target_mask, ignore_target_mask reads.&lt;br /&gt;
* Added LuaEntityPrototype::fold_turret_corpses, turret_prepare_range reads.&lt;br /&gt;
* Added LuaEntityPrototype::platform_weight, platform_repair_speed_modifier reads.&lt;br /&gt;
* Added LuaEntityPrototype::require_resources_to_place, require_charge_to_mine reads.&lt;br /&gt;
* Added LuaEntityPrototype::spent_fluid read.&lt;br /&gt;
* Added LuaEntityPrototype::fixed_quality read.&lt;br /&gt;
* Added LuaEntityPrototype::disable_automatic_firing, ammo_stack_limit reads.&lt;br /&gt;
* Added LuaEntityPrototype::randomize_planting_tile, random_growth_offset reads.&lt;br /&gt;
* Added LuaEntityPrototype::use_mirroring read.&lt;br /&gt;
* Added LuaEntityPrototype::separation_range, max_separation_force, separation_force_factor reads.&lt;br /&gt;
* Added LuaEntityPrototype::alert_after_time, rocket_dying_explosion, grounded_landing_search_radius, tool_attack_distance, flying_collision_mask, tool_attack_result, footstep_particle_triggers, synced_footstep_particle_triggers, footprint_particles reads.&lt;br /&gt;
* Added LuaEntityPrototype::lift_weight read.&lt;br /&gt;
* Added LuaEntityPrototype::rocket_rising_speed_modifier_per_quality_level, rocket_engine_starting_speed_modifier_per_quality_level and arms_speed_modifier_per_quality_level reads.&lt;br /&gt;
* Added a whole host of previously missing LuaEntityPrototype reads.&lt;br /&gt;
* Changed LuaEntityPrototype::fixed_recipe to return a LuaRecipePrototype instead of a string.&lt;br /&gt;
* Removed LuaEntityPrototype::fluid_usage_per_tick read. Use LuaEntityPrototype::get_fluid_usage_per_tick instead.&lt;br /&gt;
* Removed LuaEntityPrototype::max_power_output read. Use LuaEntityPrototype::get_max_power_output instead.&lt;br /&gt;
* Removed LuaEntityPrototype::pumping_speed read. Use LuaEntityPrototype::get_pumping_speed instead.&lt;br /&gt;
* Removed LuaEntityPrototype::build_base_evolution_requirement read.&lt;br /&gt;
* Added LuaEquipment::power_production, power_usage, electric_buffer_size read/writes.&lt;br /&gt;
* Added LuaEquipmentPrototype::gui_mode, darkness_to_turn_on reads.&lt;br /&gt;
* Added LuaFlowStatistic::get_current_input_sample(), set_current_input_sample(), get_current_output_sample(), set_current_output_sample(); input_quality_counts, current_input_quality_samples, output_quality_counts, current_output_quality_samples, storage_quality_counts reads.&lt;br /&gt;
* Added the ability to specify FluidBox temperature filters without an explicit fluid ID.&lt;br /&gt;
* Removed LuaFluidBoxPrototype::volume read. Use LuaFluidBoxPrototype::get_volume() instead.&lt;br /&gt;
* Added LuaFluidEnergySourcePrototype::output_fluid_box, spent_fluid reads.&lt;br /&gt;
* Added LuaFluidPrototype::spent_fluid read.&lt;br /&gt;
* Added LuaForce::is_visible(), set_script_visible(), get_script_visible().&lt;br /&gt;
* Added LuaForce::add_alert(), add_custom_alert(), remove_alert().&lt;br /&gt;
* Added LuaForce::unlock_logistic_network, unlock_travel_to_space_platforms read/writes.&lt;br /&gt;
* Added LuaForce::cargo_landing_pad_limit read/write.&lt;br /&gt;
* Added LuaForce::max_cargo_bay_unloading_distance read/write.&lt;br /&gt;
* Added allow_in_replay parameter to LuaGameScript::take_technology_screenshot and auto_save.&lt;br /&gt;
* Added LuaGameScript::delete_blueprint_library(). ([https://forums.factorio.com/132357 more])&lt;br /&gt;
* Removed LuaGameScript::create_profiler(). Use LuaHelpers::create_profiler() instead.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;inventory&amp;quot;. Added LuaGuiElement::inventory, slots_per_row, empty_slot_info, handle_cursor_transfer, handle_cursor_split, handle_open_item, handle_open_mod_item, handle_send_stack_to_trash, hand_send_stacks_to_trash read/writes. Added on_gui_inventory_action event.&lt;br /&gt;
* Added airborne-pollutant, ammo-category, quality, shortcut, space-connection, surface, and virtual-signal to &amp;quot;choose-elem-button&amp;quot; types.&lt;br /&gt;
* Added LuaHelpers::is_valid_ambient_sound(), LuaHelpers::is_valid_animation_path().&lt;br /&gt;
* Added LuaHelpers::stage read.&lt;br /&gt;
* Added LuaInventory::transfer_from_stack(), transfer_from_inventory().&lt;br /&gt;
* Added LuaItemCommon::get_tag_names().&lt;br /&gt;
* Added LuaItemCommon::planner_description read/write.&lt;br /&gt;
* Removed LuaItemPrototype::inventory_size read. Use get_inventory_size() instead.&lt;br /&gt;
* Added LuaItemPrototype::spoil_quality_min, spoil_quality_max, spoil_quality_change reads.&lt;br /&gt;
* Added LuaItemPrototype::consumption_quality_multiplier, speed_quality_multiplier, productivity_quality_multiplier, pollution_quality_multiplier, quality_quality_multiplier reads.&lt;br /&gt;
* Added LuaItemPrototype::lab_ignores_spoil_percent, space_platform_request_priority, color_hint, spoil_level, shoot_protected, quality_affects_inventory_size reads.&lt;br /&gt;
* Removed LuaItemPrototype::tile_filter_slots, entity_filter_slots reads.&lt;br /&gt;
* Added LuaItemPrototype::used_by_labs read.&lt;br /&gt;
* Added &amp;quot;used-by-labs&amp;quot; item prototype filter.&lt;br /&gt;
* Changed LuaPlayer::get_quick_bar_slot and set_quick_bar_slot to take quick bar slot location as page index and slot index.&lt;br /&gt;
* Changed LuaPlayer::get_quick_bar_slot and set_quick_bar_slot to cover other types of slots (blueprint record, spidertron remote, specific item instances).&lt;br /&gt;
* Added LuaPlayer::quick_bar_width read.&lt;br /&gt;
* Added LuaPlayer::stack_transfers(), cursor_transfers(), cursor_split().&lt;br /&gt;
* Added LuaPlayer::saved_logistic_filters read/write.&lt;br /&gt;
* Added LuaPlayer::respawn_quality read/write.&lt;br /&gt;
* Added LuaPlayer::disable_space_map read/write.&lt;br /&gt;
* Changed LuaPlayer::entity_copy_source to be read/write. ([https://forums.factorio.com/132681 more])&lt;br /&gt;
* Changed LuaPlayer::teleport() to no longer implicitly exit remote view.&lt;br /&gt;
* Changed LuaPlayer::request_translation() and request_translations() so requests can be made while a player is offline. Also, requests will now always (eventually) arrive, even if a player disconnects and reconnects.&lt;br /&gt;
* Removed LuaPlayer::pipette_entity(). Use LuaPlayer::pipette() instead.&lt;br /&gt;
* Added LuaProcessionPrototype::timeline, ground_timeline, usage, procession_style reads.&lt;br /&gt;
* Added full documentation for LuaPrototypes::utility_constants.&lt;br /&gt;
* Added LuaQualityPrototype::chain_probability, previous, previous_probability, previous_chain_probability reads.&lt;br /&gt;
* Added LuaQualityPrototype::cargo_wagon_inventory_size_multiplier, locomotive_power_multiplier, rolling_stock_max_speed_multiplier reads.&lt;br /&gt;
* Added LuaQualityPrototype::module_consumption_multiplier, module_speed_multiplier, module_productivity_multiplier, module_pollution_multiplier, module_quality_multiplier reads.&lt;br /&gt;
* Added LuaQualityPrototype::spoil_ticks_multiplier read.&lt;br /&gt;
* Removed LuaRecipe::category, additional_categories reads. Use LuaRecipe::categories instead.&lt;br /&gt;
* Added LuaRecipePrototype::get_ingredient_quality(), get_product_quality(), get_product_amount().&lt;br /&gt;
* Added LuaRecipePrototype::can_set_quality read.&lt;br /&gt;
* Removed LuaRecipePrototype::category, additional_categories reads. Use LuaRecipe::categories instead.&lt;br /&gt;
* Removed LuaRecipePrototype::is_parameter read. Use LuaPrototypeBase::parameter instead.&lt;br /&gt;
* Removed LuaRecipePrototype::show_amount_in_title, result_is_always_fresh, reset_freshness_on_craft, always_show_products reads.&lt;br /&gt;
* Added LuaRecord::label, planner_description read/writes.&lt;br /&gt;
* Removed LuaRecord::is_blueprint_preview read. Use LuaRecord::is_preview instead.&lt;br /&gt;
* Added LuaStyle::get_style() to get sub-styles.&lt;br /&gt;
* Added LuaStyle::name write to set the parent style for a given LuaStyle.&lt;br /&gt;
* Added LuaSurface::override_pollution_type read/write.&lt;br /&gt;
* Added auto_connect parameter to LuaSurface::create_entity when creating rolling stocks.&lt;br /&gt;
* Added LuaTerritory::visibility_condition read/write.&lt;br /&gt;
* Added silent parameter to LuaSpacePlatform::apply_starter_pack().&lt;br /&gt;
* Added LuaElectricNetwork and LuaElectricSubNetwork.&lt;br /&gt;
* Added LuaEntity::electric_network, electric_networks reads.&lt;br /&gt;
* Added LuaWireConnector::electric_network read.&lt;br /&gt;
* Added LuaSurface::global_electric_network read.&lt;br /&gt;
* Added LuaPlayer::play_music, LuaForce::play_music, LuaGameScript::play_music, LuaSurface::play_music. ([https://forums.factorio.com/131082 more])&lt;br /&gt;
* Added LuaPlayer::current_music read. Added on_player_music_changed event.&lt;br /&gt;
* Added light_mode parameter to LuaRendering::draw_animation() and LuaRendering::draw_sprite().&lt;br /&gt;
* Added LuaRenderObject::light_mode read/write.&lt;br /&gt;
* Changed lights created via LuaRendering::draw_light() to lower resolution gradient lights.&lt;br /&gt;
* Added ScriptRenderMode &amp;quot;build-cursor&amp;quot; for drawing objects only when player holds buildable item trying to build it.&lt;br /&gt;
* Added &amp;quot;cursor&amp;quot; and &amp;quot;build-cursor&amp;quot; target types to ScriptRenderTargetTable.&lt;br /&gt;
* Added LuaBoilerControlBehavior, LuaLabControlBehavior, LuaLandMineControlBehavior, LuaSingleFluidBoxControlBehavior, LuaHeatPipeControlBehavior.&lt;br /&gt;
* Added LuaAgriculturalTowerControlBehavior::enable_harvesting_condition, harvesting_condition, enable_planting_condition, planting_condition.&lt;br /&gt;
* Renamed LuaAssemblingMachineControlBehavior::include_fuel and LuaFurnaceControlBehavior::include_fuel to read_fuel.&lt;br /&gt;
* Added LuaCargoLandingPadControlBehavior::read_contents, set_requests. Removed LuaCargoLandingPadControlBehavior::circuit_exclusive_mode_of_operation.&lt;br /&gt;
* Reworked LuaDisplayPanelControlBehavior: Added add_record(), remove_record(), move_record(), get_record(), set_record(); max_records_count, records_count reads; records read/write. Removed get_message, set_message, messages.&lt;br /&gt;
* Added LuaRadarControlBehavior::mode, universe_channel read/writes.&lt;br /&gt;
* Added LuaSpacePlatformHubControlBehavior::set_requests read/write.&lt;br /&gt;
* Changed UndoRedoAction to always include the type and tags, even if the action is invalid.&lt;br /&gt;
* Renamed defines.control_behavior.type.storage_tank to defines.control_behavior.type.single_fluid_box.&lt;br /&gt;
* Added defines.control_behavior.radar.mode.surface, .universe.&lt;br /&gt;
* Added defines.control_behavior.type.lab, .boiler, .land_mine, .heat_pipe.&lt;br /&gt;
* Removed defines.control_behavior.cargo_landing_pad.exclusive_mode.&lt;br /&gt;
* Added on_blueprint_settings_pasted, on_player_color_changed events.&lt;br /&gt;
* Added previous_mirroring parameter to on_player_rotated_entity event.&lt;br /&gt;
* Added defines.alert_type.fluid_mixing.&lt;br /&gt;
* Renamed defines.default_icon_size to defines.constant.default_icon_size.&lt;br /&gt;
* Added defines.electric_interface_mode.&lt;br /&gt;
* Added defines.entity_status.hatches_blocked_by_elevated_rail, .too_far_from_pad_to_unload, .waiting_for_upgrade, .waiting_to_clear_drop_slots, .armed.&lt;br /&gt;
* Added defines.gui_type.alerts_config.&lt;br /&gt;
* Removed defines.inventory.assembling_machine_input, furnace_source, and rocket_silo_input. Use defines.inventory.crafter_input instead.&lt;br /&gt;
* Removed defines.inventory.assembling_machine_output, furnace_result, and rocket_silo_output. Use defines.inventory.crafter_output instead.&lt;br /&gt;
* Removed defines.inventory.assembling_machine_modules, furnace_modules, and rocket_silo_modules. Use defines.inventory.crafter_modules instead.&lt;br /&gt;
* Removed defines.inventory.assembling_machine_trash and furnace_trash. Use defines.inventory.crafter_trash instead.&lt;br /&gt;
* Added defines.inventory_actions.&lt;br /&gt;
* Added defines.relative_gui_type.alerts_config_gui, .boiler_gui, .electric_energy_interface_equipment_gui, .radar_gui.&lt;br /&gt;
* Removed defines.relative_gui_type.storage_tank_gui.&lt;br /&gt;
* Added defines.target_type.electric_network, .electric_sub_network, .force.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed lava animation artifacts. ([https://forums.factorio.com/128172 more])&lt;br /&gt;
* Fixed that fusion generators could output plasma into fusion reactors which caused unintuitive behavior with certain reactor layouts. ([https://forums.factorio.com/129371 more])&lt;br /&gt;
* Fixed that starting resource autoplace was using a legacy &amp;quot;lakes&amp;quot; map generation expression instead of the planet&#039;s actual elevation. ([https://forums.factorio.com/127763 more])&lt;br /&gt;
* Fixed being unable to copy/paste large amounts of text on X11 (again).&lt;br /&gt;
* Fixed that the game would not let the compositor position the window when launching in fullscreen on Wayland. ([https://forums.factorio.com/118391 more])&lt;br /&gt;
* Fixed (super)forcing miners would produce autofilled tile ghosts even when the ghost of the miner itself was not built due to lack of resources. ([https://forums.factorio.com/118732 more])&lt;br /&gt;
* Fixed (super)forcing entity requiring tile would sometimes not trigger deconstruction of an obstacle despite said obstacle blocking revival of autofilled tileghost. ([https://forums.factorio.com/130907 more])&lt;br /&gt;
* Fixed remotely driven tank not being attacked by biters unless they took damage. ([https://forums.factorio.com/129482 more])&lt;br /&gt;
* Fixed sound restarting when selecting some entries in Factoriopedia while the game is paused. ([https://forums.factorio.com/116821 more])&lt;br /&gt;
* Fixed apply_runtime_tint property not working correctly for additive blend mode. ([https://forums.factorio.com/129905 more])&lt;br /&gt;
* Fixed cancelling deconstruction of a plant would not remove colliding players tile ghosts (second pic https://forums.factorio.com/131087)&lt;br /&gt;
* Fixed that the game would drop to 20 FPS when the window was not visible on Wayland. Fix requires the compositor to support xdg_shell version 6 or above.&lt;br /&gt;
* Fixed blueprinted walls with circuit connection would not create the connection in some cases of applicable overbuilds. ([https://forums.factorio.com/117919 more])&lt;br /&gt;
* Added instruction for reverse alternative selection for deconstruction planner. ([https://forums.factorio.com/119285 more])&lt;br /&gt;
* Fixed multiple issues with undoing and redoing tiles or tileghosts. ([https://forums.factorio.com/128421 more])&lt;br /&gt;
* Fixed that holmium solution&#039;s fluid color was wrong. ([https://forums.factorio.com/131509 more])&lt;br /&gt;
* Fixed that in-progress recipe fluid ingredients would be voided when changing assembling machine recipes. ([https://forums.factorio.com/131281 more])&lt;br /&gt;
* Fixed that tile ghosts would show incorrectly on the map when near curved rails. ([https://forums.factorio.com/131572 more])&lt;br /&gt;
* Fixed that platforms requesting custom minimal amounts could get sent less than the custom minimal amount. ([https://forums.factorio.com/131563 more])&lt;br /&gt;
* Fixed that some large numbers would not be thousands-split. ([https://forums.factorio.com/131584 more])&lt;br /&gt;
* Fixed a crash when showing the blueprint library GUI in tips and tricks. ([https://forums.factorio.com/131635 more])&lt;br /&gt;
* Fixed that cloning entities with fluid could result in too much fluid being cloned. ([https://forums.factorio.com/131648 more])&lt;br /&gt;
* Fixed modded drills with resource filters would show quality condition when not relevant. ([https://forums.factorio.com/131114 more])&lt;br /&gt;
* Fixed that construction robots could put the wrong item into storage chests when canceling module upgrades. ([https://forums.factorio.com/131543 more])&lt;br /&gt;
* Fixed that it was possible to pass any fluid through input-output ports on entities regardless of which fluid icon they showed.&lt;br /&gt;
* Fixed that it was impossible to see all of the fluid inside of an entity with input-output ports.&lt;br /&gt;
* Fixed that setting fluid filters on pipes would not actually do anything.&lt;br /&gt;
* Fixed random penalty noise expression being incorrectly folded to a constant value if all arguments were constant. ([https://forums.factorio.com/131117 more])&lt;br /&gt;
* Fixed inserter clone would attempt to pickup more items in some cases. ([https://forums.factorio.com/131294 more])&lt;br /&gt;
* Fixed that `--run-replay` would get stuck on the victory screen. ([https://forums.factorio.com/131375 more])&lt;br /&gt;
* Fixed rich text icons occluding detail lights. ([https://forums.factorio.com/131417 more])&lt;br /&gt;
* Fixed fluid catalyst lost due to fluid product probability was not tracked as consumed.&lt;br /&gt;
* Fixed a crash related to construction robots, tile ghosts, and mod events. ([https://forums.factorio.com/131783 more])&lt;br /&gt;
* Fixed superforce blueprint overbuild with crafters with modules in instant blueprint mode would misbehave in some cases. ([https://forums.factorio.com/131562 more])&lt;br /&gt;
* Fixed forcing a blueprint with foundation tile and a cover tile on the same tile would cause a crash in some cases. ([https://forums.factorio.com/131743 more])&lt;br /&gt;
* Fixed LuaPlayer::build_from_cursor() ignoring cursor_ghost. ([https://forums.factorio.com/131575 more])&lt;br /&gt;
* Fixed that LuaEntity::register_tree(...) did not wake up agricultural towers. ([https://forums.factorio.com/131832 more])&lt;br /&gt;
* Fixed recipe tooltip showing incorrect item product amounts when item product uses ignored_by_productivity. ([https://forums.factorio.com/131864 more])&lt;br /&gt;
* Fixed some issues around undo/redo of frozen/unfrozen tiles.&lt;br /&gt;
* Fixed fast-turning cars oscillating around inputted heading when driven in heading mode.&lt;br /&gt;
* Fixed vehicles with toolbelts in their equipment grid losing filters in the extra slots after placement. ([https://forums.factorio.com/131853 more])&lt;br /&gt;
* Fixed dropping fishes to water to be more resilient to low cursor stack item counts. ([https://forums.factorio.com/131815 more])&lt;br /&gt;
* Fixed that the vulcanus briefing description mentioned the wrong rock. ([https://forums.factorio.com/131964 more])&lt;br /&gt;
* Fixed that inserters disabled by control behavior could take an extra tick to pick up items in some cases. ([https://forums.factorio.com/131265 more])&lt;br /&gt;
* Fixed that the destroy-decoratives trigger effect would not properly handle decals being removed. ([https://forums.factorio.com/131965 more])&lt;br /&gt;
* Fixed that display panels would reset partially edited text when changing other settings. ([https://forums.factorio.com/130647 more])&lt;br /&gt;
* Fixed recipe description showing unnecessary &amp;quot;/s&amp;quot; when recipe has no ingredients but many products. ([https://forums.factorio.com/131982 more])&lt;br /&gt;
* Fixed description of heal effect could show a negative sign. ([https://forums.factorio.com/132005 more])&lt;br /&gt;
* Fixed vehicle friction modifier was not handled correctly in sticker description. ([https://forums.factorio.com/132006 more])&lt;br /&gt;
* Fixed a crash when edit interrupt discard change notification was confirmed while changes were already saved. ([https://forums.factorio.com/131934 more])&lt;br /&gt;
* Fixed a crash when using some mods on a dedicated server. ([https://forums.factorio.com/131997 more])&lt;br /&gt;
* Fixed that disabled/enabling space platform hubs logistic points through script did not work correctly. ([https://forums.factorio.com/131263 more])&lt;br /&gt;
* Fixed a crash when canceling deconstruction of an item entity through undo when the item is sitting above a belt. ([https://forums.factorio.com/131981 more])&lt;br /&gt;
* Fixed that fluid stream drew parts of other sprites if its prototype definition had layers with different dimensions. ([https://forums.factorio.com/132017 more])&lt;br /&gt;
* Fixed that the chart search would flash rapidly when searching took a long time.&lt;br /&gt;
* Fixed that the insert quality module achievement wouldn&#039;t trigger when adding with right click. ([https://forums.factorio.com/131645 more])&lt;br /&gt;
* Fixed some falsely positive double coverable tile autofill buildability check results. ([https://forums.factorio.com/132008 more])&lt;br /&gt;
* Fixed that roboports wouldn&#039;t show their charge rate when the quality mod was not enabled. ([https://forums.factorio.com/132049 more])&lt;br /&gt;
* Fixed that entities built using EntityEditor cursor didn&#039;t keep their mirrored state.&lt;br /&gt;
* Fixed a requester issue with personal construction robots and them dying. ([https://forums.factorio.com/132087 more])&lt;br /&gt;
* Fixed a crash when using --dump-icon-sprites when texture streaming was enabled. ([https://forums.factorio.com/132093 more])&lt;br /&gt;
* Fixed hovering over undo/redo button would sometimes cause a crash when in remote view. ([https://forums.factorio.com/131855 more])&lt;br /&gt;
* Fixed a crash when trying to draw asteroid collector arms that don&#039;t have animations defined. ([https://forums.factorio.com/132067 more])&lt;br /&gt;
* Fixed a lab could draw as active while being marked for deconstruction.&lt;br /&gt;
* Fixed a crash when disabling logistic robots waiting to charge. ([https://forums.factorio.com/132112 more])&lt;br /&gt;
* Fixed modded plants with negative harvest emissions could create pollution in some cases. ([https://forums.factorio.com/132176 more])&lt;br /&gt;
* Fixed trains failed to track player kills. ([https://forums.factorio.com/132269 more])&lt;br /&gt;
* Fixed that splitters and loaders would not apply the frozen LUT when frozen. ([https://forums.factorio.com/132287 more])&lt;br /&gt;
* Fixed a crash related to inventory highlights and vehicles. ([https://forums.factorio.com/132233 more])&lt;br /&gt;
* Fixed underground belts resulting from superforce building over belts would not have the same quality as the belt. ([https://forums.factorio.com/132158 more])&lt;br /&gt;
* Fixed fusion reactor tooltip when neighbour bonus was different than 1. ([https://forums.factorio.com/132322 more])&lt;br /&gt;
* Fixed that LuaLogisticNetwork::can_satisfy_request() did not work correctly when available items were negative. ([https://forums.factorio.com/132321 more])&lt;br /&gt;
* Fixed sprite sorting issues with latency state and LuaRendering objects. (https://forums.factorio.com/131856, https://forums.factorio.com/131914)&lt;br /&gt;
* Fixed train stop rich text tag showing &amp;quot;Train&amp;quot; for invalid stops. ([https://forums.factorio.com/132221 more])&lt;br /&gt;
* Fixed factoriopedia was showing assembling machines with fixed recipes as able to also craft other recipes. ([https://forums.factorio.com/132463 more])&lt;br /&gt;
* Fixed additional tiles sometimes appearing near character when manual building tiles. ([https://forums.factorio.com/132440 more])&lt;br /&gt;
* Fixed blueprint superforce overbuild entity over the same entity marked for upgrade would not remove the upgrade order. ([https://forums.factorio.com/132382 more])&lt;br /&gt;
* Fixed that inserters would pick sub-optimial pickup targets when near rails and ghosts in some cases. ([https://forums.factorio.com/132493 more])&lt;br /&gt;
* Fixed that construction jobs didn&#039;t correctly detect when chains of robots would eventually finish a given task. ([https://forums.factorio.com/132537 more])&lt;br /&gt;
* Fixed that cannon shell range modifier wasn&#039;t being applied correctly. ([https://forums.factorio.com/131497 more])&lt;br /&gt;
* Fixed that dying vehicles with equipment grids would not persist equipment in ghost form.&lt;br /&gt;
* Fixed that marking entities for deconstruction which were part of a fluid segment would result in voiding fluids more often than necessary. ([https://forums.factorio.com/132492 more])&lt;br /&gt;
* Fixed that marking entities for deconstruction would not push fluid away.&lt;br /&gt;
* Improved signal tooltip clarity by showing which quality the signal is. ([https://forums.factorio.com/132438 more])&lt;br /&gt;
* Fixed that LuaControl::mine_entity flying text did not work correctly for entities on other surfaces. ([https://forums.factorio.com/132634 more])&lt;br /&gt;
* Fixed that selection tools could be inaccurate when in low UPS conditions. ([https://forums.factorio.com/132629 more])&lt;br /&gt;
* Fixed that trains map view wouldn&#039;t show the correct key bindings when add-stop and add-temporary-stop were re-bound. ([https://forums.factorio.com/132403 more])&lt;br /&gt;
* Fixed that search in the technology GUI would include hidden effects. ([https://forums.factorio.com/132638 more])&lt;br /&gt;
* Fixed that space platforms would auto-trash with no planet filter when flying between planets. ([https://forums.factorio.com/131874 more])&lt;br /&gt;
* Fixed creating entity ghosts by script would not apply control behavior parameters. ([https://forums.factorio.com/132659 more])&lt;br /&gt;
* Fixed that egg items would show damage amounts in tooltips. ([https://forums.factorio.com/131697 more])&lt;br /&gt;
* Fixed render layer issues with stickers and floating entities. ([https://forums.factorio.com/132229 more])&lt;br /&gt;
* Fixed reading ElemID would provide wrong type in case of a signal. ([https://forums.factorio.com/132679 more])&lt;br /&gt;
* Fixed that item removal markers weren&#039;t shown for crafting machine trash inventory after reopening the GUI. ([https://forums.factorio.com/132671 more])&lt;br /&gt;
* Fixed fast-replacing underground belts by dragging not placing the belts correctly.  ([https://forums.factorio.com/116547 more])&lt;br /&gt;
* Fixed that dragging electric poles onto ghost electric poles could leave them disconnected. ([https://forums.factorio.com/132585 more])&lt;br /&gt;
* Fixed that the Steam version of the game would overwrite the local player-data.json file even though it never used it. ([https://forums.factorio.com/131164 more])&lt;br /&gt;
* Fixed that rotating entities with blueprints would not generate a player rotated event. ([https://forums.factorio.com/131355 more])&lt;br /&gt;
* Fixed that undo applied would not fire if the undo resulted in no change. ([https://forums.factorio.com/131704 more])&lt;br /&gt;
* Fixed that turrets would disregard ammo target filters if they acquired a target before ammo was present. ([https://forums.factorio.com/132831 more])&lt;br /&gt;
* Fixed moving vehicles not showing delayed tooltips. ([https://forums.factorio.com/117215 more])&lt;br /&gt;
* Fixed decider would not reject some of the special signals on the right side of conditions. ([https://forums.factorio.com/132894 more])&lt;br /&gt;
* Fixed that alt-click did not work to open Factoriopedia for inventory ghost requests. ([https://forums.factorio.com/132911 more])&lt;br /&gt;
* Fixed that appending spidertron waypoints did not work correctly if the last command was to follow an entity. ([https://forums.factorio.com/132904 more])&lt;br /&gt;
* Fixed a crash when multiple players attempt to confirm deletion of the same blueprint book. ([https://forums.factorio.com/132952 more])&lt;br /&gt;
* Fixed that turret shooting speed didn&#039;t work at higher speeds depending on the turret animations.&lt;br /&gt;
* Fixed that recipes producing &amp;gt; 0 but &amp;lt; 1 item would show as making 0. ([https://forums.factorio.com/132992 more])&lt;br /&gt;
* Fixed that alerts from hidden surfaces were hidden. ([https://forums.factorio.com/132910 more])&lt;br /&gt;
* Fixed it was not possible to parametrize display panel text when it was connected to circuit network. ([https://forums.factorio.com/132995 more])&lt;br /&gt;
* Fixed expansion planner would consistently fail on Gleba. ([https://forums.factorio.com/131425 more])&lt;br /&gt;
* Fixed space platform hub GUI would stretch with certain translations. ([https://forums.factorio.com/130921 more])&lt;br /&gt;
* Fixed stateless visualisations on a moving units would appear as having high animation speed. ([https://forums.factorio.com/133135 more])&lt;br /&gt;
* Fixed a crash when activating interrupts in some cases. ([https://forums.factorio.com/133037 more])&lt;br /&gt;
* Fixed that furnace tooltips would show recipes they couldn&#039;t use. ([https://forums.factorio.com/133034 more])&lt;br /&gt;
* Fixed inserter flipping when it has fluid energy source. ([https://forums.factorio.com/131736 more])&lt;br /&gt;
* Fixed a crash in the technology GUI related to hiding all technologies. ([https://forums.factorio.com/133188 more])&lt;br /&gt;
* Fixed splitter flipping was moving items to wrong lanes. ([https://forums.factorio.com/132978 more])&lt;br /&gt;
* Fixed placing blueprints with requester chests could sometimes create undo actions for copy settings even if no settings were changed. ([https://forums.factorio.com/133148 more])&lt;br /&gt;
* Fixed that relative snap to grid blueprints with parameters would build in absolute grid in some cases. ([https://forums.factorio.com/132915 more])&lt;br /&gt;
* Fixed snapped blueprints placing car ghosts over equivalent real cars. ([https://forums.factorio.com/132760 more])&lt;br /&gt;
* Fixed that undo_index did not work when trying to add to empty undo actions. ([https://forums.factorio.com/132714 more])&lt;br /&gt;
* Fixed that the constant combinator GUI didn&#039;t properly reject duplicate entries. ([https://forums.factorio.com/133191 more])&lt;br /&gt;
* Fixed having parameter requests in Space platform hub would emit platform storage warnings. ([https://forums.factorio.com/133257 more])&lt;br /&gt;
* Fixed that elem_tooltip with type &#039;signal&#039; did not work correctly. ([https://forums.factorio.com/133278 more])&lt;br /&gt;
* Fixed that spidertron would not trigger inventory sort after trunk was resized due to toolbelt equipment. ([https://forums.factorio.com/132319 more])&lt;br /&gt;
* Fixed that space platforms could send cargo pods to incompatible hatches. ([https://forums.factorio.com/132664 more])&lt;br /&gt;
* Fixed that logistic request input fields would lose focus when research completed. ([https://forums.factorio.com/133342 more])&lt;br /&gt;
* Fixed a crash when loading a 1.1 save file with a fluidbox whose fluid content is very close to zero.&lt;br /&gt;
* Fixed alerts in chart view were not being refreshed if warning icons blinking was disabled. ([https://forums.factorio.com/132074 more])&lt;br /&gt;
* Fixed that sprite loading didn&#039;t report an error for out-of-bounds sprites if they already had a value stored in crop cache. ([https://forums.factorio.com/129575 more])&lt;br /&gt;
* Fixed that quickbar related hotkeys did not work if the quickbar was not visible. ([https://forums.factorio.com/133377 more])&lt;br /&gt;
* Fixed that cargo bay graphics would render incorrectly when removing adjacent cargo bays in blueprints. ([https://forums.factorio.com/133386 more])&lt;br /&gt;
* Fixed that the pins GUI wouldn&#039;t show correctly in some cases. ([https://forums.factorio.com/133423 more])&lt;br /&gt;
* Fixed burner energy source with high effectivity could request more fuel than it needs. ([https://forums.factorio.com/133436 more])&lt;br /&gt;
* Fixed that in some cases trains waypoint logic would fail to find a path extension while the train was inside of intersection and first signal after waypoint was a chain signal that is red. ([https://forums.factorio.com/133309 more])&lt;br /&gt;
* Fixed superforcing entities over belts would not generate on_entity_built events for the created underground belt ghosts ([https://forums.factorio.com/119951 more])&lt;br /&gt;
* Fixed that marking underground belts for upgrade could upgrade them twice in some cases. ([https://forums.factorio.com/133427 more])&lt;br /&gt;
* Fixed that space platforms didn&#039;t automatically request items if there was a rocket silo which had the wanted items but didn&#039;t have the rocket ready. ([https://forums.factorio.com/132597 more])&lt;br /&gt;
* Fixed that rocket silos which had requests with low custom minimum payload launched even if robots were on the way to deliver more items. ([https://forums.factorio.com/120756 more])&lt;br /&gt;
* Fixed that space platform construction requests didn&#039;t remove old requests when new requests were placed in the same inventory slot. ([https://forums.factorio.com/131268 more])&lt;br /&gt;
* Fixed a cursor swap could trigger in some cases where it should not. ([https://forums.factorio.com/133461 more])&lt;br /&gt;
* Fixed that team production scenario would crash when items were dropped on ground. ([https://forums.factorio.com/133376 more])&lt;br /&gt;
* Fixed factoriopedia was not reporting which items to launch to obtain opened launch product. ([https://forums.factorio.com/133226 more])&lt;br /&gt;
* Fixed that transport belt madness scenario would crash when starting level with belts that have items on top. ([https://forums.factorio.com/133181 more])&lt;br /&gt;
* Fixed that some steps of advanced rail signals tutorial were incorrectly detecting goal as completed. ([https://forums.factorio.com/133012 more])&lt;br /&gt;
* Fixed cargo pod would render without engine in factoriopedia. ([https://forums.factorio.com/132657 more])&lt;br /&gt;
* Fixed burner inserter not refueling itself when taking items out of entity with multiple inventories. ([https://forums.factorio.com/133478 more])&lt;br /&gt;
* Fixed that &#039;the hand&#039; did not work right for item-with-inventory types. ([https://forums.factorio.com/133481 more])&lt;br /&gt;
* Fixed blueprint parametrization could set recipe quality in cases where recipe quality is ignored. ([https://forums.factorio.com/133490 more])&lt;br /&gt;
* Fixed camera widget was attempting to draw cursor selection. ([https://forums.factorio.com/132379 more])&lt;br /&gt;
* Fixed tutorial level 5 using deprecated entities. ([https://forums.factorio.com/117897 more])&lt;br /&gt;
* Fixed vehicle toolbar being sometimes visible when disabled or not visible when enabled. ([https://forums.factorio.com/133497 more])&lt;br /&gt;
* Fixed inventory highlights sometimes getting stuck when items are moved out of trash inventory. ([https://forums.factorio.com/132715 more])&lt;br /&gt;
* Fixed schedule conditions operator rendering incorrectly while dragging. ([https://forums.factorio.com/117020 more])&lt;br /&gt;
* Fixed placing blueprint with parameters on top of existing train stop could cause some trains to change schedule unexpectedly. ([https://forums.factorio.com/128218 more])&lt;br /&gt;
* Fixed it was possible to smuggle construction robots between rounds in a team production scenario. ([https://forums.factorio.com/115065 more])&lt;br /&gt;
* Fixed bonus gui when using merged productivity cards would order cards based on lexicographic order of bonus value, instead of ordering them by the bonus value. ([https://forums.factorio.com/133509 more])&lt;br /&gt;
* Fixed activating paste was working when filling blueprint parameters. ([https://forums.factorio.com/132415 more])&lt;br /&gt;
* Fixed gui for loader entity not updating filter mode when settings are changed by script. ([https://forums.factorio.com/133514 more])&lt;br /&gt;
* Fixed failed ghost upgrade of captive biter spawner would cause undo merging to insert subsequent undo items into wrong undo action. ([https://forums.factorio.com/128453 more])&lt;br /&gt;
* Fixed that transitional requests could be active even if a rocket silo didn&#039;t support launching items to space platforms.&lt;br /&gt;
* Fixed that remote item requests could be lost if modules were getting upgraded at the same time. ([https://forums.factorio.com/131579 more])&lt;br /&gt;
* Fixed that remote item requests and pickups weren&#039;t cleared from GUI when the item request proxy was removed while the GUI was open.&lt;br /&gt;
* Fixed that rocket silo GUI showed &amp;quot;Send to orbit automatically&amp;quot; checkbox when it was migrated to Space age even if there were no items which could be launched to orbit. ([https://forums.factorio.com/127120 more])&lt;br /&gt;
* Fixed that rocket silo GUI didn&#039;t show &amp;quot;Send to orbit automatically&amp;quot; checkbox when there were items which could be sent to orbit automatically but didn&#039;t have any launch products. ([https://forums.factorio.com/119842 more])&lt;br /&gt;
* Fixed that recently installed/update mods didn&#039;t show differently in the cancel error message. ([https://forums.factorio.com/133475 more])&lt;br /&gt;
* Fixed underground belt ghost flipping was not working. ([https://forums.factorio.com/131252 more])&lt;br /&gt;
* Fixed rocket silo was not using crafting machine&#039;s energy usage quality multiplier for rocket silo specific processes. ([https://forums.factorio.com/133559 more])&lt;br /&gt;
* Fixed that changing &amp;quot;allow commands&amp;quot; through the config GUI did not work. ([https://forums.factorio.com/133617 more])&lt;br /&gt;
* Fixed a crash when attempting to upgrade not-minable ghosts in latency. ([https://forums.factorio.com/133600 more])&lt;br /&gt;
* Fixed missing ammo category links in Factoriopedia. ([https://forums.factorio.com/133634 more])&lt;br /&gt;
* Fixed that growing plants could animate very quickly at certain positions and zoom levels due to the distortion effect. ([https://forums.factorio.com/119534 more])&lt;br /&gt;
* Fixed that spot noise with different inner expressions could be considered identical and return the same result. ([https://forums.factorio.com/131528 more])&lt;br /&gt;
* Fixed that the &amp;quot;not-in-made-in&amp;quot; entity prototype flag wasn&#039;t respected by Factoriopedia. ([https://forums.factorio.com/119002 more])&lt;br /&gt;
* Fixed that LightningProperties::multiplier_surface_property was not taken into account by Factoriopedia. ([https://forums.factorio.com/133588 more])&lt;br /&gt;
* Fixed that Factoriopedia did not show yield for entities that have a recipe. ([https://forums.factorio.com/133518 more])&lt;br /&gt;
* Fixed that Factoriopedia did not show accepted science packs for labs that don&#039;t have a recipe.&lt;br /&gt;
* Fixed thrust being displayed incorrectly in tooltips. ([https://forums.factorio.com/120393 more])&lt;br /&gt;
* Fixed elem_tooltip in simulations appearing next to real cursor. ([https://forums.factorio.com/132967 more])&lt;br /&gt;
* Fixed a crash when closing a simulation which was showing recipe elem_tooltip. ([https://forums.factorio.com/132967 more])&lt;br /&gt;
* Fixed voronoi noise expressions not finding the closest point in high-jitter situations. ([https://forums.factorio.com/130905 more])&lt;br /&gt;
* Fixed that flying robots could visually jump due to move intentions being planned for too long. ([https://forums.factorio.com/120784 more])&lt;br /&gt;
* Fixed a crash when providing not-a-deconstruction-item to LuaSurface::deconstruct(). ([https://forums.factorio.com/133710 more])&lt;br /&gt;
* Fixed that rail building in remote view thought it was not building ghosts unless force-build was held. ([https://forums.factorio.com/133642 more])&lt;br /&gt;
* Fixed that setting quality_affects_energy_usage would cause emissions per joule consumed to be default zero. ([https://forums.factorio.com/132191 more])&lt;br /&gt;
* Fixed a crash when a self-closing rich text tag was closed. ([https://forums.factorio.com/133661 more])&lt;br /&gt;
* Fixed chat output jumping up and down due to changing health/shield bar or shortcut list frame visiblity. ([https://forums.factorio.com/95121 more])&lt;br /&gt;
* Fixed logistic enable condition could become inconsistent due to blueprint parametrisation replacing item with non-item.&lt;br /&gt;
* Lowered rocket inside a silo to fix issue with shadow.&lt;br /&gt;
* Fixed that agricultural towers did not properly reserve inventory space when harvesting variable-output plants. ([https://forums.factorio.com/133851 more])&lt;br /&gt;
* Fixed main menu simulation could zoom out too far. ([https://forums.factorio.com/119431 more])&lt;br /&gt;
* Fixed turrets would significantly prioritise lower health asteroids over closer ones.&lt;br /&gt;
* Fixed railguns would significantly prioritise higher health asteroids over closer ones.&lt;br /&gt;
* Fixed that pins of flying players would bob up and down.&lt;br /&gt;
* Fixed quality cycling with certain GUIs open and holding an item in the cursor.&lt;br /&gt;
* Fixed that low power and beacons could result in inserters getting stuck. ([https://forums.factorio.com/133873 more])&lt;br /&gt;
* {{SA}} Fixed that certain recipes could become bottlenecked by fluid flow when using many beacons and modules with high qualities. ([https://forums.factorio.com/118644 more])&lt;br /&gt;
* Fixed that numpad alt-modes did not work. ([https://forums.factorio.com/133992 more])&lt;br /&gt;
* Fixed that recipe migration removal would leave crafting machines stuck when using set-recipe.&lt;br /&gt;
* Fixed that LuaGuiElement textbox properties did not work on textfields. ([https://forums.factorio.com/134055 more])&lt;br /&gt;
* Fixed that a KillTipTrigger with no damage_type would never trigger.&lt;br /&gt;
* Fixed that resource paths like sprite and sound filenames could be relative.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}__NOTOC__&lt;br /&gt;
[[Category:Version history]]&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=220387</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=220387"/>
		<updated>2026-10-09T22:35:00Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Demolishers {{SA}} */ mention that the cloud grounds mech armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[File:biter_intro.png|175px|right]]&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to [[Damage|harm]] the [[player]]. They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots. &lt;br /&gt;
&lt;br /&gt;
On [[Nauvis]], the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname &amp;quot;Biters&amp;quot; is often used collectively for all of them). &lt;br /&gt;
&lt;br /&gt;
More enemies can be encountered on other planets with the [[Space Age]] expansion. On the planet [[Gleba]]{{SA}}, there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet [[Vulcanus]]{{SA}}, there are the Demolishers.&lt;br /&gt;
&lt;br /&gt;
Each species comes in a range of sizes, where larger specimens have more health and do more damage. &lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|art-of-siege}}&lt;br /&gt;
{{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
{{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
{{Achievement|get-off-my-lawn}}&lt;br /&gt;
{{Achievement|if-it-bleeds}}&lt;br /&gt;
{{Achievement|we-need-bigger-guns}}&lt;br /&gt;
{{Achievement|Size-doesnt-matter}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Picture !! Name !! Info !! Stats !! Attack !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_biter.png]] || Small biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Regeneration: 0.6/s&lt;br /&gt;
* Speed: 43.2km/h &lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
|&lt;br /&gt;
* Damage: 7 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Range: 0.5&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_biter.png]] || Medium biter&lt;br /&gt;
| Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Regeneration: 0.6/s&lt;br /&gt;
* Speed: 51.8km/h&lt;br /&gt;
* Pollution to join attack: 20&lt;br /&gt;
|&lt;br /&gt;
* Damage: 15 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Range: 1&lt;br /&gt;
|&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_biter.png]] || Big biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiled [[biter egg|biter eggs]], however it won&#039;t be at full health when this happens.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Regeneration: 1.2/s&lt;br /&gt;
* Speed: 49.7km/h&lt;br /&gt;
* Pollution to join attack: 80&lt;br /&gt;
|&lt;br /&gt;
* Damage: 30 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
|&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_biter.png]] || Behemoth biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Regeneration: 6/s&lt;br /&gt;
* Speed: 64.8km/h&lt;br /&gt;
* Pollution to join attack: 400&lt;br /&gt;
|&lt;br /&gt;
* Damage: 90 Physical&lt;br /&gt;
* Attack speed: 1.2/s&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
|&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters&#039; predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.[https://factorio.com/blog/post/fff-279] Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info !! Stats !! Acid projectile !! Acid puddle !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_spitter.png|center]] || Small spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health:10&lt;br /&gt;
* Regeneration: 0.6/s&lt;br /&gt;
* Range:13&lt;br /&gt;
* Pollution to join attack:4&lt;br /&gt;
* Speed: 40.0km/h&lt;br /&gt;
|&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1&lt;br /&gt;
* Damage (on contact): 12 Acid&lt;br /&gt;
|&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 7.2 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_spitter.png|center]] || Medium spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Regeneration: 0.6/s&lt;br /&gt;
* Range: 14&lt;br /&gt;
* Pollution to join attack: 12&lt;br /&gt;
* Speed: 35.6km/h&lt;br /&gt;
|&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.25&lt;br /&gt;
* Damage (on contact): 24 Acid&lt;br /&gt;
|&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 28.8 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
|&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_spitter.png|center]] || Big spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Regeneration: 0.6/s&lt;br /&gt;
* Range: 15&lt;br /&gt;
* Pollution to join attack: 30&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
|&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.35&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
|&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 130 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
|&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_spitter.png|center]] || Behemoth spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Regeneration: 6/s&lt;br /&gt;
* Range: 16&lt;br /&gt;
* Pollution to join attack: 200&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
|&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 60 Acid&lt;br /&gt;
|&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 360 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
|&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.&lt;br /&gt;
&lt;br /&gt;
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info !! Stats !! Acid projectile !! Acid puddle !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Small worm.png|center]] || Small worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
|&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Regeneration: 0.6/s&lt;br /&gt;
* Range: 25&lt;br /&gt;
|&lt;br /&gt;
* Attack speed: 0.65/s&lt;br /&gt;
* Area of effect size: 1.4&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
|&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 21.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medium worm.png|center]] || Medium worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
|&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Regeneration: 0.9/s&lt;br /&gt;
* Range: 30&lt;br /&gt;
|&lt;br /&gt;
* Attack speed: 0.65/s&lt;br /&gt;
* Area of effect size: 1.55&lt;br /&gt;
* Damage (on contact): 48 Acid&lt;br /&gt;
|&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 57.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
|&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
*Laser: 20%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big worm.png|center]] || Big worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
|&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Regeneration: 1.2/s&lt;br /&gt;
* Range: 38&lt;br /&gt;
|&lt;br /&gt;
* Attack speed: 0.65/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 72 Acid&lt;br /&gt;
|&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 259 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
|&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Behemoth worm.png|center]] || Behemoth worm&lt;br /&gt;
| Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.&lt;br /&gt;
|&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Regeneration: 1.2/s&lt;br /&gt;
* Range: 48&lt;br /&gt;
|&lt;br /&gt;
* Attack speed: 0.65/s&lt;br /&gt;
* Area of effect size: 2&lt;br /&gt;
* Damage (on contact): 96 Acid&lt;br /&gt;
|&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 691 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
|&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || A worm&#039;s attack animation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wrigglers {{SA}}===&lt;br /&gt;
Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target.&lt;br /&gt;
&lt;br /&gt;
Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info !! Stats !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_small.png|center]] || Small wriggler&lt;br /&gt;
| The weakest and smallest of all wrigglers.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 100&lt;br /&gt;
* Regeneration: -2/s&lt;br /&gt;
* Damage: 3.75 Physical + 3.75 Poison&lt;br /&gt;
* Range: 1.1&lt;br /&gt;
* Speed: 34.6km/h&lt;br /&gt;
|&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_medium.png|center]] || Medium wriggler&lt;br /&gt;
| Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Regeneration: -4/s&lt;br /&gt;
* Damage: 5 Physical + 5 Poison&lt;br /&gt;
* Range: 1.4&lt;br /&gt;
* Speed: 38.9km/h&lt;br /&gt;
|&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_big.png|center]] || Big wriggler&lt;br /&gt;
| The strongest and fastest of all wrigglers. Hatches from spoiled [[Pentapod egg|Pentapod eggs]] but won&#039;t be at full health when this happens.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Regeneration: -8/s&lt;br /&gt;
* Damage: 8 Physical + 8 Poison&lt;br /&gt;
* Range: 1.8&lt;br /&gt;
* Speed: 43.2km/h&lt;br /&gt;
|&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strafers {{SA}}===&lt;br /&gt;
Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info !! Stats !! Projectile !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_small.png|center]] || Small strafer&lt;br /&gt;
| The weakest and smallest of all strafers.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 800&lt;br /&gt;
* Regeneration: 1.6/s&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 25.0&lt;br /&gt;
* Speed: 62.2km/h&lt;br /&gt;
|&lt;br /&gt;
*Range: 125&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 67.5 Explosive&lt;br /&gt;
|&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_medium.png|center]] || Medium strafer&lt;br /&gt;
| Slightly stronger and faster than the small strafer.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 1400&lt;br /&gt;
* Regeneration: 2.8/s&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 28.0&lt;br /&gt;
* Speed: 77.8km/h&lt;br /&gt;
|&lt;br /&gt;
*Range: 140&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 90 Explosive&lt;br /&gt;
|&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_big.png|center]] || Big strafer&lt;br /&gt;
| Strongest, fastest and most resilient of strafers.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 2400&lt;br /&gt;
* Regeneration: 4.8/s&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 31.0&lt;br /&gt;
* Speed: 98.3km/h&lt;br /&gt;
|&lt;br /&gt;
*Range: 155&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 144 Explosive&lt;br /&gt;
|&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stompers {{SA}}===&lt;br /&gt;
Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack [[player]]s by simply stomping toward them, while spitting a close-ranged acid that slows down players and [[vehicles]]. Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info !! Stats !! Acid splash !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_small.png|center]] || Small stomper&lt;br /&gt;
| The weakest and smallest of all stompers, but still powerful.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 3500&lt;br /&gt;
* Regeneration: 7/s&lt;br /&gt;
* Range: 5.8&lt;br /&gt;
* Speed: 41.6 km/h&lt;br /&gt;
|&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 1.5/s Acid&lt;br /&gt;
*Area of effect size: 1.58&lt;br /&gt;
**Damage: 0.5 Acid&lt;br /&gt;
|&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_medium.png|center]] || Medium stomper&lt;br /&gt;
| Larger and more dangerous version of a stomper.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 8000&lt;br /&gt;
* Regeneration: 16/s&lt;br /&gt;
* Range: 7.8&lt;br /&gt;
* Speed: 54.1km/h&lt;br /&gt;
|&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 6/s Acid&lt;br /&gt;
*Area of effect size: 2.1&lt;br /&gt;
**Damage: 1 Acid&lt;br /&gt;
|&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_big.png|center]] || Big stomper&lt;br /&gt;
| Largest, fastest and most dangerously aggressive version of a stomper.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 15000&lt;br /&gt;
* Regeneration: 30/s&lt;br /&gt;
* Range: 10.4&lt;br /&gt;
* Speed: 68.5km/h&lt;br /&gt;
|&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 15.36/s Acid&lt;br /&gt;
*Area of effect size: 2.8&lt;br /&gt;
**Damage: 1.6 Acid&lt;br /&gt;
|&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demolishers {{SA}} ===&lt;br /&gt;
[[File:Demolisher_territory.png|thumb|300px|right|Small demolisher territory.]] Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack. In [[peaceful mode]], demolishers will not seek out buildings, but they still roam freely in their territory and may accidentally hit buildings.&lt;br /&gt;
&lt;br /&gt;
Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player, forces them to land if they are wearing [[mech armor]], and damages any nearby bots. At range, they cause explosions to erupt from the ground. Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They can also coil around the player to prevent them from escaping, and are completely immune to the [[slowdown capsule|slowdown capsule&#039;s]] effect.&lt;br /&gt;
&lt;br /&gt;
Once killed, they leave behind remains similar to that of black volcanic rock, which contain [[tungsten ore]]. The cloud also persists for some time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info !! Stats !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_small.png|center]] || Small demolisher&lt;br /&gt;
| The weakest and smallest of demolishers, but still very destructive.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 30000&lt;br /&gt;
* Regeneration: 2400/s&lt;br /&gt;
|&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_medium.png|center]] || Medium demolisher&lt;br /&gt;
| Larger and more dangerous version of a demolisher.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 100000&lt;br /&gt;
* Regeneration: 7800/s&lt;br /&gt;
|&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_big.png|center]] || Big demolisher&lt;br /&gt;
| The largest and most dangerous creature in the game.&lt;br /&gt;
|&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 300000&lt;br /&gt;
* Regeneration: 24000/s&lt;br /&gt;
|&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nests ===&lt;br /&gt;
Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health.&lt;br /&gt;
&lt;br /&gt;
Biter and spitter nests can be captured by firing a [[capture bot rocket]] from a [[rocket launcher]] at a nest. After the nest is captured, it must be given [[bioflux]] to maintain and continuously create [[biter egg]]s. If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !!  Stats !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biter_nest.png|center]] || Biter spawner&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (3500 at max evolution)&lt;br /&gt;
* Regeneration: 1.2/s&lt;br /&gt;
|&lt;br /&gt;
*Explosion: 5/0%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:spitter_nest.png|center]] || Spitter spawner&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (3500 at max evolution)&lt;br /&gt;
* Regeneration: 1.2/s&lt;br /&gt;
|&lt;br /&gt;
*Explosion: 5/0%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft.png|center]] || Egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 500 (5000 at max evolution)&lt;br /&gt;
* Regeneration: 10/s&lt;br /&gt;
|&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft_small.png|center]] || Small egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 100 (1000 at max evolution)&lt;br /&gt;
* Regeneration: 5/s&lt;br /&gt;
|&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expansions ===&lt;br /&gt;
[[map generator|By default]], enemies on Nauvis and Gleba {{SA}} try to expand into &amp;quot;unclaimed&amp;quot; territory to create new bases.&lt;br /&gt;
&lt;br /&gt;
The game assigns a score to every [[Map structure#Chunk|chunk]] in a 7 chunk radius around existing spawners (euclidean distance). Only chunks with land are considered on Nauvis, and only chunks with marsh are considered on Gleba.&lt;br /&gt;
&lt;br /&gt;
Expansion score per chunk is 1.0 if there are no structures (player owned structures or spawners) within 3 chunks (taxi-cab distance). The score is penalized down to a minimum of 0.002 depending on the number of structures nearby. The exact formula is explained in [https://lua-api.factorio.com/latest/concepts/EnemyExpansionMapSettings.html EnemyExpansionMapSettings], &amp;lt;code&amp;gt;10/(10 + player structures in this chunk + player structures 1 chunk away / 2 + player structures 2 chunks away / 4 + 20 * enemy spawners in this chunk + 8 * enemy spawners 1 chunk away + 3.2 * enemy spawners 2 chunks away)&amp;lt;/code&amp;gt;. Size and cost of structures does not matter, so pipes provide an exceptionally cheap method to lower expansion chances in certain areas.&lt;br /&gt;
&lt;br /&gt;
Every 60 to 4 minutes, the game selects a chunk at random as the target for an expansion attempt, weighted by the chunk scores. Then 5 to 20 enemy units from the closest spawners assemble into an expansion group and walk to the expansion target. The time between expansion attempts and the size of expansion groups is random, but weighted by evolution factor.&lt;br /&gt;
&lt;br /&gt;
When the expansion group reaches its target, each unit will begin dying in sequence to randomly create a spawner or a worm after some delay. This destroys any entities in the way, including members of the expansion group. Any unit can create any spawner or worm that is native to the planet.&lt;br /&gt;
&lt;br /&gt;
* Biter nest, spitter nest and the four sizes of worms can only spawn on land tiles, on Nauvis.&lt;br /&gt;
* {{SA}} Egg raft and small egg raft can only spawn on marsh tiles, on Gleba.&lt;br /&gt;
* Medium worm, big worm and behemoth worm can only spawn when evolution factor is over 0.3, 0.5, and 0.9 respectively. [https://gist.github.com/Bilka2/aa88490c23124a6f214c02c73a368aa7]&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
[[File:kills_gui.png|thumb|220px|right|&amp;quot;Kills&amp;quot; tab on the [[production statistics]] screen.]]Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like [[wall]]s).&lt;br /&gt;
&lt;br /&gt;
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.&lt;br /&gt;
&lt;br /&gt;
However, if a biter comes in proximity of a [[Military units and structures|military unit or structure]], it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path without large detours, if possible.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Weights.png|thumb|right|400px|Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase.&lt;br /&gt;
&lt;br /&gt;
This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Nests|nests]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Evolution increase&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
|-&lt;br /&gt;
| [[Time#Seconds|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.000004 || 267/minute&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.002 || 2222&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pollution unit || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0000009 || 1&lt;br /&gt;
|}&lt;br /&gt;
Note that all spawners (not worms) generate the same amount of evolution when destroyed.&lt;br /&gt;
&lt;br /&gt;
These values can be set during [[Map_generator#Enemy|world generation]]: the values in the dialog box are multiplied by &amp;lt;math&amp;gt;10^{-7}&amp;lt;/math&amp;gt; for time and pollution, and &amp;lt;math&amp;gt;10^{-5}&amp;lt;/math&amp;gt; for spawner destruction. In game, they can be found in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;, though checking or modifying them is considered using cheats.&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]], not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute.&lt;br /&gt;
&lt;br /&gt;
After totaling up all the evolution from these sources, this quantity is squashed to fit in the range &amp;lt;code&amp;gt;[0, 1)&amp;lt;/code&amp;gt; by applying &amp;lt;code&amp;gt;evolution_factor = total_evolution / (1 + total_evolution)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Equivalently, marginal increases in evolution are reduced by multiplying the increase by &amp;lt;code&amp;gt;(1 - evolution_factor)²&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005.&lt;br /&gt;
&lt;br /&gt;
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are &#039;&#039;very&#039;&#039; slow and the number never actually reaches 1.0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Evolution factor&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
!Hours equivalent&lt;br /&gt;
!Destroyed nest equivalent&lt;br /&gt;
!Appearance&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 123k || 7.7 || 56 ||&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 278k || 17.4 || 125 || Medium Biter&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 370k || 23.1 || 167 || Small Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 476k || 29.8 || 215 ||&lt;br /&gt;
|-&lt;br /&gt;
| 40% || 741k || 46.3 || 334 || Medium Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 1.111M || 69.4 || 500 || Big Biter, Big Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 1.667M || 104.2 || 750 ||&lt;br /&gt;
|-&lt;br /&gt;
| 70% || 2.592M || 162.0 || 1167 ||&lt;br /&gt;
|-&lt;br /&gt;
| 80% || 4.444M || 277.8 || 2000 ||&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 10M || 625.0 || 4500 || Behemoth Biter, Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 21M || 1319.4 || 9500 ||&lt;br /&gt;
|-&lt;br /&gt;
| 99% || 110M || 6875.0 || 49500 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
&lt;br /&gt;
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;evoChecker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Space Age Changes ===&lt;br /&gt;
In the Space Age expansion, the evolution factor is calculated independently for each planet&#039;s surface. Furthermore, the &amp;quot;pollution production&amp;quot; variable changes depending on the planet&#039;s native ecosystem:&lt;br /&gt;
* On Nauvis, the evolution calculation tracks standard industrial pollution emissions.&lt;br /&gt;
* On Gleba, the engine tracks &#039;&#039;&#039;spore production&#039;&#039;&#039; as the pollution variable. &lt;br /&gt;
&lt;br /&gt;
Industrial machinery brought from Nauvis (such as assemblers or furnaces) does not emit standard pollution or spores when operated on Gleba, meaning only agricultural tower spore output contributes to Gleba&#039;s pollution-driven evolution.&lt;br /&gt;
&lt;br /&gt;
Players can view the exact breakdown of time, pollution/spore, and nest destruction factors by typing `/evolution` into the in-game console to see the unique evolution factor for each planet surface.&lt;br /&gt;
&lt;br /&gt;
=== Advanced: Evolution factor components and computation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:calc(100%-400px); overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution_factor_by_time.png|400px|thumb|right|1. Single-component evolution factor increase with time]]&lt;br /&gt;
[[File:Evolution_factor_by_spawners.png|400px|thumb|right|2. Single-component evolution factor increase with destroyed spawners]]&lt;br /&gt;
[[File:Evolution_factor_by_pollution.png|400px|thumb|right|3. Single-component evolution factor increase with pollution]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Data from version 1.1.50.&lt;br /&gt;
&lt;br /&gt;
* All charts end at approximately an evolution factor of 0.90.&lt;br /&gt;
&lt;br /&gt;
* The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however.&lt;br /&gt;
&lt;br /&gt;
* Given that the game reports the actual evolution factor (console: &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor&#039;s future development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the &#039;&#039;only&#039;&#039; component contributing to the evolution factor in that entire game. They are therefore &#039;&#039;&#039;not realistic&#039;&#039;&#039;, as in a typical game all three components will contribute, some at varying times and intensities.&lt;br /&gt;
&lt;br /&gt;
Because of how contributions to the evolution factor (EF) are calculated (multiplied by &amp;lt;code&amp;gt;(1 - current EF)&amp;lt;/code&amp;gt;), it is &#039;&#039;&#039;not&#039;&#039;&#039; possible to simply add the values indicated by these charts for a game&#039;s time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.&lt;br /&gt;
&lt;br /&gt;
For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will &#039;&#039;&#039;not&#039;&#039;&#039; be (0.25 + 0.15 + 0.45 =) ~0.85.&lt;br /&gt;
&lt;br /&gt;
However, the evolution factor will always be &#039;&#039;&#039;less&#039;&#039;&#039; than the sum of all individual components as indicated by these charts, and &#039;&#039;&#039;at least&#039;&#039;&#039; as high as the highest individual component. Thus, using the values from above, the EF will be &#039;&#039;at least&#039;&#039; 0.35 and &#039;&#039;less than&#039;&#039; 0.85. A smarter approach is required to compute the current evolution factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Individual components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The individual components of evolution can be approximated from &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Given the evolution factor, the unsquashed evolution is &amp;lt;code&amp;gt;unsquashed = evolution_factor / (1 - evolution_factor)&amp;lt;/code&amp;gt;.  Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the [[Production_statistics|production statistics]] screen, and time passed can be found using the &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command, so it&#039;s not fully necessary.&lt;br /&gt;
&lt;br /&gt;
The actual factors can be found in &amp;lt;code&amp;gt;game.forces.enemy.evolution_factor_by_time&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;...evolution_factor_by_killing_spawners&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;...evolution_factor_by_pollution&amp;lt;/code&amp;gt;, if you don&#039;t mind disabling achievements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other&#039;s nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay unless a [[biter egg]]{{SA}} or [[pentapod egg]]{{SA}} spoils after being brought to another planet or the enemies are placed near each other in the [[map editor]].&lt;br /&gt;
&lt;br /&gt;
*Demolishers{{SA}} were originally designed for [[Fulgora]]{{SA}}, but was later moved to [[Vulcanus]]{{SA}} because it was too similar to the [https://en.wikipedia.org/wiki/Dune_(franchise) Dune franchise].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=270px heights=140px&amp;gt;&lt;br /&gt;
File:player_near_enemy_nests.png|The player near some enemy nests and worms.&lt;br /&gt;
File:player_worms_acid.png|The player among acid puddles created by attacking worms.&lt;br /&gt;
File:player_attacked_by_biters.png|Both the player and some buildings getting attacked by biters.&lt;br /&gt;
File:enemy_nests_mapgen.png|Enemy nests seen in a map generation preview (deathworld setting).&lt;br /&gt;
File:turret_wall_biters.png|Line of gun turrets defending against biters.&lt;br /&gt;
File:titlescreen_enemies.png|Enemies seen at the title screen.&lt;br /&gt;
File:gleba_pentapods_preview.png|Pentapod enemies seen on Gleba.&lt;br /&gt;
&amp;lt;!-- File:Factorio_Space_Age_Player_Fighting_Stomper.png|A player fighting a stomper --&amp;gt;&lt;br /&gt;
File:demolisher_chases_player.png|A demolisher chases the player on Vulcanus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Reworked enemy expansion planner to reduce expansions in already infested areas. ([https://factorio.com/blog/post/fff-445 Friday Facts #445])&lt;br /&gt;
* {{SA}} Fixed expansion planner would consistently fail on [[Gleba]].&lt;br /&gt;
* Reduced biter/spitter spawner spawning range and increased spawning precision.&lt;br /&gt;
* Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.18|&lt;br /&gt;
* {{SA}} Demolisher health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.17|&lt;br /&gt;
* {{SA}} Gleba evolution is now more gradual.&lt;br /&gt;
* {{SA}} Small stomper moves more slowly and deals less damage.&lt;br /&gt;
* {{SA}} Stomper pentapod vision range is reduced from 40 to 30.&lt;br /&gt;
* {{SA}} Medium and big wriggler pentapod health is increased.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Wrigglers, strafers, stompers and demolishers first introduced with [[Space Age]]{{SA}} expansion.&lt;br /&gt;
* Spawners will have their health increase with evolution (3500 with max evolution).&lt;br /&gt;
* Significantly increased medium, big and behemoth worm stats as well as their laser resistances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Behemoth worm added.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.&lt;br /&gt;
* Changed the way evolution factor approaches the maximum (1).&lt;br /&gt;
** The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2&lt;br /&gt;
** This means that the progress gets more slower towards the high values.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[Archive:alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Decreased the range of medium worm from 25 to 20.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=220313</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=220313"/>
		<updated>2026-10-07T17:58:59Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Circuit network */ I was wrong, empirically there is a limit - blacklist 6 items and the 6th (by item order, not quantity) will still be picked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from—and insert items into—machines or storage devices.&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter}} || The only [[fuel]]-powered inserter, with the slowest speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long-handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter}} || Much faster than the inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Bulk inserter}} || As fast as the fast inserter, but can move many more items at the same time at once.    &lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stack inserter|space-age=yes}} || As fast as the bulk inserter, but can stack items on a belt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* Pick up items off the ground, off of a [[Transport belts|transport belt]], or from any object that has storage space, such as [[chests]], [[furnace]]s, [[assembling machine]]s, or [[vehicle]]s.&lt;br /&gt;
* Place the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
* Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick them up.&lt;br /&gt;
* Pick up items and drop them into the void of space or lava, permanently destroying them. This is useful for getting rid of unwanted items.&lt;br /&gt;
&lt;br /&gt;
Inserters &#039;&#039;&#039;will not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items of a type that cannot be inserted into the adjacent entity.&lt;br /&gt;
* Pick up any items if the adjacent entity is a [[ghost]].&lt;br /&gt;
* Pick up items to place into an entity with a full inventory (however, it will pick up items up to its hand size even if not all of them will fit).&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into an entity that cannot hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].&lt;br /&gt;
* Place items into a [[cargo wagon]] or fuel into a [[locomotive]] if the train it&#039;s part of is in motion, or in automatic mode and not stopped at a [[train stop]] (e.g. waiting at a signal). (Wagons will be visibly closed if they cannot be inserted into for this reason.)&lt;br /&gt;
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s and [[turret]]s (see below).&lt;br /&gt;
&lt;br /&gt;
If two or more inserters are picking up from the same tile, the inserter that can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Insertion limits ===&lt;br /&gt;
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Automatic insertion limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Magazines || style=&amp;quot;text-align:center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery turret]]s || [[Artillery shell]]s || style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft in addition to the ingredients for the number of crafts that can be completed (rounded up) during one full normal [[quality]] standard [[inserter]] swing (1.166 seconds); but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[https://forums.factorio.com/viewtopic.php?p=309796#p309796]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || The number of normal quality science packs needed for one research unit in addition to the science packs for the number of research units that can be completed (rounded up) during one full normal quality standard inserter swing (1.166 seconds); but at least the ingredients for 2 research units and at most the ingredients for 100 research units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
=== Inserters and transport belts ===&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter&#039;s perspective or, if the belt is going the same or the opposite direction as the inserter, the right side from the belt&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=300px heights=350px&amp;gt;&lt;br /&gt;
File:Inserter_dropoff_locations.gif| Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective. In curves the inserter always places on the far side.&lt;br /&gt;
File:Inserter_pickup_locations.gif| If the belt is perpendicular to the inserter, inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter &#039;&#039;&#039;prefers&#039;&#039;&#039; taking from the left lane, from the belt&#039;s perspective. If the left lane is empty it will take from the right lane.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potential issues ===&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
===Circuit network===&lt;br /&gt;
All inserters have the following options for connecting to a [[circuit network]]: &lt;br /&gt;
*&#039;&#039;&#039;Enable/disable&#039;&#039;&#039;: Stops the inserter if the given condition is false. It will still have drain.&lt;br /&gt;
*&#039;&#039;&#039;Set filters&#039;&#039;&#039;: The first 5 &#039;&#039;strictly positive&#039;&#039; item signals are either whitelisted or blacklisted. The 5 types chosen for filtering are the ones that come earliest in the internal list of types. The value of the signals is irrelevant.&lt;br /&gt;
*&#039;&#039;&#039;Read hand contents&#039;&#039;&#039;: Send held items to the circuit network. This has two modes:&lt;br /&gt;
**&#039;&#039;Pulse&#039;&#039;: Send the signal only for 1 tick when items are picked up.&lt;br /&gt;
**&#039;&#039;Hold&#039;&#039;: Send the signal continuously as long as the inserter is holding the item(s).&lt;br /&gt;
*&#039;&#039;&#039;Set stack size&#039;&#039;&#039;: Specify a signal to set the maximum number of items to move at a time (default {{icon|signal-S}}). This is bounded by 1 and the inserter&#039;s inherent maximum, so setting this signal to 0 or less will not disable it but set the stack size to 1.&lt;br /&gt;
&lt;br /&gt;
They can also be enabled on a [[logistic network]] condition.&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
[[File:all_inserter_speeds.gif|frame|right|Animation showing all inserter speeds at once.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Time#Ticks|tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Map_structure#Tile|Tiles]] per Tick)&lt;br /&gt;
! Turns per [[Time#Seconds|Game-second]]&lt;br /&gt;
! Game-second per full turn&lt;br /&gt;
! Ticks per full turn&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.013&amp;lt;br/&amp;gt;0.035 || ~0.7895 || ~1.267 || 76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.035 || ~0.857 || ~1.167 || 70&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.05 || 1.25 || 0.8 || 48&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Bulk inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Stack inserter|space-age=yes}} || 0.04&amp;lt;br/&amp;gt;0.1 || 2.5 || 0.4 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The speeds per tick come directly from the [https://github.com/wube/factorio-data/tree/master/base/prototypes/entity factorio-data github repository], while the other values have been verified empirically in game. Discrepancies are due to rounding errors during the games runtime, so the empirical values are more accurate when dealing with speeds.&lt;br /&gt;
&lt;br /&gt;
=== Rotation speed ===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
* An Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
* If the rotation speed of an inserter would result in an odd number of ticks per full turn, the actual number of ticks per full turn for this inserter is truncated to be the next lowest even number. The reason for this is that the inserter needs to do two half turns to pick and drop an item. This takes a certain number of ticks two times, therefore the number of ticks for the full turn is always an even number. Example: The Fast inserter&#039;s rotation speed of 864°/s or 0.04 turns per tick would result in 25 ticks per full turn, but the inserter cannot do a half turn in &amp;quot;12.5 ticks&amp;quot;, so it actually takes 2×12 = 24 ticks per full turn.&lt;br /&gt;
&lt;br /&gt;
=== Extension speed ===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
== Inserter throughput ==&lt;br /&gt;
&lt;br /&gt;
=== Chest to chest ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0.26, recorded in this doc [https://docs.google.com/spreadsheets/d/1L8Td5o6TAicGi-TPwzh4lz2YiH0n7Jkpp3E8FxNpnAs/edit?usp=sharing]. Chest to chest transfer transfers the entire hand size during a single tick, so most of the time is spent during the swing to and from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second (ticks per cycle)&lt;br /&gt;
! colspan=8 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
! colspan=2 | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || {{Quality | 0.79 (76 ticks) | 1.03 (58 ticks) | 1.25 (48 ticks) | 1.5 (40 ticks) | 2 (30 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.79 |1.03 |1.25|1.5 |2 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.58 |2.07 |2.5|3 |4 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.37 |3.10 |3.75|4.5 |6 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.16 |4.14 |5|6 |8 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || {{Quality | 0.86 (70 ticks) | 1.11 (54 ticks) | 1.36 (44 ticks) | 1.67 (36 ticks) | 2.14 (28 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.86 |1.11 |1.36|1.67 |2.14 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.71 |2.22 |2.73|3.33 |4.29 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.57 |3.33 |4.09|5 |6.43 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.43 |4.44 |5.45|6.67 |8.57 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || {{Quality | 1.25 (48 ticks) | 1.58 (38 ticks) | 2 (30 ticks) | 2.31 (26 ticks) | 3.33 (18 ticks) }}&lt;br /&gt;
 || {{ Quality | 1.25 |1.58 |2|2.31 |3.33 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 2.5 |3.16 |4|4.62 |6.67 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 3.75 |4.74 |6|6.92 |10 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 5 |6.32 |8|9.23 |13.33 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 2.5 |3.33 | 4.29 | 5 | 7.5 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 5 |6.67 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 7.5 |10 |12.86|15 |22.5 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 5 |6.673 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|space-age=yes}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 15 |20 | 25.71 | 30 | 45 }}&lt;br /&gt;
 || (6)&lt;br /&gt;
 || {{ Quality | 20 |26.67 | 34.29 | 40 | 60 }}&lt;br /&gt;
 || (8)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest to belt ===&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that has items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item, then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at four different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; width: 100%; overflow-x: auto; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; min-width: 100%;&lt;br /&gt;
!  rowspan=&amp;quot;3&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | Type&lt;br /&gt;
!  colspan=&amp;quot;20&amp;quot; | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | No capacity bonus&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity Bonus 2&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity bonus 7&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Burner inserter}} &lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.15 | 2.72 | 3.2 | 3.75 | 4.75 }}&lt;br /&gt;
|| {{ Quality | 2.25 | 2.9 | 3.45 | 4.1 | 5.3 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.6 | 3.27 | 3.73 | 4.27 | 5.2 }}&lt;br /&gt;
|| {{ Quality | 2.87 | 3.65 | 4.27 | 5 | 6.33 }}&lt;br /&gt;
|| {{ Quality | 2.93 | 3.8 | 4.53 | 5.33 | 6.87 }}&lt;br /&gt;
|| {{ Quality | 3 | 3.87 | 4.6 | 5.47 | 7.07 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Inserter}}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.3 | 2.9 | 3.45 | 4.1 | 5 }}&lt;br /&gt;
|| {{ Quality | 2.45 | 3.1 | 3.75 | 4.5 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.8 | 3.43 | 4 | 4.6 | 5.47 }}&lt;br /&gt;
|| {{ Quality | 3.07 | 3.87 | 4.6 | 5.47 | 6.67 }}&lt;br /&gt;
|| {{ Quality | 3.2 | 4.07 | 4.87 | 5.87 | 7.27 }}&lt;br /&gt;
|| {{ Quality | 3.27 | 4.13 | 5 | 6 | 7.48 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Long-handed inserter}}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 3.1 | 3.9 | 4.75 | 5.3 | 6.92 }}&lt;br /&gt;
|| {{ Quality | 3.35 | 4.3 | 5.3 | 6 | 8.18 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 3.65 | 4.45 | 5.20 | 5.72 | 7.07 }}&lt;br /&gt;
|| {{ Quality | 4.13 | 5.2 | 6.33 | 7.07 | 9.23 }}&lt;br /&gt;
|| {{ Quality | 4.33 | 5.6 | 6.87 | 7.73 | 10.43 }}&lt;br /&gt;
|| {{ Quality | 4.47 | 5.73 | 7.07 | 8 | 10.92 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Fast inserter}}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 5.62 | 6.92 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 6.42 | 8.18 | 10 | 11.25 | 15 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Bulk inserter}}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.23 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.12 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Stack inserter|space-age=yes}}&lt;br /&gt;
|| {{ Quality | 11.27 | 13.87 | 15 | 15 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 12.87 | 16.37 | 20 | 22.5 | 30 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| (6)&lt;br /&gt;
|| {{ Quality | 12 | 14.13 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 15 | 18.47 | 21.83 | 24 | 30 }}&lt;br /&gt;
|| {{ Quality | 16.53 | 20.87 | 25.23 | 28.27 | 36.93 }}&lt;br /&gt;
|| {{ Quality | 17.17 | 21.83 | 26.67 | 30 | 40 }}&lt;br /&gt;
|| (8)&lt;br /&gt;
|| {{ Quality | 13.33 | 14.57 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 20 | 22.87 | 25.27 | 26.67 | 30 }}&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 32 | 34.3 | 40 }}&lt;br /&gt;
|| {{ Quality | 26.67 | 32 | 36.9 | 40 | 48 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 30 | 30.07 | 30.07 }}&lt;br /&gt;
|| {{ Quality | 30 | 36.93 | 43.67 | 48 | 60 }}&lt;br /&gt;
|| {{ Quality | 33.07 | 41.73 | 50.47 | 56.53 | 73.87 }}&lt;br /&gt;
|| {{ Quality | 34.33 | 43.67 | 53.33 | 60 | 80 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chest to splitter ===&lt;br /&gt;
When an inserter drops items onto the side of a perpendicular splitter, it always is considered to do so on the input side, enabling the splitter to move half of the items to the other belt (assuming that the splitter filter/priority settings allow it to do so and that there is available space on both belts). This allows the inserter to drop its items more quickly. A bulk inserter with capacity bonus 7 can move 16.0 items/second instead of the usual 14.4 items/second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=400px heights=250px&amp;gt;&lt;br /&gt;
File:Inserter to splitter comparison.gif|By inserting onto the side of a splitter, a fully-upgraded bulk inserter can fill 71% of an express belt lane instead of the usual 64%. (Gif from 1.1)&lt;br /&gt;
File:Inserter belt saturation.gif|In 1.1, three bulk inserters could saturate an express belt if one of them inserts onto a splitter. In 2.0, three bulk inserters can saturate an express belt if two of them insert onto splitters. (Gif from 1.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Belt to chest (perpendicular)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The following is based on experimental data from [https://docs.google.com/spreadsheets/d/1Q4hxL69qrK3qeEKU8aDkuwM3gJy6I2dJ4FYSs-FQUpI/edit?usp=sharing 1.1].    &lt;br /&gt;
Most of the 1.1 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.&lt;br /&gt;
&lt;br /&gt;
{{BlueprintString|bp-string=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}}&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || &#039;&#039;&#039;0.65&#039;&#039;&#039; || 0.50 || 0.64 || (1) || 1.11 || &#039;&#039;&#039;1.20&#039;&#039;&#039; || 1.13 || 1.26 || (2) || 1.61 || 1.61 || &#039;&#039;&#039;1.65&#039;&#039;&#039; || 1.71 /&amp;lt;br/&amp;gt;1.73 /&amp;lt;br/&amp;gt;1.86 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || 0.88 || (1) || &#039;&#039;&#039;1.67&#039;&#039;&#039; || &#039;&#039;&#039;1.67&#039;&#039;&#039; || 1.50 || 1.74 || (2) || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.25 || 2.33 || 2.37 /&amp;lt;br/&amp;gt;2.37 /&amp;lt;br/&amp;gt;2.54 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.18 || 1.18 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.20 || (1) || 2.20 || 2.31 || &#039;&#039;&#039;2.40&#039;&#039;&#039; || 2.40 || (2) || 3.21 || 3.21 || &#039;&#039;&#039;3.46&#039;&#039;&#039; || 3.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.31 || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.50 || (1) || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.00 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || 7.50 || 7.50 || &#039;&#039;&#039;8.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;8.57 /&amp;lt;br/&amp;gt;8.28 * || (4) || 7.50 || 11.25 || &#039;&#039;&#039;15.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;13.09 /&amp;lt;br/&amp;gt;15.32 * || (12)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
=== Belt to chest (facing inserter) ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 1.1&lt;br /&gt;
&lt;br /&gt;
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with [[express transport belt]]s and [[bulk inserter]]s with the maximum [[inserter capacity bonus (research)|capacity bonus]].&lt;br /&gt;
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter_belt_to_chest_throughput.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
=== Insertion into lava/space ===&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Inserters can dump items into lava on [[Vulcanus]]{{SA}} or into space on [[space platform]]s{{SA}}. This act however is not as fast as inserting into a chest or similar container.&lt;br /&gt;
&lt;br /&gt;
When inserting into lava/space, one item is removed from the inserter&#039;s hand every tick. So a [[stack inserter]] holding 16 items requires 16 ticks to dump its contents into lava/space. By contrast, when inserting into a container, the entire hand size is placed in the container in one tick.&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
&#039;&#039;Disclaimer: Information below is only valid up to version 2.0.77. Due to small changes in inserter movement mechanics the data has been skewed slightly and this information is no longer completely accurate (most notably as it concerns the long inserter). Be mindful when applying the information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inserter power draw is determined by several factors. &lt;br /&gt;
&lt;br /&gt;
Firstly like most machines, all of the inserters (with the exception of the burner) have drain. Drain is the energy cost of existence, and is expended constantly as long as the inserter exists on the power grid, regardless of activity or lack thereof.&lt;br /&gt;
&lt;br /&gt;
Inserters also have two costs associated with movement. These costs are applied separately and cumulatively for rotational motion as well as extension/retraction.&lt;br /&gt;
&lt;br /&gt;
Lastly, inserters exhibit a power spike when acquiring and dropping off an item. This can be referred to as &amp;quot;item spike&amp;quot; because it is typically observed directly after item interaction. This is because after receiving/delivering an item it will begin extending/retracting a distance of 0.2 units (distance sourced from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code]). This power cost associated with linear movement is significantly more expensive than that of rotational movement, hence the sharp increase in power consumption.&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Power Spikes.png|thumb|Power Consumption graph of Yellow Inserter]]&lt;br /&gt;
&lt;br /&gt;
Here we can see that for the duration of the lateral movement the power consumption is significantly higher. &lt;br /&gt;
&lt;br /&gt;
Burner inserters, despite not using electricity, also have the same power consumption characteristics as the rest of the inserters (excluding drain). Upon accepting fuel they will replenish something resembling an internal battery, and draw from it in the same manner other inserters draw from the power grid, item spikes and all. Aside from their exclusion from drain, burner inserters function identically to other inserters.&lt;br /&gt;
&lt;br /&gt;
=== Energy costs ===&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter Testing Setup.png|thumb|Inserter testing setup]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that due to rounding errors the game&#039;s values cannot be taken at face value when doing calculations, so a blend of theoretical and empirical methods must be used to ensure accuracy. More information can be viewed here at this [https://forums.factorio.com/viewtopic.php?t=128389 forum topic].&lt;br /&gt;
&lt;br /&gt;
The game calculates inserter power based on its hard coded power modifiers:&lt;br /&gt;
&lt;br /&gt;
These values are derived from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Inserter power modifiers (kJ)&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5 || 5 || 7 || 20 || 40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The way the game uses these values is it takes the game&#039;s programmed speed in ticks (which can be found higher up on the page), and then uses that alongside these numbers to derive a wattage, using the following equation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Speed × Power Modifier × Ticks per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applying the equation we can derive the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost of rotational movement in kW&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 39 || 4.2 || 6 || 16.8 || 48 || 96&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost of linear movement in kW&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 105 || 10.5 || 15 || 42 || 120 || 240&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Taking these two values and adding them together, alongside drain, will give you your max power. It is critical to note that while the duration of consumption is affected by rounding errors in the game like the time per spin and so on, the actual wattage is unaffected by these rounding errors. Just because the inserter spins slightly faster than in the game&#039;s code doesn&#039;t mean it uses slightly more wattage, it still demands the same wattage.&lt;br /&gt;
&lt;br /&gt;
Rotational power is used during the entire time the inserter is spinning, while the the extension cost is only used briefly during item interaction, causing item spike. By calculating the duration of both one can accurately calculate how many joules an inserter is using in any given situation. Just like with the rotational speeds, item spike duration is subject to rounding errors from the game. It can be calculated by taking the game&#039;s rated distance of 0.2 and dividing it by the inserter&#039;s rated speed, and then truncating the number. To save you some hassle here is a reference table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Tick duration of item spike&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 4 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Knowing these values, energy cost is easy to calculate, and is linear to inserter utilization. This means if your inserter is only running half the time, it will only use half the power, with the exception of drain which remains constant in all situations.&lt;br /&gt;
&lt;br /&gt;
These values are isolated from drain. Values were theoretically derived and empirically confirmed for accuracy. [https://forums.factorio.com/viewtopic.php?t=128389 More information]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost per transfer cycle in kJ&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 66.9 || 6.65 || 7 || 8.12 || 23.2 || 46.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inserter efficiency ===&lt;br /&gt;
&lt;br /&gt;
The above data can be used to compare inserter efficiency directly. Remember that the transfer cycle cost remains the same regardless of how many items are moved. This means that the later inserters with their larger stack sizes can outperform other inserters despite their higher transfer cost, since they can achieve a lower cost per item. Here are some graphs of chest-to-chest data showing the efficiency of different inserters at differing stack sizes. Because the other inserters maintain a proportional relationship (as in an identical stack size) these graphs will primarily focus on highlighting the Green Inserter and new Stack Inserter. Dots have been marked at the turning point where they overtake the other inserters in consumption&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (No Capacity Bonus).png||No capacity bonus&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2).png|Capacity bonus 2&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 4).png|Capacity bonus 4&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 5) .png|Capacity bonus 5&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 6) (Zoomed).png|Capacity bonus 6&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7).png|Capacity bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important to note is that the actual efficiency of the inserters is best measured in terms of kJ / item. Such a version of these graphs wasn&#039;t generated because it is almost a flat line. This is because for this kind of linear power consumption the kJ / item would just be the slope of the line, or in other words it would be kJ per transfer cycle / stack size.&lt;br /&gt;
&lt;br /&gt;
Now for an important caveat. The above graphs are assuming unlimited input. That is to say the graphs assume that the inserter is always spinning at its maximum hand size. In situations that are input limited however, the inserter will not always do so. When the inserter completes its spin, the only time it waits for items is when there are none to take. As long as there is at least a single item, the inserter will transfer whatever is there immediately, regardless of the inefficiency of moving less than its maximum. Stack inserters are an exception to this as they actually do wait for a full hand before making the transfer, but no other inserter does. An example of an input limited situation would be the unloading of an assembler. Here are some graphs showing power usage in input limited situations:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1).png | Capacity bonus 2, input minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1, kJ).png | Capacity bonus 2, input minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1).png| Capacity bonus 7, input minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1, kJ).png| Capacity bonus 7, input minimum 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is how the behavior works. The inserter will increase its spin speed to max power as a utilization function of its minimum input. In simpler terms, if the minimum input is 1, it will increase power consumption as though it had no capacity bonus. Once it reaches the maximum, it will maintain max power while gradually increasing the average hand size it&#039;s moving, thereby gradually increasing its efficiency. We can see this behavior in the kJ graph, where we get this swooping descent curve as it gains efficiency. We can see that with each subsequent inserter the average improves, and it will ultimately converge towards the same value as the previous set of graphs, that being &#039;&#039;kJ per transfer cycle / stack size&#039;&#039;. The graphs shared cover the most common use cases, but input minimums can very quite widely. For example the input minimum for crafting yellow belts would be 2, and in general for any recipe the input minimum would be the minimum craft quantity. When belt feeding, it&#039;s possible for inserters to experience inserter limiting as the belt approaches empty, or if using circuit limited sushi. Due to how many possible permutations of these graphs there are, sharing them all is simply not feasible. If you need a graph not displayed, you can generate one yourself using the code shared [https://forums.factorio.com/viewtopic.php?p=670540#p670540 here]&lt;br /&gt;
&lt;br /&gt;
Because the burner inserter doesn&#039;t have drain, its efficiency can only truly be appreciated in extremely low throughput situations. Thus we use these dedicated graphs. Before one graph with no capacity bonus would have been sufficient because at low throughputs inserters don&#039;t wait and always default to as stack size of 1. The stack inserter changes this though, because stack inserters do in fact wait until they get a full hand before beginning their swing, meaning they always remain at optimal efficiency unlike the rest of the inserters. Though having generated the graphs it appears to be largely irrelevant, as the fundamental relationship never really changes from one extreme to the other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Burner Efficiency Graph (No Capacity Bonus).png|No capacity bonus&lt;br /&gt;
File:Burner Efficiency Graph (Capacity Bonus 7).png|Capacity bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The burner graphs are mislabeled on the y-axis. They should read kJ, not kW. &lt;br /&gt;
&lt;br /&gt;
=== Belt differences===&lt;br /&gt;
Up until now all data was regarding chest-to-chest use cases, due to their sterile and consistent nature. The introduction of belts creates special conditions that require consideration. Here is a power chart from the game for reference:&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Belt-to-Belt Power Signature.png|frameless|center|upright=3]]&lt;br /&gt;
&lt;br /&gt;
The yellow inserter above is doing a belt-to-belt transfer, and it has a stack bonus. &lt;br /&gt;
&lt;br /&gt;
The erratic section of the graph is the loading process. We can see the behavior is irregular as the inserter does not wait for the item, but rather fishes around for it. The exact behavior here is still being studied, and due to its dependence on stack size and belt speed it is very difficult to give any firm answers regarding how much power this actually uses as a quantifiable generalization. Likely a set of tables would need to be generated with every possible combination as a reference, but such data does not currently exist. The behavior should be consistent across belt speeds and stack sizes, so it can theoretically be gathered and collated into a reference table, though such data doesn&#039;t exist at this time.&lt;br /&gt;
&lt;br /&gt;
Looking at the unloading section, we can see the inserter swings around normally, but then there is this dip that doesn&#039;t exist in the chest to chest behavior. This is the inserter waiting at the belt to drop off all its items. During this waiting, it uses no power aside from its drain. Once all the items are delivered, it resumes operation as normal. Different amounts of delay caused by different belt speeds and stack sizes can create variations in both our throughput and our total cost per transfer due to the additional drain. This can also be easily modeled into a table, though such a table is currently unavailable&lt;br /&gt;
&lt;br /&gt;
If you are interested in volunteering to collect and share this data, you are encouraged to do so!&lt;br /&gt;
&lt;br /&gt;
What this currently means in practice is that you should just use the chest-to-chest data. The overall relationship between the inserters doesn&#039;t change significantly and their efficiency hierarchy remains undisturbed, though the exact consumption in joules per item likely increases noticeably. This could be problematic for other cost estimates in your factory, but for choosing inserters its not an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; The above efficiency graphs only apply when loading from a chest. When loading from a belt, until a more accurate dedicated data set is provided, it is advised to reference the initial no capacity bonus version of the graph for all decisions. With an inserter stack size of 1, the efficiency relationship between chests and belts is identical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regarding quality:&#039;&#039;&#039; Quality inserters receive a linear speed boost for each level of quality, with a corresponding power cost increase. What this means is that the quality level of an inserter has no impact on its energy efficiency.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Inserters can be flipped to make blueprint flipping reliable.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Removed filter and stack filter inserter, instead all inserters can use filters now.&lt;br /&gt;
* Renamed old stack inserter to bulk inserter.&lt;br /&gt;
* Added new stack inserter that stacks items up to 4 high on belts.&lt;br /&gt;
* Increased extension and retraction speed. Burner inserters now reliably pick up items from fast transport belts and express transport belts.&lt;br /&gt;
* Increased the energy consumption of some inserters. (See their individual pages.)}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Inserters}} {{C|Inserters{{!}}#Inserters}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:About&amp;diff=220306</id>
		<title>Template:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:About&amp;diff=220306"/>
		<updated>2026-10-06T15:24:45Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: add div, put noinclude immediately after the end of content to eliminate extra space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div&amp;gt;&#039;&#039;{{Translation|This article is about}} {{{1}}}. {{#if: {{{2|}}} | {{Translation|For}} {{{2}}}, {{Translation|see}} {{#if: {{{caption1|}}} | [[{{{3}}}|{{{caption1}}}]] | [[{{{3}}}]]}}. {{#if: {{{4|}}} | {{Translation|For}} {{{4}}}, {{Translation|see}} {{#if: {{{caption2|}}} | [[{{{5}}}|{{{caption2}}}]] | [[{{{5}}}]]}}. {{#if: {{{6|}}} | {{Translation|For}} {{{6}}}, {{Translation|see}} {{#if: {{{caption3|}}} | [[{{{7}}}|{{{caption3}}}]] | [[{{{7}}}]]}}.}} }} }}&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Solar_energy_(research)&amp;diff=220304</id>
		<title>Infobox:Solar energy (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Solar_energy_(research)&amp;diff=220304"/>
		<updated>2026-10-06T14:54:51Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: not a prerequisite for rocket silo in Space Age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
| allows = Rocket silo + Portable solar panel&lt;br /&gt;
| prototype-type = technology&lt;br /&gt;
| internal-name = solar-energy&lt;br /&gt;
| category = Technology&lt;br /&gt;
| cost = Time, 30 + Automation science pack, 1 + Logistic science pack, 1&lt;br /&gt;
| cost-multiplier = 250&lt;br /&gt;
| required-technologies = Logistic science pack + Steel processing&lt;br /&gt;
| effects = Solar panel&lt;br /&gt;
| extra1         = Source of free energy, but useless at night.&lt;br /&gt;
| changed-by-space-age-mod = yes&lt;br /&gt;
| space-age-allows = Portable solar panel&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:About/Space_age&amp;diff=220303</id>
		<title>Template:About/Space age</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:About/Space_age&amp;diff=220303"/>
		<updated>2026-10-06T14:25:38Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: breakage was caused by lack of an enclosing block element. Should always be in a block context&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div&amp;gt;&#039;&#039;{{SA}} {{Translation|[[Space Age]] expansion exclusive feature.}}&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Thrawcheld/About/Space_age&amp;diff=220302</id>
		<title>User:Thrawcheld/About/Space age</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Thrawcheld/About/Space_age&amp;diff=220302"/>
		<updated>2026-10-06T14:18:22Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: add div to correct layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div&amp;gt;&#039;&#039;{{SA}} {{Translation|[[Space Age]] expansion exclusive feature.}}&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Thrawcheld/About/Space_age&amp;diff=220301</id>
		<title>User:Thrawcheld/About/Space age</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Thrawcheld/About/Space_age&amp;diff=220301"/>
		<updated>2026-10-06T14:16:58Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: sandbox copy of Template:About/Space age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;{{SA}} {{Translation|[[Space Age]] expansion exclusive feature.}}&#039;&#039;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:About/Space_age&amp;diff=220293</id>
		<title>Template:About/Space age</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:About/Space_age&amp;diff=220293"/>
		<updated>2026-10-06T00:45:08Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: spacing (don&amp;#039;t put a line break before noinclude)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;{{SA}} {{Translation|[[Space Age]] expansion exclusive feature.}}&#039;&#039;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=220179</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=220179"/>
		<updated>2026-09-28T17:02:50Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Mechanics */ circuit network&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from—and insert items into—machines or storage devices.&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter}} || The only [[fuel]]-powered inserter, with the slowest speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long-handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter}} || Much faster than the inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Bulk inserter}} || As fast as the fast inserter, but can move many more items at the same time at once.    &lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stack inserter|space-age=yes}} || As fast as the bulk inserter, but can stack items on a belt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* Pick up items off the ground, off of a [[Transport belts|transport belt]], or from any object that has storage space, such as [[chests]], [[furnace]]s, [[assembling machine]]s, or [[vehicle]]s.&lt;br /&gt;
* Place the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
* Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick them up.&lt;br /&gt;
* Pick up items and drop them into the void of space or lava, permanently destroying them. This is useful for getting rid of unwanted items.&lt;br /&gt;
&lt;br /&gt;
Inserters &#039;&#039;&#039;will not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items of a type that cannot be inserted into the adjacent entity.&lt;br /&gt;
* Pick up any items if the adjacent entity is a [[ghost]].&lt;br /&gt;
* Pick up items to place into an entity with a full inventory (however, it will pick up items up to its hand size even if not all of them will fit).&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into an entity that cannot hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].&lt;br /&gt;
* Place items into a [[cargo wagon]] or fuel into a [[locomotive]] if the train it&#039;s part of is in motion, or in automatic mode and not stopped at a [[train stop]] (e.g. waiting at a signal). (Wagons will be visibly closed if they cannot be inserted into for this reason.)&lt;br /&gt;
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s and [[turret]]s (see below).&lt;br /&gt;
&lt;br /&gt;
If two or more inserters are picking up from the same tile, the inserter that can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Insertion limits ===&lt;br /&gt;
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Automatic insertion limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Magazines || style=&amp;quot;text-align:center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery turret]]s || [[Artillery shell]]s || style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft in addition to the ingredients for the number of crafts that can be completed (rounded up) during one full normal [[quality]] standard [[inserter]] swing (1.166 seconds); but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[https://forums.factorio.com/viewtopic.php?p=309796#p309796]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || The number of normal quality science packs needed for one research unit in addition to the science packs for the number of research units that can be completed (rounded up) during one full normal quality standard inserter swing (1.166 seconds); but at least the ingredients for 2 research units and at most the ingredients for 100 research units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
=== Inserters and transport belts ===&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter&#039;s perspective or, if the belt is going the same or the opposite direction as the inserter, the right side from the belt&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=300px heights=350px&amp;gt;&lt;br /&gt;
File:Inserter_dropoff_locations.gif| Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective. In curves the inserter always places on the far side.&lt;br /&gt;
File:Inserter_pickup_locations.gif| If the belt is perpendicular to the inserter, inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter &#039;&#039;&#039;prefers&#039;&#039;&#039; taking from the left lane, from the belt&#039;s perspective. If the left lane is empty it will take from the right lane.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potential issues ===&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
===Circuit network===&lt;br /&gt;
All inserters have the following options for connecting to a [[circuit network]]: &lt;br /&gt;
*&#039;&#039;&#039;Enable/disable&#039;&#039;&#039;: Stops the inserter if the given condition is false. It will still have drain.&lt;br /&gt;
*&#039;&#039;&#039;Set filters&#039;&#039;&#039;: Every &#039;&#039;strictly positive&#039;&#039; signal is either whitelisted or blacklisted. There is no limit to the number of item types that can be filtered this way, unlike manual filters which are limited to 5.&lt;br /&gt;
*&#039;&#039;&#039;Read hand contents&#039;&#039;&#039;: Send held items to the circuit network. This has two modes:&lt;br /&gt;
**&#039;&#039;Pulse&#039;&#039;: Send the signal only for 1 tick when items are picked up.&lt;br /&gt;
**&#039;&#039;Hold&#039;&#039;: Send the signal continuously as long as the inserter is holding the item(s).&lt;br /&gt;
*&#039;&#039;&#039;Set stack size&#039;&#039;&#039;: Specify a signal to set the maximum number of items to move at a time (default {{icon|signal-S}}). This is bounded by 1 and the inserter&#039;s inherent maximum, so setting this signal to 0 or less will not disable it but set the stack size to 1.&lt;br /&gt;
&lt;br /&gt;
They can also be enabled on a [[logistic network]] condition.&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
[[File:all_inserter_speeds.gif|frame|right|Animation showing all inserter speeds at once.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Time#Ticks|tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Map_structure#Tile|Tiles]] per Tick)&lt;br /&gt;
! Turns per [[Time#Seconds|Game-second]]&lt;br /&gt;
! Game-second per full turn&lt;br /&gt;
! Ticks per full turn&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.013&amp;lt;br/&amp;gt;0.035 || ~0.7895 || ~1.267 || 76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.035 || ~0.857 || ~1.167 || 70&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.05 || 1.25 || 0.8 || 48&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Bulk inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Stack inserter|space-age=yes}} || 0.04&amp;lt;br/&amp;gt;0.1 || 2.5 || 0.4 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The speeds per tick come directly from the [https://github.com/wube/factorio-data/tree/master/base/prototypes/entity factorio-data github repository], while the other values have been verified empirically in game. Discrepancies are due to rounding errors during the games runtime, so the empirical values are more accurate when dealing with speeds.&lt;br /&gt;
&lt;br /&gt;
=== Rotation speed ===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
* An Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
* If the rotation speed of an inserter would result in an odd number of ticks per full turn, the actual number of ticks per full turn for this inserter is truncated to be the next lowest even number. The reason for this is that the inserter needs to do two half turns to pick and drop an item. This takes a certain number of ticks two times, therefore the number of ticks for the full turn is always an even number. Example: The Fast inserter&#039;s rotation speed of 864°/s or 0.04 turns per tick would result in 25 ticks per full turn, but the inserter cannot do a half turn in &amp;quot;12.5 ticks&amp;quot;, so it actually takes 2×12 = 24 ticks per full turn.&lt;br /&gt;
&lt;br /&gt;
=== Extension speed ===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
== Inserter throughput ==&lt;br /&gt;
&lt;br /&gt;
=== Chest to chest ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0.26, recorded in this doc [https://docs.google.com/spreadsheets/d/1L8Td5o6TAicGi-TPwzh4lz2YiH0n7Jkpp3E8FxNpnAs/edit?usp=sharing]. Chest to chest transfer transfers the entire hand size during a single tick, so most of the time is spent during the swing to and from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second (ticks per cycle)&lt;br /&gt;
! colspan=8 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
! colspan=2 | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || {{Quality | 0.79 (76 ticks) | 1.03 (58 ticks) | 1.25 (48 ticks) | 1.5 (40 ticks) | 2 (30 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.79 |1.03 |1.25|1.5 |2 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.58 |2.07 |2.5|3 |4 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.37 |3.10 |3.75|4.5 |6 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.16 |4.14 |5|6 |8 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || {{Quality | 0.86 (70 ticks) | 1.11 (54 ticks) | 1.36 (44 ticks) | 1.67 (36 ticks) | 2.14 (28 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.86 |1.11 |1.36|1.67 |2.14 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.71 |2.22 |2.73|3.33 |4.29 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.57 |3.33 |4.09|5 |6.43 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.43 |4.44 |5.45|6.67 |8.57 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || {{Quality | 1.25 (48 ticks) | 1.58 (38 ticks) | 2 (30 ticks) | 2.31 (26 ticks) | 3.33 (18 ticks) }}&lt;br /&gt;
 || {{ Quality | 1.25 |1.58 |2|2.31 |3.33 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 2.5 |3.16 |4|4.62 |6.67 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 3.75 |4.74 |6|6.92 |10 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 5 |6.32 |8|9.23 |13.33 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 2.5 |3.33 | 4.29 | 5 | 7.5 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 5 |6.67 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 7.5 |10 |12.86|15 |22.5 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 5 |6.673 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|space-age=yes}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 15 |20 | 25.71 | 30 | 45 }}&lt;br /&gt;
 || (6)&lt;br /&gt;
 || {{ Quality | 20 |26.67 | 34.29 | 40 | 60 }}&lt;br /&gt;
 || (8)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest to belt ===&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that has items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item, then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at four different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; width: 100%; overflow-x: auto; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; min-width: 100%;&lt;br /&gt;
!  rowspan=&amp;quot;3&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | Type&lt;br /&gt;
!  colspan=&amp;quot;20&amp;quot; | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | No capacity bonus&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity Bonus 2&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity bonus 7&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Burner inserter}} &lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.15 | 2.72 | 3.2 | 3.75 | 4.75 }}&lt;br /&gt;
|| {{ Quality | 2.25 | 2.9 | 3.45 | 4.1 | 5.3 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.6 | 3.27 | 3.73 | 4.27 | 5.2 }}&lt;br /&gt;
|| {{ Quality | 2.87 | 3.65 | 4.27 | 5 | 6.33 }}&lt;br /&gt;
|| {{ Quality | 2.93 | 3.8 | 4.53 | 5.33 | 6.87 }}&lt;br /&gt;
|| {{ Quality | 3 | 3.87 | 4.6 | 5.47 | 7.07 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Inserter}}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.3 | 2.9 | 3.45 | 4.1 | 5 }}&lt;br /&gt;
|| {{ Quality | 2.45 | 3.1 | 3.75 | 4.5 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.8 | 3.43 | 4 | 4.6 | 5.47 }}&lt;br /&gt;
|| {{ Quality | 3.07 | 3.87 | 4.6 | 5.47 | 6.67 }}&lt;br /&gt;
|| {{ Quality | 3.2 | 4.07 | 4.87 | 5.87 | 7.27 }}&lt;br /&gt;
|| {{ Quality | 3.27 | 4.13 | 5 | 6 | 7.48 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Long-handed inserter}}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 3.1 | 3.9 | 4.75 | 5.3 | 6.92 }}&lt;br /&gt;
|| {{ Quality | 3.35 | 4.3 | 5.3 | 6 | 8.18 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 3.65 | 4.45 | 5.20 | 5.72 | 7.07 }}&lt;br /&gt;
|| {{ Quality | 4.13 | 5.2 | 6.33 | 7.07 | 9.23 }}&lt;br /&gt;
|| {{ Quality | 4.33 | 5.6 | 6.87 | 7.73 | 10.43 }}&lt;br /&gt;
|| {{ Quality | 4.47 | 5.73 | 7.07 | 8 | 10.92 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Fast inserter}}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 5.62 | 6.92 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 6.42 | 8.18 | 10 | 11.25 | 15 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Bulk inserter}}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.23 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.12 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Stack inserter|space-age=yes}}&lt;br /&gt;
|| {{ Quality | 11.27 | 13.87 | 15 | 15 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 12.87 | 16.37 | 20 | 22.5 | 30 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| (6)&lt;br /&gt;
|| {{ Quality | 12 | 14.13 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 15 | 18.47 | 21.83 | 24 | 30 }}&lt;br /&gt;
|| {{ Quality | 16.53 | 20.87 | 25.23 | 28.27 | 36.93 }}&lt;br /&gt;
|| {{ Quality | 17.17 | 21.83 | 26.67 | 30 | 40 }}&lt;br /&gt;
|| (8)&lt;br /&gt;
|| {{ Quality | 13.33 | 14.57 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 20 | 22.87 | 25.27 | 26.67 | 30 }}&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 32 | 34.3 | 40 }}&lt;br /&gt;
|| {{ Quality | 26.67 | 32 | 36.9 | 40 | 48 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 30 | 30.07 | 30.07 }}&lt;br /&gt;
|| {{ Quality | 30 | 36.93 | 43.67 | 48 | 60 }}&lt;br /&gt;
|| {{ Quality | 33.07 | 41.73 | 50.47 | 56.53 | 73.87 }}&lt;br /&gt;
|| {{ Quality | 34.33 | 43.67 | 53.33 | 60 | 80 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chest to splitter ===&lt;br /&gt;
When an inserter drops items onto the side of a perpendicular splitter, it always is considered to do so on the input side, enabling the splitter to move half of the items to the other belt (assuming that the splitter filter/priority settings allow it to do so and that there is available space on both belts). This allows the inserter to drop its items more quickly. A bulk inserter with capacity bonus 7 can move 16.0 items/second instead of the usual 14.4 items/second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=400px heights=250px&amp;gt;&lt;br /&gt;
File:Inserter to splitter comparison.gif|By inserting onto the side of a splitter, a fully-upgraded bulk inserter can fill 71% of an express belt lane instead of the usual 64%. (Gif from 1.1)&lt;br /&gt;
File:Inserter belt saturation.gif|In 1.1, three bulk inserters could saturate an express belt if one of them inserts onto a splitter. In 2.0, three bulk inserters can saturate an express belt if two of them insert onto splitters. (Gif from 1.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Belt to chest (perpendicular)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The following is based on experimental data from [https://docs.google.com/spreadsheets/d/1Q4hxL69qrK3qeEKU8aDkuwM3gJy6I2dJ4FYSs-FQUpI/edit?usp=sharing 1.1].    &lt;br /&gt;
Most of the 1.1 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.&lt;br /&gt;
&lt;br /&gt;
{{BlueprintString|bp-string=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}}&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || &#039;&#039;&#039;0.65&#039;&#039;&#039; || 0.50 || 0.64 || (1) || 1.11 || &#039;&#039;&#039;1.20&#039;&#039;&#039; || 1.13 || 1.26 || (2) || 1.61 || 1.61 || &#039;&#039;&#039;1.65&#039;&#039;&#039; || 1.71 /&amp;lt;br/&amp;gt;1.73 /&amp;lt;br/&amp;gt;1.86 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || 0.88 || (1) || &#039;&#039;&#039;1.67&#039;&#039;&#039; || &#039;&#039;&#039;1.67&#039;&#039;&#039; || 1.50 || 1.74 || (2) || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.25 || 2.33 || 2.37 /&amp;lt;br/&amp;gt;2.37 /&amp;lt;br/&amp;gt;2.54 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.18 || 1.18 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.20 || (1) || 2.20 || 2.31 || &#039;&#039;&#039;2.40&#039;&#039;&#039; || 2.40 || (2) || 3.21 || 3.21 || &#039;&#039;&#039;3.46&#039;&#039;&#039; || 3.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.31 || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.50 || (1) || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.00 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || 7.50 || 7.50 || &#039;&#039;&#039;8.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;8.57 /&amp;lt;br/&amp;gt;8.28 * || (4) || 7.50 || 11.25 || &#039;&#039;&#039;15.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;13.09 /&amp;lt;br/&amp;gt;15.32 * || (12)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
=== Belt to chest (facing inserter) ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 1.1&lt;br /&gt;
&lt;br /&gt;
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with [[express transport belt]]s and [[bulk inserter]]s with the maximum [[inserter capacity bonus (research)|capacity bonus]].&lt;br /&gt;
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter_belt_to_chest_throughput.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
=== Insertion into lava/space ===&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Inserters can dump items into lava on [[Vulcanus]]{{SA}} or into space on [[space platform]]s{{SA}}. This act however is not as fast as inserting into a chest or similar container.&lt;br /&gt;
&lt;br /&gt;
When inserting into lava/space, one item is removed from the inserter&#039;s hand every tick. So a [[stack inserter]] holding 16 items requires 16 ticks to dump its contents into lava/space. By contrast, when inserting into a container, the entire hand size is placed in the container in one tick.&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
&#039;&#039;Disclaimer: Information below is only valid up to version 2.0.77. Due to small changes in inserter movement mechanics the data has been skewed slightly and this information is no longer completely accurate (most notably as it concerns the long inserter). Be mindful when applying the information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inserter power draw is determined by several factors. &lt;br /&gt;
&lt;br /&gt;
Firstly like most machines, all of the inserters (with the exception of the burner) have drain. Drain is the energy cost of existence, and is expended constantly as long as the inserter exists on the power grid, regardless of activity or lack thereof.&lt;br /&gt;
&lt;br /&gt;
Inserters also have two costs associated with movement. These costs are applied separately and cumulatively for rotational motion as well as extension/retraction.&lt;br /&gt;
&lt;br /&gt;
Lastly, inserters exhibit a power spike when acquiring and dropping off an item. This can be referred to as &amp;quot;item spike&amp;quot; because it is typically observed directly after item interaction. This is because after receiving/delivering an item it will begin extending/retracting a distance of 0.2 units (distance sourced from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code]). This power cost associated with linear movement is significantly more expensive than that of rotational movement, hence the sharp increase in power consumption.&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Power Spikes.png|thumb|Power Consumption graph of Yellow Inserter]]&lt;br /&gt;
&lt;br /&gt;
Here we can see that for the duration of the lateral movement the power consumption is significantly higher. &lt;br /&gt;
&lt;br /&gt;
Burner inserters, despite not using electricity, also have the same power consumption characteristics as the rest of the inserters (excluding drain). Upon accepting fuel they will replenish something resembling an internal battery, and draw from it in the same manner other inserters draw from the power grid, item spikes and all. Aside from their exclusion from drain, burner inserters function identically to other inserters.&lt;br /&gt;
&lt;br /&gt;
=== Energy costs ===&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter Testing Setup.png|thumb|Inserter testing setup]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that due to rounding errors the game&#039;s values cannot be taken at face value when doing calculations, so a blend of theoretical and empirical methods must be used to ensure accuracy. More information can be viewed here at this [https://forums.factorio.com/viewtopic.php?t=128389 forum topic].&lt;br /&gt;
&lt;br /&gt;
The game calculates inserter power based on its hard coded power modifiers:&lt;br /&gt;
&lt;br /&gt;
These values are derived from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Inserter power modifiers (kJ)&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5 || 5 || 7 || 20 || 40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The way the game uses these values is it takes the game&#039;s programmed speed in ticks (which can be found higher up on the page), and then uses that alongside these numbers to derive a wattage, using the following equation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Speed × Power Modifier × Ticks per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applying the equation we can derive the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost of rotational movement in kW&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 39 || 4.2 || 6 || 16.8 || 48 || 96&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost of linear movement in kW&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 105 || 10.5 || 15 || 42 || 120 || 240&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Taking these two values and adding them together, alongside drain, will give you your max power. It is critical to note that while the duration of consumption is affected by rounding errors in the game like the time per spin and so on, the actual wattage is unaffected by these rounding errors. Just because the inserter spins slightly faster than in the game&#039;s code doesn&#039;t mean it uses slightly more wattage, it still demands the same wattage.&lt;br /&gt;
&lt;br /&gt;
Rotational power is used during the entire time the inserter is spinning, while the the extension cost is only used briefly during item interaction, causing item spike. By calculating the duration of both one can accurately calculate how many joules an inserter is using in any given situation. Just like with the rotational speeds, item spike duration is subject to rounding errors from the game. It can be calculated by taking the game&#039;s rated distance of 0.2 and dividing it by the inserter&#039;s rated speed, and then truncating the number. To save you some hassle here is a reference table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Tick duration of item spike&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 4 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Knowing these values, energy cost is easy to calculate, and is linear to inserter utilization. This means if your inserter is only running half the time, it will only use half the power, with the exception of drain which remains constant in all situations.&lt;br /&gt;
&lt;br /&gt;
These values are isolated from drain. Values were theoretically derived and empirically confirmed for accuracy. [https://forums.factorio.com/viewtopic.php?t=128389 More information]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost per transfer cycle in kJ&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 66.9 || 6.65 || 7 || 8.12 || 23.2 || 46.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inserter efficiency ===&lt;br /&gt;
&lt;br /&gt;
The above data can be used to compare inserter efficiency directly. Remember that the transfer cycle cost remains the same regardless of how many items are moved. This means that the later inserters with their larger stack sizes can outperform other inserters despite their higher transfer cost, since they can achieve a lower cost per item. Here are some graphs of chest-to-chest data showing the efficiency of different inserters at differing stack sizes. Because the other inserters maintain a proportional relationship (as in an identical stack size) these graphs will primarily focus on highlighting the Green Inserter and new Stack Inserter. Dots have been marked at the turning point where they overtake the other inserters in consumption&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (No Capacity Bonus).png||No capacity bonus&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2).png|Capacity bonus 2&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 4).png|Capacity bonus 4&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 5) .png|Capacity bonus 5&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 6) (Zoomed).png|Capacity bonus 6&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7).png|Capacity bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important to note is that the actual efficiency of the inserters is best measured in terms of kJ / item. Such a version of these graphs wasn&#039;t generated because it is almost a flat line. This is because for this kind of linear power consumption the kJ / item would just be the slope of the line, or in other words it would be kJ per transfer cycle / stack size.&lt;br /&gt;
&lt;br /&gt;
Now for an important caveat. The above graphs are assuming unlimited input. That is to say the graphs assume that the inserter is always spinning at its maximum hand size. In situations that are input limited however, the inserter will not always do so. When the inserter completes its spin, the only time it waits for items is when there are none to take. As long as there is at least a single item, the inserter will transfer whatever is there immediately, regardless of the inefficiency of moving less than its maximum. Stack inserters are an exception to this as they actually do wait for a full hand before making the transfer, but no other inserter does. An example of an input limited situation would be the unloading of an assembler. Here are some graphs showing power usage in input limited situations:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1).png | Capacity bonus 2, input minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1, kJ).png | Capacity bonus 2, input minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1).png| Capacity bonus 7, input minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1, kJ).png| Capacity bonus 7, input minimum 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is how the behavior works. The inserter will increase its spin speed to max power as a utilization function of its minimum input. In simpler terms, if the minimum input is 1, it will increase power consumption as though it had no capacity bonus. Once it reaches the maximum, it will maintain max power while gradually increasing the average hand size it&#039;s moving, thereby gradually increasing its efficiency. We can see this behavior in the kJ graph, where we get this swooping descent curve as it gains efficiency. We can see that with each subsequent inserter the average improves, and it will ultimately converge towards the same value as the previous set of graphs, that being &#039;&#039;kJ per transfer cycle / stack size&#039;&#039;. The graphs shared cover the most common use cases, but input minimums can very quite widely. For example the input minimum for crafting yellow belts would be 2, and in general for any recipe the input minimum would be the minimum craft quantity. When belt feeding, it&#039;s possible for inserters to experience inserter limiting as the belt approaches empty, or if using circuit limited sushi. Due to how many possible permutations of these graphs there are, sharing them all is simply not feasible. If you need a graph not displayed, you can generate one yourself using the code shared [https://forums.factorio.com/viewtopic.php?p=670540#p670540 here]&lt;br /&gt;
&lt;br /&gt;
Because the burner inserter doesn&#039;t have drain, its efficiency can only truly be appreciated in extremely low throughput situations. Thus we use these dedicated graphs. Before one graph with no capacity bonus would have been sufficient because at low throughputs inserters don&#039;t wait and always default to as stack size of 1. The stack inserter changes this though, because stack inserters do in fact wait until they get a full hand before beginning their swing, meaning they always remain at optimal efficiency unlike the rest of the inserters. Though having generated the graphs it appears to be largely irrelevant, as the fundamental relationship never really changes from one extreme to the other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Burner Efficiency Graph (No Capacity Bonus).png|No capacity bonus&lt;br /&gt;
File:Burner Efficiency Graph (Capacity Bonus 7).png|Capacity bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The burner graphs are mislabeled on the y-axis. They should read kJ, not kW. &lt;br /&gt;
&lt;br /&gt;
=== Belt differences===&lt;br /&gt;
Up until now all data was regarding chest-to-chest use cases, due to their sterile and consistent nature. The introduction of belts creates special conditions that require consideration. Here is a power chart from the game for reference:&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Belt-to-Belt Power Signature.png|frameless|center|upright=3]]&lt;br /&gt;
&lt;br /&gt;
The yellow inserter above is doing a belt-to-belt transfer, and it has a stack bonus. &lt;br /&gt;
&lt;br /&gt;
The erratic section of the graph is the loading process. We can see the behavior is irregular as the inserter does not wait for the item, but rather fishes around for it. The exact behavior here is still being studied, and due to its dependence on stack size and belt speed it is very difficult to give any firm answers regarding how much power this actually uses as a quantifiable generalization. Likely a set of tables would need to be generated with every possible combination as a reference, but such data does not currently exist. The behavior should be consistent across belt speeds and stack sizes, so it can theoretically be gathered and collated into a reference table, though such data doesn&#039;t exist at this time.&lt;br /&gt;
&lt;br /&gt;
Looking at the unloading section, we can see the inserter swings around normally, but then there is this dip that doesn&#039;t exist in the chest to chest behavior. This is the inserter waiting at the belt to drop off all its items. During this waiting, it uses no power aside from its drain. Once all the items are delivered, it resumes operation as normal. Different amounts of delay caused by different belt speeds and stack sizes can create variations in both our throughput and our total cost per transfer due to the additional drain. This can also be easily modeled into a table, though such a table is currently unavailable&lt;br /&gt;
&lt;br /&gt;
If you are interested in volunteering to collect and share this data, you are encouraged to do so!&lt;br /&gt;
&lt;br /&gt;
What this currently means in practice is that you should just use the chest-to-chest data. The overall relationship between the inserters doesn&#039;t change significantly and their efficiency hierarchy remains undisturbed, though the exact consumption in joules per item likely increases noticeably. This could be problematic for other cost estimates in your factory, but for choosing inserters its not an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; The above efficiency graphs only apply when loading from a chest. When loading from a belt, until a more accurate dedicated data set is provided, it is advised to reference the initial no capacity bonus version of the graph for all decisions. With an inserter stack size of 1, the efficiency relationship between chests and belts is identical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regarding quality:&#039;&#039;&#039; Quality inserters receive a linear speed boost for each level of quality, with a corresponding power cost increase. What this means is that the quality level of an inserter has no impact on its energy efficiency.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Inserters}} {{C|Inserters{{!}}#Inserters}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=220177</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=220177"/>
		<updated>2026-09-28T13:20:59Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Power usage */ grammar, capitalisation, punctuation; rm redundant text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from—and insert items into—machines or storage devices.&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter}} || The only [[fuel]]-powered inserter, with the slowest speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long-handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter}} || Much faster than the inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Bulk inserter}} || As fast as the fast inserter, but can move many more items at the same time at once.    &lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stack inserter|space-age=yes}} || As fast as the bulk inserter, but can stack items on a belt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* Pick up items off the ground, off of a [[Transport belts|transport belt]], or from any object that has storage space, such as [[chests]], [[furnace]]s, [[assembling machine]]s, or [[vehicle]]s.&lt;br /&gt;
* Place the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
* Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick them up.&lt;br /&gt;
* Pick up items and drop them into the void of space or lava, permanently destroying them. This is useful for getting rid of unwanted items.&lt;br /&gt;
&lt;br /&gt;
Inserters &#039;&#039;&#039;will not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items of a type that cannot be inserted into the adjacent entity.&lt;br /&gt;
* Pick up any items if the adjacent entity is a [[ghost]].&lt;br /&gt;
* Pick up items to place into an entity with a full inventory (however, it will pick up items up to its hand size even if not all of them will fit).&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into an entity that cannot hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].&lt;br /&gt;
* Place items into a [[cargo wagon]] or fuel into a [[locomotive]] if the train it&#039;s part of is in motion, or in automatic mode and not stopped at a [[train stop]] (e.g. waiting at a signal). (Wagons will be visibly closed if they cannot be inserted into for this reason.)&lt;br /&gt;
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s and [[turret]]s (see below).&lt;br /&gt;
&lt;br /&gt;
If two or more inserters are picking up from the same tile, the inserter that can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Insertion limits ===&lt;br /&gt;
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Automatic insertion limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Magazines || style=&amp;quot;text-align:center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery turret]]s || [[Artillery shell]]s || style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft in addition to the ingredients for the number of crafts that can be completed (rounded up) during one full normal [[quality]] standard [[inserter]] swing (1.166 seconds); but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[https://forums.factorio.com/viewtopic.php?p=309796#p309796]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || The number of normal quality science packs needed for one research unit in addition to the science packs for the number of research units that can be completed (rounded up) during one full normal quality standard inserter swing (1.166 seconds); but at least the ingredients for 2 research units and at most the ingredients for 100 research units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
=== Inserters and transport belts ===&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter&#039;s perspective or, if the belt is going the same or the opposite direction as the inserter, the right side from the belt&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=300px heights=350px&amp;gt;&lt;br /&gt;
File:Inserter_dropoff_locations.gif| Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective. In curves the inserter always places on the far side.&lt;br /&gt;
File:Inserter_pickup_locations.gif| If the belt is perpendicular to the inserter, inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter &#039;&#039;&#039;prefers&#039;&#039;&#039; taking from the left lane, from the belt&#039;s perspective. If the left lane is empty it will take from the right lane.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potential issues ===&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
[[File:all_inserter_speeds.gif|frame|right|Animation showing all inserter speeds at once.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Time#Ticks|tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Map_structure#Tile|Tiles]] per Tick)&lt;br /&gt;
! Turns per [[Time#Seconds|Game-second]]&lt;br /&gt;
! Game-second per full turn&lt;br /&gt;
! Ticks per full turn&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.013&amp;lt;br/&amp;gt;0.035 || ~0.7895 || ~1.267 || 76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.035 || ~0.857 || ~1.167 || 70&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.05 || 1.25 || 0.8 || 48&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Bulk inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Stack inserter|space-age=yes}} || 0.04&amp;lt;br/&amp;gt;0.1 || 2.5 || 0.4 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The speeds per tick come directly from the [https://github.com/wube/factorio-data/tree/master/base/prototypes/entity factorio-data github repository], while the other values have been verified empirically in game. Discrepancies are due to rounding errors during the games runtime, so the empirical values are more accurate when dealing with speeds.&lt;br /&gt;
&lt;br /&gt;
=== Rotation speed ===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
* An Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
* If the rotation speed of an inserter would result in an odd number of ticks per full turn, the actual number of ticks per full turn for this inserter is truncated to be the next lowest even number. The reason for this is that the inserter needs to do two half turns to pick and drop an item. This takes a certain number of ticks two times, therefore the number of ticks for the full turn is always an even number. Example: The Fast inserter&#039;s rotation speed of 864°/s or 0.04 turns per tick would result in 25 ticks per full turn, but the inserter cannot do a half turn in &amp;quot;12.5 ticks&amp;quot;, so it actually takes 2×12 = 24 ticks per full turn.&lt;br /&gt;
&lt;br /&gt;
=== Extension speed ===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
== Inserter throughput ==&lt;br /&gt;
&lt;br /&gt;
=== Chest to chest ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0.26, recorded in this doc [https://docs.google.com/spreadsheets/d/1L8Td5o6TAicGi-TPwzh4lz2YiH0n7Jkpp3E8FxNpnAs/edit?usp=sharing]. Chest to chest transfer transfers the entire hand size during a single tick, so most of the time is spent during the swing to and from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second (ticks per cycle)&lt;br /&gt;
! colspan=8 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
! colspan=2 | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || {{Quality | 0.79 (76 ticks) | 1.03 (58 ticks) | 1.25 (48 ticks) | 1.5 (40 ticks) | 2 (30 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.79 |1.03 |1.25|1.5 |2 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.58 |2.07 |2.5|3 |4 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.37 |3.10 |3.75|4.5 |6 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.16 |4.14 |5|6 |8 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || {{Quality | 0.86 (70 ticks) | 1.11 (54 ticks) | 1.36 (44 ticks) | 1.67 (36 ticks) | 2.14 (28 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.86 |1.11 |1.36|1.67 |2.14 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.71 |2.22 |2.73|3.33 |4.29 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.57 |3.33 |4.09|5 |6.43 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.43 |4.44 |5.45|6.67 |8.57 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || {{Quality | 1.25 (48 ticks) | 1.58 (38 ticks) | 2 (30 ticks) | 2.31 (26 ticks) | 3.33 (18 ticks) }}&lt;br /&gt;
 || {{ Quality | 1.25 |1.58 |2|2.31 |3.33 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 2.5 |3.16 |4|4.62 |6.67 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 3.75 |4.74 |6|6.92 |10 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 5 |6.32 |8|9.23 |13.33 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 2.5 |3.33 | 4.29 | 5 | 7.5 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 5 |6.67 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 7.5 |10 |12.86|15 |22.5 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 5 |6.673 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|space-age=yes}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 15 |20 | 25.71 | 30 | 45 }}&lt;br /&gt;
 || (6)&lt;br /&gt;
 || {{ Quality | 20 |26.67 | 34.29 | 40 | 60 }}&lt;br /&gt;
 || (8)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest to belt ===&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that has items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item, then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at four different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; width: 100%; overflow-x: auto; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; min-width: 100%;&lt;br /&gt;
!  rowspan=&amp;quot;3&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | Type&lt;br /&gt;
!  colspan=&amp;quot;20&amp;quot; | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | No capacity bonus&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity Bonus 2&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity bonus 7&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Burner inserter}} &lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.15 | 2.72 | 3.2 | 3.75 | 4.75 }}&lt;br /&gt;
|| {{ Quality | 2.25 | 2.9 | 3.45 | 4.1 | 5.3 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.6 | 3.27 | 3.73 | 4.27 | 5.2 }}&lt;br /&gt;
|| {{ Quality | 2.87 | 3.65 | 4.27 | 5 | 6.33 }}&lt;br /&gt;
|| {{ Quality | 2.93 | 3.8 | 4.53 | 5.33 | 6.87 }}&lt;br /&gt;
|| {{ Quality | 3 | 3.87 | 4.6 | 5.47 | 7.07 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Inserter}}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.3 | 2.9 | 3.45 | 4.1 | 5 }}&lt;br /&gt;
|| {{ Quality | 2.45 | 3.1 | 3.75 | 4.5 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.8 | 3.43 | 4 | 4.6 | 5.47 }}&lt;br /&gt;
|| {{ Quality | 3.07 | 3.87 | 4.6 | 5.47 | 6.67 }}&lt;br /&gt;
|| {{ Quality | 3.2 | 4.07 | 4.87 | 5.87 | 7.27 }}&lt;br /&gt;
|| {{ Quality | 3.27 | 4.13 | 5 | 6 | 7.48 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Long-handed inserter}}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 3.1 | 3.9 | 4.75 | 5.3 | 6.92 }}&lt;br /&gt;
|| {{ Quality | 3.35 | 4.3 | 5.3 | 6 | 8.18 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 3.65 | 4.45 | 5.20 | 5.72 | 7.07 }}&lt;br /&gt;
|| {{ Quality | 4.13 | 5.2 | 6.33 | 7.07 | 9.23 }}&lt;br /&gt;
|| {{ Quality | 4.33 | 5.6 | 6.87 | 7.73 | 10.43 }}&lt;br /&gt;
|| {{ Quality | 4.47 | 5.73 | 7.07 | 8 | 10.92 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Fast inserter}}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 5.62 | 6.92 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 6.42 | 8.18 | 10 | 11.25 | 15 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Bulk inserter}}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.23 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.12 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Stack inserter|space-age=yes}}&lt;br /&gt;
|| {{ Quality | 11.27 | 13.87 | 15 | 15 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 12.87 | 16.37 | 20 | 22.5 | 30 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| (6)&lt;br /&gt;
|| {{ Quality | 12 | 14.13 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 15 | 18.47 | 21.83 | 24 | 30 }}&lt;br /&gt;
|| {{ Quality | 16.53 | 20.87 | 25.23 | 28.27 | 36.93 }}&lt;br /&gt;
|| {{ Quality | 17.17 | 21.83 | 26.67 | 30 | 40 }}&lt;br /&gt;
|| (8)&lt;br /&gt;
|| {{ Quality | 13.33 | 14.57 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 20 | 22.87 | 25.27 | 26.67 | 30 }}&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 32 | 34.3 | 40 }}&lt;br /&gt;
|| {{ Quality | 26.67 | 32 | 36.9 | 40 | 48 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 30 | 30.07 | 30.07 }}&lt;br /&gt;
|| {{ Quality | 30 | 36.93 | 43.67 | 48 | 60 }}&lt;br /&gt;
|| {{ Quality | 33.07 | 41.73 | 50.47 | 56.53 | 73.87 }}&lt;br /&gt;
|| {{ Quality | 34.33 | 43.67 | 53.33 | 60 | 80 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chest to splitter ===&lt;br /&gt;
When an inserter drops items onto the side of a perpendicular splitter, it always is considered to do so on the input side, enabling the splitter to move half of the items to the other belt (assuming that the splitter filter/priority settings allow it to do so and that there is available space on both belts). This allows the inserter to drop its items more quickly. A bulk inserter with capacity bonus 7 can move 16.0 items/second instead of the usual 14.4 items/second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=400px heights=250px&amp;gt;&lt;br /&gt;
File:Inserter to splitter comparison.gif|By inserting onto the side of a splitter, a fully-upgraded bulk inserter can fill 71% of an express belt lane instead of the usual 64%. (Gif from 1.1)&lt;br /&gt;
File:Inserter belt saturation.gif|In 1.1, three bulk inserters could saturate an express belt if one of them inserts onto a splitter. In 2.0, three bulk inserters can saturate an express belt if two of them insert onto splitters. (Gif from 1.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Belt to chest (perpendicular)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The following is based on experimental data from [https://docs.google.com/spreadsheets/d/1Q4hxL69qrK3qeEKU8aDkuwM3gJy6I2dJ4FYSs-FQUpI/edit?usp=sharing 1.1].    &lt;br /&gt;
Most of the 1.1 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.&lt;br /&gt;
&lt;br /&gt;
{{BlueprintString|bp-string=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}}&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || &#039;&#039;&#039;0.65&#039;&#039;&#039; || 0.50 || 0.64 || (1) || 1.11 || &#039;&#039;&#039;1.20&#039;&#039;&#039; || 1.13 || 1.26 || (2) || 1.61 || 1.61 || &#039;&#039;&#039;1.65&#039;&#039;&#039; || 1.71 /&amp;lt;br/&amp;gt;1.73 /&amp;lt;br/&amp;gt;1.86 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || 0.88 || (1) || &#039;&#039;&#039;1.67&#039;&#039;&#039; || &#039;&#039;&#039;1.67&#039;&#039;&#039; || 1.50 || 1.74 || (2) || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.25 || 2.33 || 2.37 /&amp;lt;br/&amp;gt;2.37 /&amp;lt;br/&amp;gt;2.54 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.18 || 1.18 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.20 || (1) || 2.20 || 2.31 || &#039;&#039;&#039;2.40&#039;&#039;&#039; || 2.40 || (2) || 3.21 || 3.21 || &#039;&#039;&#039;3.46&#039;&#039;&#039; || 3.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.31 || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.50 || (1) || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.00 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || 7.50 || 7.50 || &#039;&#039;&#039;8.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;8.57 /&amp;lt;br/&amp;gt;8.28 * || (4) || 7.50 || 11.25 || &#039;&#039;&#039;15.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;13.09 /&amp;lt;br/&amp;gt;15.32 * || (12)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
=== Belt to chest (facing inserter) ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 1.1&lt;br /&gt;
&lt;br /&gt;
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with [[express transport belt]]s and [[bulk inserter]]s with the maximum [[inserter capacity bonus (research)|capacity bonus]].&lt;br /&gt;
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter_belt_to_chest_throughput.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
=== Insertion into lava/space ===&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Inserters can dump items into lava on [[Vulcanus]]{{SA}} or into space on [[space platform]]s{{SA}}. This act however is not as fast as inserting into a chest or similar container.&lt;br /&gt;
&lt;br /&gt;
When inserting into lava/space, one item is removed from the inserter&#039;s hand every tick. So a [[stack inserter]] holding 16 items requires 16 ticks to dump its contents into lava/space. By contrast, when inserting into a container, the entire hand size is placed in the container in one tick.&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
&#039;&#039;Disclaimer: Information below is only valid up to version 2.0.77. Due to small changes in inserter movement mechanics the data has been skewed slightly and this information is no longer completely accurate (most notably as it concerns the long inserter). Be mindful when applying the information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inserter power draw is determined by several factors. &lt;br /&gt;
&lt;br /&gt;
Firstly like most machines, all of the inserters (with the exception of the burner) have drain. Drain is the energy cost of existence, and is expended constantly as long as the inserter exists on the power grid, regardless of activity or lack thereof.&lt;br /&gt;
&lt;br /&gt;
Inserters also have two costs associated with movement. These costs are applied separately and cumulatively for rotational motion as well as extension/retraction.&lt;br /&gt;
&lt;br /&gt;
Lastly, inserters exhibit a power spike when acquiring and dropping off an item. This can be referred to as &amp;quot;item spike&amp;quot; because it is typically observed directly after item interaction. This is because after receiving/delivering an item it will begin extending/retracting a distance of 0.2 units (distance sourced from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code]). This power cost associated with linear movement is significantly more expensive than that of rotational movement, hence the sharp increase in power consumption.&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Power Spikes.png|thumb|Power Consumption graph of Yellow Inserter]]&lt;br /&gt;
&lt;br /&gt;
Here we can see that for the duration of the lateral movement the power consumption is significantly higher. &lt;br /&gt;
&lt;br /&gt;
Burner inserters, despite not using electricity, also have the same power consumption characteristics as the rest of the inserters (excluding drain). Upon accepting fuel they will replenish something resembling an internal battery, and draw from it in the same manner other inserters draw from the power grid, item spikes and all. Aside from their exclusion from drain, burner inserters function identically to other inserters.&lt;br /&gt;
&lt;br /&gt;
=== Energy costs ===&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter Testing Setup.png|thumb|Inserter testing setup]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that due to rounding errors the game&#039;s values cannot be taken at face value when doing calculations, so a blend of theoretical and empirical methods must be used to ensure accuracy. More information can be viewed here at this [https://forums.factorio.com/viewtopic.php?t=128389 forum topic].&lt;br /&gt;
&lt;br /&gt;
The game calculates inserter power based on its hard coded power modifiers:&lt;br /&gt;
&lt;br /&gt;
These values are derived from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Inserter power modifiers (kJ)&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5 || 5 || 7 || 20 || 40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The way the game uses these values is it takes the game&#039;s programmed speed in ticks (which can be found higher up on the page), and then uses that alongside these numbers to derive a wattage, using the following equation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Speed × Power Modifier × Ticks per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applying the equation we can derive the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost of rotational movement in kW&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 39 || 4.2 || 6 || 16.8 || 48 || 96&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost of linear movement in kW&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 105 || 10.5 || 15 || 42 || 120 || 240&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Taking these two values and adding them together, alongside drain, will give you your max power. It is critical to note that while the duration of consumption is affected by rounding errors in the game like the time per spin and so on, the actual wattage is unaffected by these rounding errors. Just because the inserter spins slightly faster than in the game&#039;s code doesn&#039;t mean it uses slightly more wattage, it still demands the same wattage.&lt;br /&gt;
&lt;br /&gt;
Rotational power is used during the entire time the inserter is spinning, while the the extension cost is only used briefly during item interaction, causing item spike. By calculating the duration of both one can accurately calculate how many joules an inserter is using in any given situation. Just like with the rotational speeds, item spike duration is subject to rounding errors from the game. It can be calculated by taking the game&#039;s rated distance of 0.2 and dividing it by the inserter&#039;s rated speed, and then truncating the number. To save you some hassle here is a reference table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Tick duration of item spike&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 4 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Knowing these values, energy cost is easy to calculate, and is linear to inserter utilization. This means if your inserter is only running half the time, it will only use half the power, with the exception of drain which remains constant in all situations.&lt;br /&gt;
&lt;br /&gt;
These values are isolated from drain. Values were theoretically derived and empirically confirmed for accuracy. [https://forums.factorio.com/viewtopic.php?t=128389 More information]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cost per transfer cycle in kJ&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 66.9 || 6.65 || 7 || 8.12 || 23.2 || 46.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inserter efficiency ===&lt;br /&gt;
&lt;br /&gt;
The above data can be used to compare inserter efficiency directly. Remember that the transfer cycle cost remains the same regardless of how many items are moved. This means that the later inserters with their larger stack sizes can outperform other inserters despite their higher transfer cost, since they can achieve a lower cost per item. Here are some graphs of chest-to-chest data showing the efficiency of different inserters at differing stack sizes. Because the other inserters maintain a proportional relationship (as in an identical stack size) these graphs will primarily focus on highlighting the Green Inserter and new Stack Inserter. Dots have been marked at the turning point where they overtake the other inserters in consumption&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (No Capacity Bonus).png||No capacity bonus&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2).png|Capacity bonus 2&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 4).png|Capacity bonus 4&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 5) .png|Capacity bonus 5&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 6) (Zoomed).png|Capacity bonus 6&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7).png|Capacity bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important to note is that the actual efficiency of the inserters is best measured in terms of kJ / item. Such a version of these graphs wasn&#039;t generated because it is almost a flat line. This is because for this kind of linear power consumption the kJ / item would just be the slope of the line, or in other words it would be kJ per transfer cycle / stack size.&lt;br /&gt;
&lt;br /&gt;
Now for an important caveat. The above graphs are assuming unlimited input. That is to say the graphs assume that the inserter is always spinning at its maximum hand size. In situations that are input limited however, the inserter will not always do so. When the inserter completes its spin, the only time it waits for items is when there are none to take. As long as there is at least a single item, the inserter will transfer whatever is there immediately, regardless of the inefficiency of moving less than its maximum. Stack inserters are an exception to this as they actually do wait for a full hand before making the transfer, but no other inserter does. An example of an input limited situation would be the unloading of an assembler. Here are some graphs showing power usage in input limited situations:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1).png | Capacity bonus 2, input minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1, kJ).png | Capacity bonus 2, input minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1).png| Capacity bonus 7, input minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1, kJ).png| Capacity bonus 7, input minimum 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is how the behavior works. The inserter will increase its spin speed to max power as a utilization function of its minimum input. In simpler terms, if the minimum input is 1, it will increase power consumption as though it had no capacity bonus. Once it reaches the maximum, it will maintain max power while gradually increasing the average hand size it&#039;s moving, thereby gradually increasing its efficiency. We can see this behavior in the kJ graph, where we get this swooping descent curve as it gains efficiency. We can see that with each subsequent inserter the average improves, and it will ultimately converge towards the same value as the previous set of graphs, that being &#039;&#039;kJ per transfer cycle / stack size&#039;&#039;. The graphs shared cover the most common use cases, but input minimums can very quite widely. For example the input minimum for crafting yellow belts would be 2, and in general for any recipe the input minimum would be the minimum craft quantity. When belt feeding, it&#039;s possible for inserters to experience inserter limiting as the belt approaches empty, or if using circuit limited sushi. Due to how many possible permutations of these graphs there are, sharing them all is simply not feasible. If you need a graph not displayed, you can generate one yourself using the code shared [https://forums.factorio.com/viewtopic.php?p=670540#p670540 here]&lt;br /&gt;
&lt;br /&gt;
Because the burner inserter doesn&#039;t have drain, its efficiency can only truly be appreciated in extremely low throughput situations. Thus we use these dedicated graphs. Before one graph with no capacity bonus would have been sufficient because at low throughputs inserters don&#039;t wait and always default to as stack size of 1. The stack inserter changes this though, because stack inserters do in fact wait until they get a full hand before beginning their swing, meaning they always remain at optimal efficiency unlike the rest of the inserters. Though having generated the graphs it appears to be largely irrelevant, as the fundamental relationship never really changes from one extreme to the other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Burner Efficiency Graph (No Capacity Bonus).png|No capacity bonus&lt;br /&gt;
File:Burner Efficiency Graph (Capacity Bonus 7).png|Capacity bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The burner graphs are mislabeled on the y-axis. They should read kJ, not kW. &lt;br /&gt;
&lt;br /&gt;
=== Belt differences===&lt;br /&gt;
Up until now all data was regarding chest-to-chest use cases, due to their sterile and consistent nature. The introduction of belts creates special conditions that require consideration. Here is a power chart from the game for reference:&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Belt-to-Belt Power Signature.png|frameless|center|upright=3]]&lt;br /&gt;
&lt;br /&gt;
The yellow inserter above is doing a belt-to-belt transfer, and it has a stack bonus. &lt;br /&gt;
&lt;br /&gt;
The erratic section of the graph is the loading process. We can see the behavior is irregular as the inserter does not wait for the item, but rather fishes around for it. The exact behavior here is still being studied, and due to its dependence on stack size and belt speed it is very difficult to give any firm answers regarding how much power this actually uses as a quantifiable generalization. Likely a set of tables would need to be generated with every possible combination as a reference, but such data does not currently exist. The behavior should be consistent across belt speeds and stack sizes, so it can theoretically be gathered and collated into a reference table, though such data doesn&#039;t exist at this time.&lt;br /&gt;
&lt;br /&gt;
Looking at the unloading section, we can see the inserter swings around normally, but then there is this dip that doesn&#039;t exist in the chest to chest behavior. This is the inserter waiting at the belt to drop off all its items. During this waiting, it uses no power aside from its drain. Once all the items are delivered, it resumes operation as normal. Different amounts of delay caused by different belt speeds and stack sizes can create variations in both our throughput and our total cost per transfer due to the additional drain. This can also be easily modeled into a table, though such a table is currently unavailable&lt;br /&gt;
&lt;br /&gt;
If you are interested in volunteering to collect and share this data, you are encouraged to do so!&lt;br /&gt;
&lt;br /&gt;
What this currently means in practice is that you should just use the chest-to-chest data. The overall relationship between the inserters doesn&#039;t change significantly and their efficiency hierarchy remains undisturbed, though the exact consumption in joules per item likely increases noticeably. This could be problematic for other cost estimates in your factory, but for choosing inserters its not an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; The above efficiency graphs only apply when loading from a chest. When loading from a belt, until a more accurate dedicated data set is provided, it is advised to reference the initial no capacity bonus version of the graph for all decisions. With an inserter stack size of 1, the efficiency relationship between chests and belts is identical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regarding quality:&#039;&#039;&#039; Quality inserters receive a linear speed boost for each level of quality, with a corresponding power cost increase. What this means is that the quality level of an inserter has no impact on its energy efficiency.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Inserters}} {{C|Inserters{{!}}#Inserters}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=220176</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=220176"/>
		<updated>2026-09-28T12:42:51Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Mechanics */ more precise wording: it *can* pick up items that can&amp;#039;t be inserted but only because the target inventory doesn&amp;#039;t have that much space. But it won&amp;#039;t pick up non-matching types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from—and insert items into—machines or storage devices.&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter}} || The only [[fuel]]-powered inserter, with the slowest speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long-handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter}} || Much faster than the inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Bulk inserter}} || As fast as the fast inserter, but can move many more items at the same time at once.    &lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stack inserter|space-age=yes}} || As fast as the bulk inserter, but can stack items on a belt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* Pick up items off the ground, off of a [[Transport belts|transport belt]], or from any object that has storage space, such as [[chests]], [[furnace]]s, [[assembling machine]]s, or [[vehicle]]s.&lt;br /&gt;
* Place the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
* Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick them up.&lt;br /&gt;
* Pick up items and drop them into the void of space or lava, permanently destroying them. This is useful for getting rid of unwanted items.&lt;br /&gt;
&lt;br /&gt;
Inserters &#039;&#039;&#039;will not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items of a type that cannot be inserted into the adjacent entity.&lt;br /&gt;
* Pick up any items if the adjacent entity is a [[ghost]].&lt;br /&gt;
* Pick up items to place into an entity with a full inventory (however, it will pick up items up to its hand size even if not all of them will fit).&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into an entity that cannot hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].&lt;br /&gt;
* Place items into a [[cargo wagon]] or fuel into a [[locomotive]] if the train it&#039;s part of is in motion, or in automatic mode and not stopped at a [[train stop]] (e.g. waiting at a signal). (Wagons will be visibly closed if they cannot be inserted into for this reason.)&lt;br /&gt;
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s and [[turret]]s (see below).&lt;br /&gt;
&lt;br /&gt;
If two or more inserters are picking up from the same tile, the inserter that can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Insertion limits ===&lt;br /&gt;
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Automatic insertion limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Magazines || style=&amp;quot;text-align:center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery turret]]s || [[Artillery shell]]s || style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft in addition to the ingredients for the number of crafts that can be completed (rounded up) during one full normal [[quality]] standard [[inserter]] swing (1.166 seconds); but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[https://forums.factorio.com/viewtopic.php?p=309796#p309796]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || The number of normal quality science packs needed for one research unit in addition to the science packs for the number of research units that can be completed (rounded up) during one full normal quality standard inserter swing (1.166 seconds); but at least the ingredients for 2 research units and at most the ingredients for 100 research units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
=== Inserters and transport belts ===&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter&#039;s perspective or, if the belt is going the same or the opposite direction as the inserter, the right side from the belt&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=300px heights=350px&amp;gt;&lt;br /&gt;
File:Inserter_dropoff_locations.gif| Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective. In curves the inserter always places on the far side.&lt;br /&gt;
File:Inserter_pickup_locations.gif| If the belt is perpendicular to the inserter, inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter &#039;&#039;&#039;prefers&#039;&#039;&#039; taking from the left lane, from the belt&#039;s perspective. If the left lane is empty it will take from the right lane.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potential issues ===&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
[[File:all_inserter_speeds.gif|frame|right|Animation showing all inserter speeds at once.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Time#Ticks|tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Map_structure#Tile|Tiles]] per Tick)&lt;br /&gt;
! Turns per [[Time#Seconds|Game-second]]&lt;br /&gt;
! Game-second per full turn&lt;br /&gt;
! Ticks per full turn&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.013&amp;lt;br/&amp;gt;0.035 || ~0.7895 || ~1.267 || 76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.035 || ~0.857 || ~1.167 || 70&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.05 || 1.25 || 0.8 || 48&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Bulk inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Stack inserter|space-age=yes}} || 0.04&amp;lt;br/&amp;gt;0.1 || 2.5 || 0.4 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The speeds per tick come directly from the [https://github.com/wube/factorio-data/tree/master/base/prototypes/entity factorio-data github repository], while the other values have been verified empirically in game. Discrepancies are due to rounding errors during the games runtime, so the empirical values are more accurate when dealing with speeds.&lt;br /&gt;
&lt;br /&gt;
=== Rotation speed ===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
* An Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
* If the rotation speed of an inserter would result in an odd number of ticks per full turn, the actual number of ticks per full turn for this inserter is truncated to be the next lowest even number. The reason for this is that the inserter needs to do two half turns to pick and drop an item. This takes a certain number of ticks two times, therefore the number of ticks for the full turn is always an even number. Example: The Fast inserter&#039;s rotation speed of 864°/s or 0.04 turns per tick would result in 25 ticks per full turn, but the inserter cannot do a half turn in &amp;quot;12.5 ticks&amp;quot;, so it actually takes 2×12 = 24 ticks per full turn.&lt;br /&gt;
&lt;br /&gt;
=== Extension speed ===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
== Inserter throughput ==&lt;br /&gt;
&lt;br /&gt;
=== Chest to chest ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0.26, recorded in this doc [https://docs.google.com/spreadsheets/d/1L8Td5o6TAicGi-TPwzh4lz2YiH0n7Jkpp3E8FxNpnAs/edit?usp=sharing]. Chest to chest transfer transfers the entire hand size during a single tick, so most of the time is spent during the swing to and from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second (ticks per cycle)&lt;br /&gt;
! colspan=8 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
! colspan=2 | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || {{Quality | 0.79 (76 ticks) | 1.03 (58 ticks) | 1.25 (48 ticks) | 1.5 (40 ticks) | 2 (30 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.79 |1.03 |1.25|1.5 |2 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.58 |2.07 |2.5|3 |4 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.37 |3.10 |3.75|4.5 |6 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.16 |4.14 |5|6 |8 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || {{Quality | 0.86 (70 ticks) | 1.11 (54 ticks) | 1.36 (44 ticks) | 1.67 (36 ticks) | 2.14 (28 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.86 |1.11 |1.36|1.67 |2.14 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.71 |2.22 |2.73|3.33 |4.29 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.57 |3.33 |4.09|5 |6.43 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.43 |4.44 |5.45|6.67 |8.57 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || {{Quality | 1.25 (48 ticks) | 1.58 (38 ticks) | 2 (30 ticks) | 2.31 (26 ticks) | 3.33 (18 ticks) }}&lt;br /&gt;
 || {{ Quality | 1.25 |1.58 |2|2.31 |3.33 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 2.5 |3.16 |4|4.62 |6.67 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 3.75 |4.74 |6|6.92 |10 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 5 |6.32 |8|9.23 |13.33 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 2.5 |3.33 | 4.29 | 5 | 7.5 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 5 |6.67 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 7.5 |10 |12.86|15 |22.5 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 5 |6.673 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|space-age=yes}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 15 |20 | 25.71 | 30 | 45 }}&lt;br /&gt;
 || (6)&lt;br /&gt;
 || {{ Quality | 20 |26.67 | 34.29 | 40 | 60 }}&lt;br /&gt;
 || (8)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest to belt ===&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that has items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item, then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at four different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; width: 100%; overflow-x: auto; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; min-width: 100%;&lt;br /&gt;
!  rowspan=&amp;quot;3&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | Type&lt;br /&gt;
!  colspan=&amp;quot;20&amp;quot; | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | No capacity bonus&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity Bonus 2&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity bonus 7&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Burner inserter}} &lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.15 | 2.72 | 3.2 | 3.75 | 4.75 }}&lt;br /&gt;
|| {{ Quality | 2.25 | 2.9 | 3.45 | 4.1 | 5.3 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.6 | 3.27 | 3.73 | 4.27 | 5.2 }}&lt;br /&gt;
|| {{ Quality | 2.87 | 3.65 | 4.27 | 5 | 6.33 }}&lt;br /&gt;
|| {{ Quality | 2.93 | 3.8 | 4.53 | 5.33 | 6.87 }}&lt;br /&gt;
|| {{ Quality | 3 | 3.87 | 4.6 | 5.47 | 7.07 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Inserter}}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.3 | 2.9 | 3.45 | 4.1 | 5 }}&lt;br /&gt;
|| {{ Quality | 2.45 | 3.1 | 3.75 | 4.5 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.8 | 3.43 | 4 | 4.6 | 5.47 }}&lt;br /&gt;
|| {{ Quality | 3.07 | 3.87 | 4.6 | 5.47 | 6.67 }}&lt;br /&gt;
|| {{ Quality | 3.2 | 4.07 | 4.87 | 5.87 | 7.27 }}&lt;br /&gt;
|| {{ Quality | 3.27 | 4.13 | 5 | 6 | 7.48 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Long-handed inserter}}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 3.1 | 3.9 | 4.75 | 5.3 | 6.92 }}&lt;br /&gt;
|| {{ Quality | 3.35 | 4.3 | 5.3 | 6 | 8.18 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 3.65 | 4.45 | 5.20 | 5.72 | 7.07 }}&lt;br /&gt;
|| {{ Quality | 4.13 | 5.2 | 6.33 | 7.07 | 9.23 }}&lt;br /&gt;
|| {{ Quality | 4.33 | 5.6 | 6.87 | 7.73 | 10.43 }}&lt;br /&gt;
|| {{ Quality | 4.47 | 5.73 | 7.07 | 8 | 10.92 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Fast inserter}}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 5.62 | 6.92 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 6.42 | 8.18 | 10 | 11.25 | 15 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Bulk inserter}}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.23 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.12 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; style=&amp;quot;position: sticky; left: 0; outline: 0.5px solid #888;&amp;quot; | {{Imagelink|Stack inserter|space-age=yes}}&lt;br /&gt;
|| {{ Quality | 11.27 | 13.87 | 15 | 15 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 12.87 | 16.37 | 20 | 22.5 | 30 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| (6)&lt;br /&gt;
|| {{ Quality | 12 | 14.13 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 15 | 18.47 | 21.83 | 24 | 30 }}&lt;br /&gt;
|| {{ Quality | 16.53 | 20.87 | 25.23 | 28.27 | 36.93 }}&lt;br /&gt;
|| {{ Quality | 17.17 | 21.83 | 26.67 | 30 | 40 }}&lt;br /&gt;
|| (8)&lt;br /&gt;
|| {{ Quality | 13.33 | 14.57 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 20 | 22.87 | 25.27 | 26.67 | 30 }}&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 32 | 34.3 | 40 }}&lt;br /&gt;
|| {{ Quality | 26.67 | 32 | 36.9 | 40 | 48 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 30 | 30.07 | 30.07 }}&lt;br /&gt;
|| {{ Quality | 30 | 36.93 | 43.67 | 48 | 60 }}&lt;br /&gt;
|| {{ Quality | 33.07 | 41.73 | 50.47 | 56.53 | 73.87 }}&lt;br /&gt;
|| {{ Quality | 34.33 | 43.67 | 53.33 | 60 | 80 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chest to splitter ===&lt;br /&gt;
When an inserter drops items onto the side of a perpendicular splitter, it always is considered to do so on the input side, enabling the splitter to move half of the items to the other belt (assuming that the splitter filter/priority settings allow it to do so and that there is available space on both belts). This allows the inserter to drop its items more quickly. A bulk inserter with capacity bonus 7 can move 16.0 items/second instead of the usual 14.4 items/second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=400px heights=250px&amp;gt;&lt;br /&gt;
File:Inserter to splitter comparison.gif|By inserting onto the side of a splitter, a fully-upgraded bulk inserter can fill 71% of an express belt lane instead of the usual 64%. (Gif from 1.1)&lt;br /&gt;
File:Inserter belt saturation.gif|In 1.1, three bulk inserters could saturate an express belt if one of them inserts onto a splitter. In 2.0, three bulk inserters can saturate an express belt if two of them insert onto splitters. (Gif from 1.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Belt to chest (perpendicular)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The following is based on experimental data from [https://docs.google.com/spreadsheets/d/1Q4hxL69qrK3qeEKU8aDkuwM3gJy6I2dJ4FYSs-FQUpI/edit?usp=sharing 1.1].    &lt;br /&gt;
Most of the 1.1 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.&lt;br /&gt;
&lt;br /&gt;
{{BlueprintString|bp-string=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}}&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || &#039;&#039;&#039;0.65&#039;&#039;&#039; || 0.50 || 0.64 || (1) || 1.11 || &#039;&#039;&#039;1.20&#039;&#039;&#039; || 1.13 || 1.26 || (2) || 1.61 || 1.61 || &#039;&#039;&#039;1.65&#039;&#039;&#039; || 1.71 /&amp;lt;br/&amp;gt;1.73 /&amp;lt;br/&amp;gt;1.86 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || 0.88 || (1) || &#039;&#039;&#039;1.67&#039;&#039;&#039; || &#039;&#039;&#039;1.67&#039;&#039;&#039; || 1.50 || 1.74 || (2) || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.25 || 2.33 || 2.37 /&amp;lt;br/&amp;gt;2.37 /&amp;lt;br/&amp;gt;2.54 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.18 || 1.18 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.20 || (1) || 2.20 || 2.31 || &#039;&#039;&#039;2.40&#039;&#039;&#039; || 2.40 || (2) || 3.21 || 3.21 || &#039;&#039;&#039;3.46&#039;&#039;&#039; || 3.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.31 || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.50 || (1) || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.00 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || 7.50 || 7.50 || &#039;&#039;&#039;8.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;8.57 /&amp;lt;br/&amp;gt;8.28 * || (4) || 7.50 || 11.25 || &#039;&#039;&#039;15.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;13.09 /&amp;lt;br/&amp;gt;15.32 * || (12)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
=== Belt to chest (facing inserter) ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 1.1&lt;br /&gt;
&lt;br /&gt;
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with [[express transport belt]]s and [[bulk inserter]]s with the maximum [[inserter capacity bonus (research)|capacity bonus]].&lt;br /&gt;
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter_belt_to_chest_throughput.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
=== Insertion into lava/space ===&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Inserters can dump items into lava on [[Vulcanus]]{{SA}} or into space on [[space platform]]s{{SA}}. This act however is not as fast as inserting into a chest or similar container.&lt;br /&gt;
&lt;br /&gt;
When inserting into lava/space, one item is removed from the inserter&#039;s hand every tick. So a [[stack inserter]] holding 16 items requires 16 ticks to dump its contents into lava/space. By contrast, when inserting into a container, the entire hand size is placed in the container in one tick.&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
&#039;&#039;Disclaimer: Information below is only valid up to version 2.0.77. Due to small changes in inserter movement mechanics the data has been skewed slightly and this information is no longer completely accurate (most notably as it concerns the long inserter). Be mindful when applying the information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inserter power draw is determined by several factors. &lt;br /&gt;
&lt;br /&gt;
Firstly like most machines, all of the inserters (with the exception of the burner) have drain. Drain is the energy cost of existence, and is expended constantly as long as the inserter exists on the power grid, regardless of activity or lack thereof.&lt;br /&gt;
&lt;br /&gt;
Inserters also have a two costs associated with movement. These costs are applied separately and cumulatively for rotational motion as well as extension/retraction.&lt;br /&gt;
&lt;br /&gt;
Lastly, inserters exhibit a power spike when acquiring and dropping off an item. This can be referred to as &amp;quot;item spike&amp;quot; because it is typically observed directly after item interaction. This is because after receiving/delivering an item it will begin extending/retracting a distance of 0.2 units (distance sourced from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code]). This power cost associated with linear movement is significantly more expensive than that of rotational movement, hence the sharp increase in power consumption.&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Power Spikes.png|thumb|Power Consumption graph of Yellow Inserter]]&lt;br /&gt;
&lt;br /&gt;
Here we can see that for the duration of the lateral movement the power consumption is significantly higher. &lt;br /&gt;
&lt;br /&gt;
Burner Inserters, despite not using electricity, also have the same power consumption characteristics as the rest of the inserters (excluding drain). Upon accepting fuel they will replenish something resembling an internal battery, and draw from it in the same manner other inserters draw from the power grid, item spikes and all. Aside from their exclusion from drain, Burner Inserters function identically to other Inserters.&lt;br /&gt;
&lt;br /&gt;
=== Energy costs ===&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter Testing Setup.png|thumb|Inserter Testing Setup]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that due to rounding errors the games values cannot be taken at face value when doing calculations, so a blend of theoretical and empirical methods must be used to ensure accuracy. More information can be viewed here at this [https://forums.factorio.com/viewtopic.php?t=128389 forum topic]&lt;br /&gt;
&lt;br /&gt;
The game calculates inserter power based on its hard coded power modifiers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserter Power Modifiers (kJ)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These values are derived from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5 || 5 || 7 || 20 || 40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The way the game uses these values is it takes the game&#039;s programmed speed in ticks (which can be found higher up on the page), and then uses that alongside these numbers to derive a wattage, using the following equation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Speed × Power Modifier × Ticks per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applying the equation we can derive the following values:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost of rotational movement in kW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 39 || 4.2 || 6 || 16.8 || 48 || 96&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost of linear movement in kW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 105 || 10.5 || 15 || 42 || 120 || 240&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Taking these two values and adding them together, alongside drain, will give you your max power. It is critical to note that while the duration of consumption is affected by rounding errors in the game like the time per spin and so on, the actual wattage is unaffected by these rounding errors. Just because the inserter spins slightly faster than in the games code doesn&#039;t mean it uses slightly more wattage, it still demands the same wattage.&lt;br /&gt;
&lt;br /&gt;
Your rotational power is used during the entire time the inserter is spinning, while the the extension cost is only used briefly during item interaction, causing item spike. By calculating the duration of both you can accurately calculate how many joules your inserter is using in any given situation. Just like with the rotational speeds, item spike duration is subject to rounding errors from the game. You can calculate it by taking the games rated distance of 0.2 and dividing it by the inserters rated speed, and then truncating the number. To save you some hassle here is a reference table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick duration of Item Spike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 4 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Knowing these values, energy cost is easy to calculate, and is linear to inserter utilization. This means if your inserter is only running half the time, it will only use half the power, with the exception of drain which remains constant in all situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost per transfer cycle in kJ&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These values are isolated from drain. Values were theoretically derived and empirically confirmed for accuracy. [https://forums.factorio.com/viewtopic.php?t=128389 More information]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 66.9 || 6.65 || 7 || 8.12 || 23.2 || 46.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inserter efficiency ===&lt;br /&gt;
&lt;br /&gt;
The above data can be used to compare inserter efficiency directly. Remember that the transfer cycle cost remains the same regardless of how many items are moved. This means that the later inserters with their larger stack sizes can outperform other inserters despite their higher transfer cost, since they can achieve a lower cost per item. Here are some graphs of chest-to-chest data showing the efficiency of different inserters at differing stack sizes. Because the other inserters maintain a proportional relationship (as in an identical stack size) these graphs will primarily focus on highlighting the Green Inserter and new Stack Inserter. Dots have been marked at the turning point where they overtake the other inserters in consumption&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (No Capacity Bonus).png||No Capacity Bonus&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2).png|Capacity Bonus 2&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 4).png|Capacity Bonus 4&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 5) .png|Capacity Bonus 5&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 6) (Zoomed).png|Capacity Bonus 6&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7).png|Capacity Bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important to note is that the actual efficiency of the inserters is best measured in terms of kJ / item. Such a version of these graphs wasn&#039;t generated because it is almost a flat line. This is because for this kind of linear power consumption the kJ / item would just be the slope of the line, or in other words it would be the &#039;&#039;kJ per transfer cycle / stack size&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Now for an important caveat. The above graphs are assuming unlimited input. That is to say the graphs assume that the inserter is always spinning at its maximum hand size. In situations that are input limited however, the inserter will not always do so. When the inserter completes its spin, the only time it waits for items is when there are zero to take. As long as there is at least a single item, the inserter will transfer whatever is there immediately, regardless of the inefficiency of moving less than its maximum. Stack Inserters are an exception to this as they actually do wait for a full hand before making the transfer, but no other inserter does. An example of an input limited situation would be the unloading of an assembler. Here are some graphs showing power usage in input limited situations:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1).png | Capacity Bonus 2, Input Minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1, kJ).png | Capacity Bonus 2, Input Minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1).png| Capacity Bonus 7, Input Minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1, kJ).png| Capacity Bonus 7, Input Minimum 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is how the behavior works. The inserter will increase its spin speed to max power as a utilization function of its minimum input. In simpler terms, if the minimum input is 1, it will increase power consumption as though it had no capacity bonus. Once it reaches the maximum, it will maintain max power while gradually increasing the average hand size its moving, thereby gradually increasing its efficiency. We can see this behavior in the kJ graph, where we get this swooping descent curve as it gains efficiency. We can see that with each subsequent inserter the average improves, and it will ultimately converge towards the same value as the previous set of graphs, that being &#039;&#039;kJ per transfer cycle / stack size&#039;&#039;. The graphs shared cover the most common use cases, but input minimums can very quite largely. For example the input minimum for crafting yellow belts would be 2, and in general for any recipe the input minimum would be the minimum craft quantity. When belt feeding, its possible for inserters to experience inserter limiting as the belt approaches empty, or if using circuit limited sushi. Due to how many possible permutations of these graphs there are, sharing them all is simply not feasible. If you need a graph not displayed, you can generate one yourself using the code shared [https://forums.factorio.com/viewtopic.php?p=670540#p670540 here]&lt;br /&gt;
&lt;br /&gt;
Because the Burner Inserter doesn&#039;t have drain, its efficiency can only truly be appreciated in extremely low throughput situations. Thus we use these dedicated graphs. Before one graph with no capacity bonus would have been sufficient because at low throughputs inserters don&#039;t wait and always default to as stack size of 1. The new Stack Inserter changes this though, because Stack Inserters do in fact wait until they get a full hand before beginning their swing, meaning they always remain at optimal efficiency unlike the rest of the inserters. Though having generated the graphs it appears to be largely irrelevant, as the fundamental relationship never really changes from one extreme to the other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Burner Efficiency Graph (No Capacity Bonus).png|No Capacity Bonus&lt;br /&gt;
File:Burner Efficiency Graph (Capacity Bonus 7).png|Capacity Bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The Burner graphs are mislabeled on the y-axis. They should read kJ, not kW. &lt;br /&gt;
&lt;br /&gt;
=== Belt differences===&lt;br /&gt;
Up until now all data was regarding chest-to-chest use cases, due to their sterile and consistent nature. The introduction of belts creates special conditions that require consideration. Here is a power chart from the game for reference:&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Belt-to-Belt Power Signature.png|frameless|center|upright 3]]&lt;br /&gt;
&lt;br /&gt;
The Yellow Inserter above is doing a belt-to-belt transfer, and it has a stack bonus. &lt;br /&gt;
&lt;br /&gt;
The erratic section of the graph is the loading process. We can see the behavior is irregular as the inserter does not wait for the item, but rather fishes around for them. The exact behavior here is still being studied, and due to its dependence on stack size and belt speed it is very difficult to give any firm answers regarding how much power this actually uses as a quantifiable generalization. Likely a set of tables would need to be generated with every possible combination as a reference, but such data does not currently exist. The behavior should be consistent across belt speeds and stack sizes, so it can theoretically be gathered and collated into a reference table, though such data doesn&#039;t exist at this time.&lt;br /&gt;
&lt;br /&gt;
Looking at the unloading section, we can see the inserter swings around normally, but then there is this dip that doesn&#039;t exist in the chest to chest behavior. This is the inserter waiting at the belt to drop off all its items. During this waiting, it uses no power aside from its drain. Once all the items are delivered, it resumes operation as normal. Different amounts of delay caused by different belt speeds and stack sizes can create variations in both our throughput and our total cost per transfer due to the additional drain. This can also be easily modeled into a table, though such a table is currently unavailable&lt;br /&gt;
&lt;br /&gt;
If you are interested in volunteering to collect and share this data, you are encouraged to do so!&lt;br /&gt;
&lt;br /&gt;
What this currently means in practice is that you should just use the chest-to-chest data. The overall relationship between the inserters doesn&#039;t change significantly and their efficiency hierarchy remains undisturbed, though the exact consumption in joules per item likely increases noticeably. This could be problematic for other cost estimates in your factory, but for choosing inserters its not an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; The above efficiency graphs only apply when loading from a chest. When loading from a belt, until a more accurate dedicated data set is provided, it is advised to reference the initial no capacity bonus version of the graph for all decisions. With an inserter stack size of 1, the efficiency relationship between chests and belts is identical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regarding Quality:&#039;&#039;&#039; Quality inserters receive a linear speed boost for each level of quality, with a corresponding power cost increase. What this means is that the quality level of an inserter has no impact on its energy efficiency&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;More data regarding inserters feeding from belts, as well as more detailed data regarding burner inserter power consumption is still needed. Please contribute if you are willing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Inserters}} {{C|Inserters{{!}}#Inserters}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=217461</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=217461"/>
		<updated>2026-03-09T15:01:27Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Coal Liquefaction */ addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Oil processing&#039;&#039;&#039; is a large part of Factorio. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are various recipes that can be used to process [[crude oil]] into its fractions. Its fraction ([[heavy oil]], [[light oil]] and [[petroleum gas]]) can also be cracked into each other. Their recipes and technology requirements can be seen below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology !! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Basic oil processing||}} Basic oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} || {{Icon|Petroleum gas|45}} || {{Icon|Oil refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]] || basic-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced oil processing||}} Advanced oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} + {{icon|water|50}} || {{Icon|Heavy oil|25}} + {{Icon|Light oil|45}} + {{Icon|Petroleum gas|55}} || {{Icon|Oil refinery}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || advanced-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heavy oil cracking||}} Heavy oil cracking || {{icon|time|2}} + {{Icon|Heavy oil|40}} + {{icon|water|30}} || {{Icon|Light oil|30}} || {{Icon|Chemical plant}}{{Icon|Biochamber||space-age=yes}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || heavy-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Light oil cracking||}} Light oil cracking || {{icon|time|2}} + {{Icon|Light oil|30}} + {{icon|water|30}} || {{Icon|Petroleum gas|20}} || {{Icon|Chemical plant}}{{Icon|Biochamber||space-age=yes}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || light-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Simple coal liquefaction||space-age=yes}} Simple coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{icon|Calcite|2|space-age=yes}} + {{icon|Sulfuric acid|25}} || {{Icon|Heavy oil|50}} || {{Icon|Oil refinery}} || {{icontech|calcite processing (research)}} [[Calcite processing (research)|Calcite processing]] || simple-coal-liquefaction&lt;br /&gt;
|-&lt;br /&gt;
|| {{Icon|Coal liquefaction||}} Coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{Icon|Heavy oil|25}} + {{icon|steam|50}} || {{Icon|Heavy oil|90}} + {{Icon|Light oil|20}} + {{Icon|Petroleum gas|10}} || {{Icon|Oil refinery}} || {{icontech|coal liquefaction|}} [[Coal liquefaction (research)|Coal liquefaction]] || coal-liquefaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setting up oil processing ==&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel.&lt;br /&gt;
&lt;br /&gt;
Crude oil must be refined in an [[oil refinery]]. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and &amp;quot;alt-mode&amp;quot; is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated or flipped ({{key|v}} or {{key|h}} key by default).&lt;br /&gt;
&lt;br /&gt;
Advanced oil processing and coal liquefaction produce multiple fluids: [[heavy oil]], [[light oil]] and [[petroleum gas]]. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a [[storage tank]]. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a [[chemical plant]] (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* The [[circuit network]] can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the [[Tutorial:Circuit network cookbook#Oil_Setups|circuit-network cookbook]].&lt;br /&gt;
* [[Solid fuel]] is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.&lt;br /&gt;
&lt;br /&gt;
=== Coal Liquefaction ===&lt;br /&gt;
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an [[assembling machine]] and [[barrel]]s to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow.&lt;br /&gt;
&lt;br /&gt;
While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include:&lt;br /&gt;
&lt;br /&gt;
* A refueling outpost that produces [[solid fuel]] and/or [[rocket fuel]].&lt;br /&gt;
* A defensive outpost that uses oil to fuel [[flamethrower turret]]s (without a supply of calcite{{SA}} and iron plates (see below) this produces [[petroleum gas]] as a byproduct, which must be disposed of somehow, e.g. as plastic or solid fuel).&lt;br /&gt;
* With a supply of [[iron ore]], this set-up can produce [[sulfuric acid]], allowing the mining of [[uranium ore]].&lt;br /&gt;
* A supply of iron ore also allows the manufacture of ammunition: [[cluster grenade]]s, [[land mine]]s, and [[cannon shell]]s. &lt;br /&gt;
* With a supply of both iron ore and [[copper ore]], [[rocket]]s and [[artillery shell]]s can be manufactured, as well as all [[capsules]].&lt;br /&gt;
&lt;br /&gt;
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player&#039;s factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.&lt;br /&gt;
&lt;br /&gt;
=== Simple coal liquefaction {{SA}} ===&lt;br /&gt;
[[Space Age]] introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal, [[calcite]]{{SA}}, and [[sulfuric acid]], generating only [[heavy oil]]. Through cracking, it can be used to make other oil products. On [[Vulcanus]]{{SA}}, it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil.&lt;br /&gt;
&lt;br /&gt;
Outside of its initial uses on Vulcanus, it does have two potential advantages. [[Steam]] is much harder to get on [[Space platform]]s{{SA}} than sulfuric acid or calcite. The only way to make steam on a platform is with a [[nuclear reactor]], which requires fuel from [[Nauvis]]. By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids.&lt;br /&gt;
&lt;br /&gt;
The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate [[lubricant]] for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil.&lt;br /&gt;
&lt;br /&gt;
Note also that going to Vulcanus is not &#039;&#039;strictly&#039;&#039; required. [[Calcite processing (research)]] does not require &#039;&#039;mining&#039;&#039; calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using [[Advanced asteroid processing (research)]] that is made available on [[Gleba]]. One still must research [[Planet discovery Vulcanus (research)]], but once done, acquiring calcite via [[advanced oxide asteroid crushing]] is enough to trigger the calcite processing technology.&lt;br /&gt;
&lt;br /&gt;
=== Transporting fluids ===&lt;br /&gt;
There are many ways to move fluids in Factorio, they are listed below:&lt;br /&gt;
&lt;br /&gt;
* [[Pipe]]s&lt;br /&gt;
* [[Fluid wagon]]s&lt;br /&gt;
* Loading the fluids into [[barrel]]s and transporting them by [[railway]], [[transport belts]], or the [[logistic network]]&lt;br /&gt;
&lt;br /&gt;
== Optimal ratios ==&lt;br /&gt;
The optimal ratio is the ratio of production that ensures no waste of time or materials.&lt;br /&gt;
&lt;br /&gt;
=== Petroleum gas production ===&lt;br /&gt;
&lt;br /&gt;
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.&lt;br /&gt;
&lt;br /&gt;
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).&lt;br /&gt;
&lt;br /&gt;
The refining can be sped up with [[module]]s; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using [[productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; |Petroleum production output with modules&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 230px; text-align: left;&amp;quot; |Module configuration&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |None&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 1 (*)&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 2&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Units &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Oil refinery&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crude oil consumption&lt;br /&gt;
| 100 || 100 || 100 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 50 || 50 || 50 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 5 || 5 || 5 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil output&lt;br /&gt;
| 25 || 25 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 45 || 45 || 45 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 55 || 55 || 55 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 855% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Crude oil consumption&lt;br /&gt;
| 20 || 91 || 171 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 10 || 45.5 || 85.5 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil output&lt;br /&gt;
| 5 || 29.575 || 55.575 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 9 || 53.235 || 100.035 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 11 || 65.065 || 122.265 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Heavy oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil consumption&lt;br /&gt;
| 40 || 40 || 40 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil consumption&lt;br /&gt;
| 20 || 91 || 131 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 15 || 88.725 || 127.725 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Light oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 20 || 20 || 20 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 10 || 59.15 || 85.15 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ratio&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil cracking&lt;br /&gt;
| 0.25 || 0.325 || 0.424 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil cracking&lt;br /&gt;
| 0.85 || 1.2025 || 1.57 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum gas output&lt;br /&gt;
| 19.5 || 136.193 || 255.923 || per second&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;width: 600px; text-align: left;&amp;quot; | &#039;&#039;&#039;* Notes to table:&#039;&#039;&#039; &#039;&#039;Config 1&#039;&#039; is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building. &#039;&#039;Config 2&#039;&#039; is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it&#039;s 52400:22230:82251.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.60|&lt;br /&gt;
* Basic oil processing produces only petroleum gas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Coal liquefaction now takes steam instead of water.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added coal liquefaction oil processing recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Added heavy oil cracking and light oil cracking.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
**Basic oil processing&lt;br /&gt;
**Advanced oil processing}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=217460</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=217460"/>
		<updated>2026-03-09T14:59:55Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Coal Liquefaction */ liquefaction to flame turrets produces petroleum gas as a byproduct which needs disposing of&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Oil processing&#039;&#039;&#039; is a large part of Factorio. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are various recipes that can be used to process [[crude oil]] into its fractions. Its fraction ([[heavy oil]], [[light oil]] and [[petroleum gas]]) can also be cracked into each other. Their recipes and technology requirements can be seen below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology !! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Basic oil processing||}} Basic oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} || {{Icon|Petroleum gas|45}} || {{Icon|Oil refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]] || basic-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced oil processing||}} Advanced oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} + {{icon|water|50}} || {{Icon|Heavy oil|25}} + {{Icon|Light oil|45}} + {{Icon|Petroleum gas|55}} || {{Icon|Oil refinery}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || advanced-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heavy oil cracking||}} Heavy oil cracking || {{icon|time|2}} + {{Icon|Heavy oil|40}} + {{icon|water|30}} || {{Icon|Light oil|30}} || {{Icon|Chemical plant}}{{Icon|Biochamber||space-age=yes}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || heavy-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Light oil cracking||}} Light oil cracking || {{icon|time|2}} + {{Icon|Light oil|30}} + {{icon|water|30}} || {{Icon|Petroleum gas|20}} || {{Icon|Chemical plant}}{{Icon|Biochamber||space-age=yes}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || light-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Simple coal liquefaction||space-age=yes}} Simple coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{icon|Calcite|2|space-age=yes}} + {{icon|Sulfuric acid|25}} || {{Icon|Heavy oil|50}} || {{Icon|Oil refinery}} || {{icontech|calcite processing (research)}} [[Calcite processing (research)|Calcite processing]] || simple-coal-liquefaction&lt;br /&gt;
|-&lt;br /&gt;
|| {{Icon|Coal liquefaction||}} Coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{Icon|Heavy oil|25}} + {{icon|steam|50}} || {{Icon|Heavy oil|90}} + {{Icon|Light oil|20}} + {{Icon|Petroleum gas|10}} || {{Icon|Oil refinery}} || {{icontech|coal liquefaction|}} [[Coal liquefaction (research)|Coal liquefaction]] || coal-liquefaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setting up oil processing ==&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel.&lt;br /&gt;
&lt;br /&gt;
Crude oil must be refined in an [[oil refinery]]. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and &amp;quot;alt-mode&amp;quot; is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated or flipped ({{key|v}} or {{key|h}} key by default).&lt;br /&gt;
&lt;br /&gt;
Advanced oil processing and coal liquefaction produce multiple fluids: [[heavy oil]], [[light oil]] and [[petroleum gas]]. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a [[storage tank]]. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a [[chemical plant]] (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* The [[circuit network]] can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the [[Tutorial:Circuit network cookbook#Oil_Setups|circuit-network cookbook]].&lt;br /&gt;
* [[Solid fuel]] is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.&lt;br /&gt;
&lt;br /&gt;
=== Coal Liquefaction ===&lt;br /&gt;
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an [[assembling machine]] and [[barrel]]s to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow.&lt;br /&gt;
&lt;br /&gt;
While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include:&lt;br /&gt;
&lt;br /&gt;
* A refueling outpost that produces [[solid fuel]] and/or [[rocket fuel]].&lt;br /&gt;
* A defensive outpost that uses oil to fuel [[flamethrower turret]]s (without a supply of calcite{{SA}} (see below) this produces [[petroleum gas]] as a byproduct, which must be disposed of somehow, e.g. as plastic or solid fuel).&lt;br /&gt;
* With a supply of [[iron ore]], this set-up can produce [[sulfuric acid]], allowing the mining of [[uranium ore]].&lt;br /&gt;
* A supply of iron ore also allows the manufacture of ammunition: [[cluster grenade]]s, [[land mine]]s, and [[cannon shell]]s. &lt;br /&gt;
* With a supply of both iron ore and [[copper ore]], [[rocket]]s and [[artillery shell]]s can be manufactured, as well as all [[capsules]].&lt;br /&gt;
&lt;br /&gt;
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player&#039;s factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.&lt;br /&gt;
&lt;br /&gt;
=== Simple coal liquefaction {{SA}} ===&lt;br /&gt;
[[Space Age]] introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal, [[calcite]]{{SA}}, and [[sulfuric acid]], generating only [[heavy oil]]. Through cracking, it can be used to make other oil products. On [[Vulcanus]]{{SA}}, it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil.&lt;br /&gt;
&lt;br /&gt;
Outside of its initial uses on Vulcanus, it does have two potential advantages. [[Steam]] is much harder to get on [[Space platform]]s{{SA}} than sulfuric acid or calcite. The only way to make steam on a platform is with a [[nuclear reactor]], which requires fuel from [[Nauvis]]. By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids.&lt;br /&gt;
&lt;br /&gt;
The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate [[lubricant]] for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil.&lt;br /&gt;
&lt;br /&gt;
Note also that going to Vulcanus is not &#039;&#039;strictly&#039;&#039; required. [[Calcite processing (research)]] does not require &#039;&#039;mining&#039;&#039; calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using [[Advanced asteroid processing (research)]] that is made available on [[Gleba]]. One still must research [[Planet discovery Vulcanus (research)]], but once done, acquiring calcite via [[advanced oxide asteroid crushing]] is enough to trigger the calcite processing technology.&lt;br /&gt;
&lt;br /&gt;
=== Transporting fluids ===&lt;br /&gt;
There are many ways to move fluids in Factorio, they are listed below:&lt;br /&gt;
&lt;br /&gt;
* [[Pipe]]s&lt;br /&gt;
* [[Fluid wagon]]s&lt;br /&gt;
* Loading the fluids into [[barrel]]s and transporting them by [[railway]], [[transport belts]], or the [[logistic network]]&lt;br /&gt;
&lt;br /&gt;
== Optimal ratios ==&lt;br /&gt;
The optimal ratio is the ratio of production that ensures no waste of time or materials.&lt;br /&gt;
&lt;br /&gt;
=== Petroleum gas production ===&lt;br /&gt;
&lt;br /&gt;
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.&lt;br /&gt;
&lt;br /&gt;
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).&lt;br /&gt;
&lt;br /&gt;
The refining can be sped up with [[module]]s; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using [[productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; |Petroleum production output with modules&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 230px; text-align: left;&amp;quot; |Module configuration&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |None&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 1 (*)&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 2&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Units &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Oil refinery&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crude oil consumption&lt;br /&gt;
| 100 || 100 || 100 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 50 || 50 || 50 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 5 || 5 || 5 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil output&lt;br /&gt;
| 25 || 25 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 45 || 45 || 45 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 55 || 55 || 55 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 855% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Crude oil consumption&lt;br /&gt;
| 20 || 91 || 171 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 10 || 45.5 || 85.5 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil output&lt;br /&gt;
| 5 || 29.575 || 55.575 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 9 || 53.235 || 100.035 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 11 || 65.065 || 122.265 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Heavy oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil consumption&lt;br /&gt;
| 40 || 40 || 40 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil consumption&lt;br /&gt;
| 20 || 91 || 131 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 15 || 88.725 || 127.725 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Light oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 20 || 20 || 20 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 10 || 59.15 || 85.15 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ratio&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil cracking&lt;br /&gt;
| 0.25 || 0.325 || 0.424 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil cracking&lt;br /&gt;
| 0.85 || 1.2025 || 1.57 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum gas output&lt;br /&gt;
| 19.5 || 136.193 || 255.923 || per second&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;width: 600px; text-align: left;&amp;quot; | &#039;&#039;&#039;* Notes to table:&#039;&#039;&#039; &#039;&#039;Config 1&#039;&#039; is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building. &#039;&#039;Config 2&#039;&#039; is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it&#039;s 52400:22230:82251.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.60|&lt;br /&gt;
* Basic oil processing produces only petroleum gas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Coal liquefaction now takes steam instead of water.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added coal liquefaction oil processing recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Added heavy oil cracking and light oil cracking.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
**Basic oil processing&lt;br /&gt;
**Advanced oil processing}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Advanced_oil_processing_(research)&amp;diff=217459</id>
		<title>Advanced oil processing (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Advanced_oil_processing_(research)&amp;diff=217459"/>
		<updated>2026-03-09T14:41:54Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: changing from the simple to the advanced recipe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Advanced oil processing (research)}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Oil processing}}&lt;br /&gt;
&lt;br /&gt;
Advanced oil processing allows the player to obtain better ratios when [[oil refinery|refining]] oil. When the resultant recipe is enabled, the refinery input, and chemical plant&#039;s inputs are changed, see below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=200px&amp;gt;&lt;br /&gt;
File:Refinery-input-examples.jpg|All 4 possible rotation states and their inputs&lt;br /&gt;
File:Heavy-oil-cracking-input-examples.jpg|All 4 possible rotation states and their inputs&lt;br /&gt;
File:Light-oil-cracking-input-examples.jpg|All 4 possible rotation states and their inputs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The basic oil processing recipe has its crude oil input and petroleum gas output in the same places as the advanced recipe, so a basic setup can be adapted to an advanced one simply by changing the recipe, if input and output pipelines are correctly laid first.&lt;br /&gt;
&lt;br /&gt;
Since [[Version history/2.0.0|version 2.0]] it is possible to flip a refinery or chemical plant, giving another 4 possible states for each recipe. You can flip horizontally with {{key|H}} or vertically with {{key|V}} by default ({{key|ZL}}+{{key|Right}}, {{key|ZL}}+{{key|Left}} respectively on Switch).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Advanced_oil_processing_(research)&amp;diff=217458</id>
		<title>Advanced oil processing (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Advanced_oil_processing_(research)&amp;diff=217458"/>
		<updated>2026-03-09T14:30:42Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: flipping buildings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Advanced oil processing (research)}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Oil processing}}&lt;br /&gt;
&lt;br /&gt;
Advanced oil processing allows the player to obtain better ratios when [[oil refinery|refining]] oil. When the resultant recipe is enabled, the refinery input, and chemical plant&#039;s inputs are changed, see below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=200px&amp;gt;&lt;br /&gt;
File:Refinery-input-examples.jpg|All 4 possible rotation states and their inputs&lt;br /&gt;
File:Heavy-oil-cracking-input-examples.jpg|All 4 possible rotation states and their inputs&lt;br /&gt;
File:Light-oil-cracking-input-examples.jpg|All 4 possible rotation states and their inputs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since [[Version history/2.0.0|version 2.0]] it is possible to flip a refinery or chemical plant, giving another 4 possible states for each recipe. You can flip horizontally with {{key|H}} or vertically with {{key|V}} by default ({{key|ZL}}+{{key|Right}}, {{key|ZL}}+{{key|Left}} respectively on Switch).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Ice&amp;diff=217389</id>
		<title>Ice</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Ice&amp;diff=217389"/>
		<updated>2026-02-20T23:09:10Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Alternative recipes */ scrap recycling takes a base 0.2 seconds not 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Ice}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Ice&#039;&#039;&#039; is a resource added in the [[Space Age]] expansion. Its most common use is to be [[ice melting|melted]] into [[water]].&lt;br /&gt;
&lt;br /&gt;
Ice is obtained in a variety of ways. On [[space platform]]s, [[oxide asteroid chunk]]s can be [[crusher|crushed]] to make ice. On [[Fulgora]], [[scrap recycling]] generates ice. On [[Aquilo]], [[ammoniacal solution]] is separated into [[ammonia]] and ice. In all three of these places, ice is also the only local source of water.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Oxide asteroid crushing}}&lt;br /&gt;
| {{Icon|Time|2}} + {{Icon|Oxide asteroid chunk|1}}&lt;br /&gt;
| {{Icon|Ice|5}} + {{Icon|Oxide asteroid chunk|0.2}}&lt;br /&gt;
| {{Icon|Crusher}} &lt;br /&gt;
| {{icontech|Space platform (research)|}} [[Space platform (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Advanced oxide asteroid crushing}}&lt;br /&gt;
| {{Icon|Time|5}} + {{Icon|Oxide asteroid chunk|1}}&lt;br /&gt;
| {{Icon|Ice|3}} + {{Icon|Calcite|2}} + {{Icon|Oxide asteroid chunk|0.05}}&lt;br /&gt;
| {{Icon|Crusher}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)|}} [[Advanced asteroid processing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Scrap recycling}}&lt;br /&gt;
| {{icon|Time|0.2}} + {{icon|scrap}}&lt;br /&gt;
| {{icon|Advanced circuit|0.03}} + {{icon|Battery|0.04}} + {{icon|Concrete|0.06}} + {{icon|Copper cable|0.03}} + {{icon|Holmium ore|0.01}} + {{icon|Ice|0.05}} +&lt;br /&gt;
&amp;lt;br&amp;gt;{{icon|Iron gear wheel|0.2}} + {{icon|Low density structure|0.01}} + {{icon|Processing unit|0.02}} + {{icon|Solid fuel|0.07}} + {{icon|Steel plate|0.04}} + {{icon|Stone|0.04}}&lt;br /&gt;
| {{icon|recycler}}{{icon|Player}}&lt;br /&gt;
| {{icontech|Recycling (research)|}} [[Recycling (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ammoniacal solution separation}}&lt;br /&gt;
| {{icon|Time|1}} + {{icon|Ammoniacal solution|50}}&lt;br /&gt;
| {{icon|Ice|5}} + {{icon|Ammonia|50}}&lt;br /&gt;
| {{icon|Chemical plant}} {{icon|Cryogenic plant}}&lt;br /&gt;
| {{icontech|Planet discovery Aquilo (research)|}} [[Planet discovery Aquilo (research)]]&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|Resources}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=217337</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=217337"/>
		<updated>2026-02-19T13:17:19Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Mechanics */ caveat to &amp;quot;won&amp;#039;t pick up to insert into full inventory&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from—and insert items into—machines or storage devices.&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter}} || The only [[fuel]]-powered inserter, with the slowest speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long-handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter}} || Much faster than the inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Bulk inserter}} || As fast as the fast inserter, but can move many more items at the same time at once.    &lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stack inserter|space-age=yes}} || As fast as the bulk inserter, but can stack items on a belt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* Pick up items off the ground, off of a [[Transport belts|transport belt]], or from any object that has storage space, such as [[chests]], [[furnace]]s, [[assembling machine]]s, or [[vehicle]]s.&lt;br /&gt;
* Place the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
* Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick them up.&lt;br /&gt;
* Pick up items and drop them into the void of space or lava, permanently destroying them. This is useful for getting rid of unwanted items.&lt;br /&gt;
&lt;br /&gt;
Inserters &#039;&#039;&#039;will not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that cannot be inserted into the adjacent entity.&lt;br /&gt;
* Pick up any items if the adjacent entity is a [[ghost]].&lt;br /&gt;
* Pick up items to place into an entity with a full inventory (however, it will pick up items up to its hand size even if not all of them will fit).&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into an entity that cannot hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].&lt;br /&gt;
* Place items into a [[cargo wagon]] or fuel into a [[locomotive]] if the train it&#039;s part of is in motion, or in automatic mode and not stopped at a [[train stop]] (e.g. waiting at a signal). (Wagons will be visibly closed if they cannot be inserted into for this reason.)&lt;br /&gt;
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s and [[turret]]s (see below).&lt;br /&gt;
&lt;br /&gt;
If two or more inserters are picking up from the same tile, the inserter that can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Insertion limits ===&lt;br /&gt;
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Automatic insertion limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Magazines || style=&amp;quot;text-align:center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery turret]]s || [[Artillery shell]]s || style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft in addition to the ingredients for the number of crafts that can be completed during one full inserter swing; but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[https://forums.factorio.com/viewtopic.php?p=309796#p309796]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || The number of science packs needed for one research unit in addition to the science packs for the number of research units that can be completed during one full inserter swing; but at least the ingredients for 2 research units and at most the ingredients for 100 research units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
=== Inserters and transport belts ===&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter&#039;s perspective or, if the belt is going the same or the opposite direction as the inserter, the right side from the belt&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=300px heights=350px&amp;gt;&lt;br /&gt;
File:Inserter_dropoff_locations.gif| Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective. In curves the inserter always places on the far side.&lt;br /&gt;
File:Inserter_pickup_locations.gif| If the belt is perpendicular to the inserter, inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter &#039;&#039;&#039;prefers&#039;&#039;&#039; taking from the left lane, from the belt&#039;s perspective. If the left lane is empty it will take from the right lane.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potential issues ===&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
[[File:all_inserter_speeds.gif|frame|right|Animation showing all inserter speeds at once.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Time#Ticks|tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Map_structure#Tile|Tiles]] per Tick)&lt;br /&gt;
! Turns per [[Time#Seconds|Game-second]]&lt;br /&gt;
! Game-second per full turn&lt;br /&gt;
! Ticks per full turn&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.013&amp;lt;br/&amp;gt;0.035 || ~0.7895 || ~1.267 || 76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.035 || ~0.857 || ~1.167 || 70&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.05 || 1.2 || 0.833 || 50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Bulk inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Stack inserter|space-age=yes}} || 0.04&amp;lt;br/&amp;gt;0.1 || 2.5 || 0.4 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The speeds per tick come directly from the [https://github.com/wube/factorio-data/tree/master/base/prototypes/entity factorio-data github repository], while the other values have been verified empirically in game. Discrepancies are due to rounding errors during the games runtime, so the empirical values are more accurate when dealing with speeds.&lt;br /&gt;
&lt;br /&gt;
=== Rotation speed ===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
* An Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
* If the rotation speed of an inserter would result in an odd number of ticks per full turn, the actual number of ticks per full turn for this inserter is truncated to be the next lowest even number. The reason for this is that the inserter needs to do two half turns to pick and drop an item. This takes a certain number of ticks two times, therefore the number of ticks for the full turn is always an even number. Example: The Fast inserter&#039;s rotation speed of 864°/s or 0.04 turns per tick would result in 25 ticks per full turn, but the inserter cannot do a half turn in &amp;quot;12.5 ticks&amp;quot;, so it actually takes 2×12 = 24 ticks per full turn.&lt;br /&gt;
&lt;br /&gt;
=== Extension speed ===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
== Inserter throughput ==&lt;br /&gt;
&lt;br /&gt;
=== Chest to chest ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0.26, recorded in this doc [https://docs.google.com/spreadsheets/d/1L8Td5o6TAicGi-TPwzh4lz2YiH0n7Jkpp3E8FxNpnAs/edit?usp=sharing]. Chest to chest transfer transfers the entire hand size during a single tick, so most of the time is spent during the swing to and from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second (ticks per cycle)&lt;br /&gt;
! colspan=8 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
! colspan=2 | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || {{Quality | 0.79 (76 ticks) | 1.03 (58 ticks) | 1.25 (48 ticks) | 1.5 (40 ticks) | 2 (30 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.79 |1.03 |1.25|1.5 |2 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.58 |2.07 |2.5|3 |4 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.37 |3.10 |3.75|4.5 |6 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.16 |4.14 |5|6 |8 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || {{Quality | 0.86 (70 ticks) | 1.03 (58 ticks) | 1.36 (44 ticks) | 1.67 (36 ticks) | 2.14 (28 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.86 |1.11 |1.36|1.67 |2.14 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.71 |2.22 |2.73|3.33 |4.29 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.57 |3.33 |4.09|5 |6.43 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.43 |4.44 |5.45|6.67 |8.57 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || {{Quality | 1.2 (50 ticks) | 1.58 (38 ticks) | 2 (30 ticks) | 2.31 (26 ticks) | 3.33 (18 ticks) }}&lt;br /&gt;
 || {{ Quality | 1.2 |1.58 |2|2.31 |3.33 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 2.4 |3.16 |4|4.62 |6.67 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 3.6 |4.74 |6|6.92 |10 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 4.8 |6.32 |8|9.23 |13.33 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 2.5 |3.33 | 4.29 | 5 | 7.5 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 5 |6.67 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 7.5 |10 |12.86|15 |22.5 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 5 |6.673 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|space-age=yes}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 15 |20 | 25.71 | 30 | 45 }}&lt;br /&gt;
 || (6)&lt;br /&gt;
 || {{ Quality | 20 |26.67 | 34.29 | 40 | 60 }}&lt;br /&gt;
 || (8)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest to belt ===&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that has items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item, then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at four different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; width: 100%; overflow-x: auto; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; min-width: 100%;&lt;br /&gt;
!  rowspan=&amp;quot;3&amp;quot;  | Type&lt;br /&gt;
!  colspan=&amp;quot;20&amp;quot; | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | No capacity bonus&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity Bonus 2&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity bonus 7&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} &lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.15 | 2.72 | 3.2 | 3.75 | 4.75 }}&lt;br /&gt;
|| {{ Quality | 2.25 | 2.9 | 3.45 | 4.1 | 5.3 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.6 | 3.27 | 3.73 | 4.27 | 5.2 }}&lt;br /&gt;
|| {{ Quality | 2.87 | 3.65 | 4.27 | 5 | 6.33 }}&lt;br /&gt;
|| {{ Quality | 2.93 | 3.8 | 4.53 | 5.33 | 6.87 }}&lt;br /&gt;
|| {{ Quality | 3 | 3.87 | 4.6 | 5.47 | 7.07 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.3 | 2.9 | 3.45 | 4.1 | 5 }}&lt;br /&gt;
|| {{ Quality | 2.45 | 3.1 | 3.75 | 4.5 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.8 | 3.43 | 4 | 4.6 | 5.47 }}&lt;br /&gt;
|| {{ Quality | 3.07 | 3.87 | 4.6 | 5.47 | 6.67 }}&lt;br /&gt;
|| {{ Quality | 3.2 | 4.07 | 4.87 | 5.87 | 7.27 }}&lt;br /&gt;
|| {{ Quality | 3.27 | 4.13 | 5 | 6 | 7.48 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 3.1 | 3.9 | 4.75 | 5.3 | 6.92 }}&lt;br /&gt;
|| {{ Quality | 3.35 | 4.3 | 5.3 | 6 | 8.18 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 3.65 | 4.45 | 5.20 | 5.72 | 7.07 }}&lt;br /&gt;
|| {{ Quality | 4.13 | 5.2 | 6.33 | 7.07 | 9.23 }}&lt;br /&gt;
|| {{ Quality | 4.33 | 5.6 | 6.87 | 7.73 | 10.43 }}&lt;br /&gt;
|| {{ Quality | 4.47 | 5.73 | 7.07 | 8 | 10.92 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 5.62 | 6.92 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 6.42 | 8.18 | 10 | 11.25 | 15 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.23 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.12 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|space-age=yes}}&lt;br /&gt;
|| {{ Quality | 11.27 | 13.87 | 15 | 15 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 12.87 | 16.37 | 20 | 22.5 | 30 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| (6)&lt;br /&gt;
|| {{ Quality | 12 | 14.13 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 15 | 18.47 | 21.83 | 24 | 30 }}&lt;br /&gt;
|| {{ Quality | 16.53 | 20.87 | 25.23 | 28.27 | 36.93 }}&lt;br /&gt;
|| {{ Quality | 17.17 | 21.83 | 26.67 | 30 | 40 }}&lt;br /&gt;
|| (8)&lt;br /&gt;
|| {{ Quality | 13.33 | 14.57 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 20 | 22.87 | 25.27 | 26.67 | 30 }}&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 32 | 34.3 | 40 }}&lt;br /&gt;
|| {{ Quality | 26.67 | 32 | 36.9 | 40 | 48 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 30 | 30.07 | 30.07 }}&lt;br /&gt;
|| {{ Quality | 30 | 36.93 | 43.67 | 48 | 60 }}&lt;br /&gt;
|| {{ Quality | 33.07 | 41.73 | 50.47 | 56.53 | 73.87 }}&lt;br /&gt;
|| {{ Quality | 34.33 | 43.67 | 53.33 | 60 | 80 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chest to splitter ===&lt;br /&gt;
When an inserter drops items onto the side of a perpendicular splitter, it always is considered to do so on the input side, enabling the splitter to move half of the items to the other belt (assuming that the splitter filter/priority settings allow it to do so and that there is available space on both belts). This allows the inserter to drop its items more quickly. A bulk inserter with capacity bonus 7 can move 16.0 items/second instead of the usual 14.4 items/second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=400px heights=250px&amp;gt;&lt;br /&gt;
File:Inserter to splitter comparison.gif|By inserting onto the side of a splitter, a fully-upgraded bulk inserter can fill 71% of an express belt lane instead of the usual 64%. (Gif from 1.1)&lt;br /&gt;
File:Inserter belt saturation.gif|In 1.1, three bulk inserters could saturate an express belt if one of them inserts onto a splitter. In 2.0, three bulk inserters can saturate an express belt if two of them insert onto splitters. (Gif from 1.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Belt to chest (perpendicular)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The following is based on experimental data from [https://docs.google.com/spreadsheets/d/1Q4hxL69qrK3qeEKU8aDkuwM3gJy6I2dJ4FYSs-FQUpI/edit?usp=sharing 1.1].    &lt;br /&gt;
Most of the 1.1 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.&lt;br /&gt;
&lt;br /&gt;
{{BlueprintString|bp-string=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}}&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || &#039;&#039;&#039;0.65&#039;&#039;&#039; || 0.50 || 0.64 || (1) || 1.11 || &#039;&#039;&#039;1.20&#039;&#039;&#039; || 1.13 || 1.26 || (2) || 1.61 || 1.61 || &#039;&#039;&#039;1.65&#039;&#039;&#039; || 1.71 /&amp;lt;br/&amp;gt;1.73 /&amp;lt;br/&amp;gt;1.86 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || 0.88 || (1) || &#039;&#039;&#039;1.67&#039;&#039;&#039; || &#039;&#039;&#039;1.67&#039;&#039;&#039; || 1.50 || 1.74 || (2) || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.25 || 2.33 || 2.37 /&amp;lt;br/&amp;gt;2.37 /&amp;lt;br/&amp;gt;2.54 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.18 || 1.18 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.20 || (1) || 2.20 || 2.31 || &#039;&#039;&#039;2.40&#039;&#039;&#039; || 2.40 || (2) || 3.21 || 3.21 || &#039;&#039;&#039;3.46&#039;&#039;&#039; || 3.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.31 || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.50 || (1) || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.00 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || 7.50 || 7.50 || &#039;&#039;&#039;8.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;8.57 /&amp;lt;br/&amp;gt;8.28 * || (4) || 7.50 || 11.25 || &#039;&#039;&#039;15.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;13.09 /&amp;lt;br/&amp;gt;15.32 * || (12)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
=== Belt to chest (facing inserter) ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 1.1&lt;br /&gt;
&lt;br /&gt;
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with [[express transport belt]]s and [[bulk inserter]]s with the maximum [[inserter capacity bonus (research)|capacity bonus]].&lt;br /&gt;
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter_belt_to_chest_throughput.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
=== Insertion into lava/space ===&lt;br /&gt;
&lt;br /&gt;
In [[Space Age]], inserters can dump items into lava on [[Vulcanus]] or into space on [[Space platform]]s. This act however is not as fast as inserting into a chest or similar container.&lt;br /&gt;
&lt;br /&gt;
When inserting into lava/space, one item is removed from the inserter&#039;s hand every tick. So a [[stack inserter]] holding 16 items requires 16 ticks to dump its contents into lava/space. By contrast, when inserting into a container, the entire hand size is placed in the container in 1 tick.&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
Inserter power draw is determined by several factors. &lt;br /&gt;
&lt;br /&gt;
Firstly like most machines, all of the inserters (with the exception of the burner) have drain. Drain is the energy cost of existence, and is expended constantly as long as the inserter exists on the power grid, regardless of activity or lack thereof.&lt;br /&gt;
&lt;br /&gt;
Inserters also have a two costs associated with movement. These costs are applied separately and cumulatively for rotational motion as well as extension/retraction.&lt;br /&gt;
&lt;br /&gt;
Lastly, inserters exhibit a power spike when acquiring and dropping off an item. This can be referred to as &amp;quot;item spike&amp;quot; because it is typically observed directly after item interaction. This is because after receiving/delivering an item it will begin extending/retracting a distance of 0.2 units (distance sourced from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code]). This power cost associated with linear movement is significantly more expensive than that of rotational movement, hence the sharp increase in power consumption.&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Power Spikes.png|thumb|Power Consumption graph of Yellow Inserter]]&lt;br /&gt;
&lt;br /&gt;
Here we can see that for the duration of the lateral movement the power consumption is significantly higher. &lt;br /&gt;
&lt;br /&gt;
Burner Inserters, despite not using electricity, also have the same power consumption characteristics as the rest of the inserters (excluding drain). Upon accepting fuel they will replenish something resembling an internal battery, and draw from it in the same manner other inserters draw from the power grid, item spikes and all. Aside from their exclusion from drain, Burner Inserters function identically to other Inserters.&lt;br /&gt;
&lt;br /&gt;
=== Energy costs ===&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter Testing Setup.png|thumb|Inserter Testing Setup]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that due to rounding errors the games values cannot be taken at face value when doing calculations, so a blend of theoretical and empirical methods must be used to ensure accuracy. More information can be viewed here at this [https://forums.factorio.com/viewtopic.php?t=128389 forum topic]&lt;br /&gt;
&lt;br /&gt;
The game calculates inserter power based on its hard coded power modifiers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserter Power Modifiers (kJ)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These values are derived from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5 || 5 || 7 || 20 || 40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The way the game uses these values is it takes the game&#039;s programmed speed in ticks (which can be found higher up on the page), and then uses that alongside these numbers to derive a wattage, using the following equation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Speed × Power Modifier × Ticks per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applying the equation we can derive the following values:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost of rotational movement in kW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 39 || 4.2 || 6 || 16.8 || 48 || 96&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost of linear movement in kW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 105 || 10.5 || 15 || 42 || 120 || 240&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Taking these two values and adding them together, alongside drain, will give you your max power. It is critical to note that while the duration of consumption is affected by rounding errors in the game like the time per spin and so on, the actual wattage is unaffected by these rounding errors. Just because the inserter spins slightly faster than in the games code doesn&#039;t mean it uses slightly more wattage, it still demands the same wattage.&lt;br /&gt;
&lt;br /&gt;
Your rotational power is used during the entire time the inserter is spinning, while the the extension cost is only used briefly during item interaction, causing item spike. By calculating the duration of both you can accurately calculate how many joules your inserter is using in any given situation. Just like with the rotational speeds, item spike duration is subject to rounding errors from the game. You can calculate it by taking the games rated distance of 0.2 and dividing it by the inserters rated speed, and then truncating the number. To save you some hassle here is a reference table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick duration of Item Spike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 4 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Knowing these values, energy cost is easy to calculate, and is linear to inserter utilization. This means if your inserter is only running half the time, it will only use half the power, with the exception of drain which remains constant in all situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost per transfer cycle in kJ&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These values are isolated from drain. Values were theoretically derived and empirically confirmed for accuracy. [https://forums.factorio.com/viewtopic.php?t=128389 More information]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 66.9 || 6.65 || 7 || 8.12 || 23.2 || 46.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inserter efficiency ===&lt;br /&gt;
&lt;br /&gt;
The above data can be used to compare inserter efficiency directly. Remember that the transfer cycle cost remains the same regardless of how many items are moved. This means that the later inserters with their larger stack sizes can outperform other inserters despite their higher transfer cost, since they can achieve a lower cost per item. Here are some graphs of chest-to-chest data showing the efficiency of different inserters at differing stack sizes. Because the other inserters maintain a proportional relationship (as in an identical stack size) these graphs will primarily focus on highlighting the Green Inserter and new Stack Inserter. Dots have been marked at the turning point where they overtake the other inserters in consumption&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (No Capacity Bonus).png||No Capacity Bonus&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2).png|Capacity Bonus 2&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 4).png|Capacity Bonus 4&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 5) .png|Capacity Bonus 5&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 6) (Zoomed).png|Capacity Bonus 6&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7).png|Capacity Bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important to note is that the actual efficiency of the inserters is best measured in terms of kJ / item. Such a version of these graphs wasn&#039;t generated because it is almost a flat line. This is because for this kind of linear power consumption the kJ / item would just be the slope of the line, or in other words it would be the &#039;&#039;kJ per transfer cycle / stack size&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Now for an important caveat. The above graphs are assuming unlimited input. That is to say the graphs assume that the inserter is always spinning at its maximum hand size. In situations that are input limited however, the inserter will not always do so. When the inserter completes its spin, the only time it waits for items is when there are zero to take. As long as there is at least a single item, the inserter will transfer whatever is there immediately, regardless of the inefficiency of moving less than its maximum. Stack Inserters are an exception to this as they actually do wait for a full hand before making the transfer, but no other inserter does. An example of an input limited situation would be the unloading of an assembler. Here are some graphs showing power usage in input limited situations:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1).png | Capacity Bonus 2, Input Minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1, kJ).png | Capacity Bonus 2, Input Minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1).png| Capacity Bonus 7, Input Minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1, kJ).png| Capacity Bonus 7, Input Minimum 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is how the behavior works. The inserter will increase its spin speed to max power as a utilization function of its minimum input. In simpler terms, if the minimum input is 1, it will increase power consumption as though it had no capacity bonus. Once it reaches the maximum, it will maintain max power while gradually increasing the average hand size its moving, thereby gradually increasing its efficiency. We can see this behavior in the kJ graph, where we get this swooping descent curve as it gains efficiency. We can see that with each subsequent inserter the average improves, and it will ultimately converge towards the same value as the previous set of graphs, that being &#039;&#039;kJ per transfer cycle / stack size&#039;&#039;. The graphs shared cover the most common use cases, but input minimums can very quite largely. For example the input minimum for crafting yellow belts would be 2, and in general for any recipe the input minimum would be the minimum craft quantity. When belt feeding, its possible for inserters to experience inserter limiting as the belt approaches empty, or if using circuit limited sushi. Due to how many possible permutations of these graphs there are, sharing them all is simply not feasible. If you need a graph not displayed, you can generate one yourself using the code shared [https://forums.factorio.com/viewtopic.php?p=670540#p670540 here]&lt;br /&gt;
&lt;br /&gt;
Because the Burner Inserter doesn&#039;t have drain, its efficiency can only truly be appreciated in extremely low throughput situations. Thus we use these dedicated graphs. Before one graph with no capacity bonus would have been sufficient because at low throughputs inserters don&#039;t wait and always default to as stack size of 1. The new Stack Inserter changes this though, because Stack Inserters do in fact wait until they get a full hand before beginning their swing, meaning they always remain at optimal efficiency unlike the rest of the inserters. Though having generated the graphs it appears to be largely irrelevant, as the fundamental relationship never really changes from one extreme to the other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Burner Efficiency Graph (No Capacity Bonus).png|No Capacity Bonus&lt;br /&gt;
File:Burner Efficiency Graph (Capacity Bonus 7).png|Capacity Bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The Burner graphs are mislabeled on the y-axis. They should read kJ, not kW. &lt;br /&gt;
&lt;br /&gt;
=== Belt differences===&lt;br /&gt;
Up until now all data was regarding chest-to-chest use cases, due to their sterile and consistent nature. The introduction of belts creates special conditions that require consideration. Here is a power chart from the game for reference:&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Belt-to-Belt Power Signature.png|frameless|center|upright 3]]&lt;br /&gt;
&lt;br /&gt;
The Yellow Inserter above is doing a belt-to-belt transfer, and it has a stack bonus. &lt;br /&gt;
&lt;br /&gt;
The erratic section of the graph is the loading process. We can see the behavior is irregular as the inserter does not wait for the item, but rather fishes around for them. The exact behavior here is still being studied, and due to its dependence on stack size and belt speed it is very difficult to give any firm answers regarding how much power this actually uses as a quantifiable generalization. Likely a set of tables would need to be generated with every possible combination as a reference, but such data does not currently exist. The behavior should be consistent across belt speeds and stack sizes, so it can theoretically be gathered and collated into a reference table, though such data doesn&#039;t exist at this time.&lt;br /&gt;
&lt;br /&gt;
Looking at the unloading section, we can see the inserter swings around normally, but then there is this dip that doesn&#039;t exist in the chest to chest behavior. This is the inserter waiting at the belt to drop off all its items. During this waiting, it uses no power aside from its drain. Once all the items are delivered, it resumes operation as normal. Different amounts of delay caused by different belt speeds and stack sizes can create variations in both our throughput and our total cost per transfer due to the additional drain. This can also be easily modeled into a table, though such a table is currently unavailable&lt;br /&gt;
&lt;br /&gt;
If you are interested in volunteering to collect and share this data, you are encouraged to do so!&lt;br /&gt;
&lt;br /&gt;
What this currently means in practice is that you should just use the chest-to-chest data. The overall relationship between the inserters doesn&#039;t change significantly and their efficiency hierarchy remains undisturbed, though the exact consumption in joules per item likely increases noticeably. This could be problematic for other cost estimates in your factory, but for choosing inserters its not an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; The above efficiency graphs only apply when loading from a chest. When loading from a belt, until a more accurate dedicated data set is provided, it is advised to reference the initial no capacity bonus version of the graph for all decisions. With an inserter stack size of 1, the efficiency relationship between chests and belts is identical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regarding Quality:&#039;&#039;&#039; Quality inserters receive a linear speed boost for each level of quality, with a corresponding power cost increase. What this means is that the quality level of an inserter has no impact on its energy efficiency&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;More data regarding inserters feeding from belts, as well as more detailed data regarding burner inserter power consumption is still needed. Please contribute if you are willing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Inserters}} {{C|Inserters{{!}}#Inserters}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=217336</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=217336"/>
		<updated>2026-02-19T13:14:45Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Mechanics */ missing commas; wagons; replace invalid attributes with CSS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from—and insert items into—machines or storage devices.&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter}} || The only [[fuel]]-powered inserter, with the slowest speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long-handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter}} || Much faster than the inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Bulk inserter}} || As fast as the fast inserter, but can move many more items at the same time at once.    &lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stack inserter|space-age=yes}} || As fast as the bulk inserter, but can stack items on a belt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* Pick up items off the ground, off of a [[Transport belts|transport belt]], or from any object that has storage space, such as [[chests]], [[furnace]]s, [[assembling machine]]s, or [[vehicle]]s.&lt;br /&gt;
* Place the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
* Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick them up.&lt;br /&gt;
* Pick up items and drop them into the void of space or lava, permanently destroying them. This is useful for getting rid of unwanted items.&lt;br /&gt;
&lt;br /&gt;
Inserters &#039;&#039;&#039;will not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that cannot be inserted into the adjacent entity.&lt;br /&gt;
* Pick up any items if the adjacent entity is a [[ghost]].&lt;br /&gt;
* Pick up items to place into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into an entity that cannot hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].&lt;br /&gt;
* Place items into a [[cargo wagon]] or fuel into a [[locomotive]] if the train it&#039;s part of is in motion, or in automatic mode and not stopped at a [[train stop]] (e.g. waiting at a signal). (Wagons will be visibly closed if they cannot be inserted into for this reason.)&lt;br /&gt;
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s and [[turret]]s (see below).&lt;br /&gt;
&lt;br /&gt;
If two or more inserters are picking up from the same tile, the inserter that can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Insertion limits ===&lt;br /&gt;
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Automatic insertion limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Magazines || style=&amp;quot;text-align:center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery turret]]s || [[Artillery shell]]s || style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft in addition to the ingredients for the number of crafts that can be completed during one full inserter swing; but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[https://forums.factorio.com/viewtopic.php?p=309796#p309796]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || The number of science packs needed for one research unit in addition to the science packs for the number of research units that can be completed during one full inserter swing; but at least the ingredients for 2 research units and at most the ingredients for 100 research units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
=== Inserters and transport belts ===&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter&#039;s perspective or, if the belt is going the same or the opposite direction as the inserter, the right side from the belt&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=300px heights=350px&amp;gt;&lt;br /&gt;
File:Inserter_dropoff_locations.gif| Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective. In curves the inserter always places on the far side.&lt;br /&gt;
File:Inserter_pickup_locations.gif| If the belt is perpendicular to the inserter, inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter &#039;&#039;&#039;prefers&#039;&#039;&#039; taking from the left lane, from the belt&#039;s perspective. If the left lane is empty it will take from the right lane.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Potential issues ===&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
[[File:all_inserter_speeds.gif|frame|right|Animation showing all inserter speeds at once.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Time#Ticks|tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Map_structure#Tile|Tiles]] per Tick)&lt;br /&gt;
! Turns per [[Time#Seconds|Game-second]]&lt;br /&gt;
! Game-second per full turn&lt;br /&gt;
! Ticks per full turn&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.013&amp;lt;br/&amp;gt;0.035 || ~0.7895 || ~1.267 || 76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.035 || ~0.857 || ~1.167 || 70&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.05 || 1.2 || 0.833 || 50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Bulk inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Stack inserter|space-age=yes}} || 0.04&amp;lt;br/&amp;gt;0.1 || 2.5 || 0.4 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The speeds per tick come directly from the [https://github.com/wube/factorio-data/tree/master/base/prototypes/entity factorio-data github repository], while the other values have been verified empirically in game. Discrepancies are due to rounding errors during the games runtime, so the empirical values are more accurate when dealing with speeds.&lt;br /&gt;
&lt;br /&gt;
=== Rotation speed ===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
* An Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
* If the rotation speed of an inserter would result in an odd number of ticks per full turn, the actual number of ticks per full turn for this inserter is truncated to be the next lowest even number. The reason for this is that the inserter needs to do two half turns to pick and drop an item. This takes a certain number of ticks two times, therefore the number of ticks for the full turn is always an even number. Example: The Fast inserter&#039;s rotation speed of 864°/s or 0.04 turns per tick would result in 25 ticks per full turn, but the inserter cannot do a half turn in &amp;quot;12.5 ticks&amp;quot;, so it actually takes 2×12 = 24 ticks per full turn.&lt;br /&gt;
&lt;br /&gt;
=== Extension speed ===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
== Inserter throughput ==&lt;br /&gt;
&lt;br /&gt;
=== Chest to chest ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0.26, recorded in this doc [https://docs.google.com/spreadsheets/d/1L8Td5o6TAicGi-TPwzh4lz2YiH0n7Jkpp3E8FxNpnAs/edit?usp=sharing]. Chest to chest transfer transfers the entire hand size during a single tick, so most of the time is spent during the swing to and from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second (ticks per cycle)&lt;br /&gt;
! colspan=8 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
! colspan=2 | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || {{Quality | 0.79 (76 ticks) | 1.03 (58 ticks) | 1.25 (48 ticks) | 1.5 (40 ticks) | 2 (30 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.79 |1.03 |1.25|1.5 |2 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.58 |2.07 |2.5|3 |4 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.37 |3.10 |3.75|4.5 |6 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.16 |4.14 |5|6 |8 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || {{Quality | 0.86 (70 ticks) | 1.03 (58 ticks) | 1.36 (44 ticks) | 1.67 (36 ticks) | 2.14 (28 ticks) }}&lt;br /&gt;
 || {{ Quality | 0.86 |1.11 |1.36|1.67 |2.14 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 1.71 |2.22 |2.73|3.33 |4.29 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 2.57 |3.33 |4.09|5 |6.43 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 3.43 |4.44 |5.45|6.67 |8.57 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || {{Quality | 1.2 (50 ticks) | 1.58 (38 ticks) | 2 (30 ticks) | 2.31 (26 ticks) | 3.33 (18 ticks) }}&lt;br /&gt;
 || {{ Quality | 1.2 |1.58 |2|2.31 |3.33 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 2.4 |3.16 |4|4.62 |6.67 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 3.6 |4.74 |6|6.92 |10 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 4.8 |6.32 |8|9.23 |13.33 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 2.5 |3.33 | 4.29 | 5 | 7.5 }}&lt;br /&gt;
 || (1)&lt;br /&gt;
 || {{ Quality | 5 |6.67 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 7.5 |10 |12.86|15 |22.5 }}&lt;br /&gt;
 || (3)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 5 |6.673 | 8.57 | 10 | 15 }}&lt;br /&gt;
 || (2)&lt;br /&gt;
 || {{ Quality | 10 |13.33 |17.14|20 |30 }}&lt;br /&gt;
 || (4)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
 || {{ Quality | 30 |40 |51.43|60 |90 }}&lt;br /&gt;
 || (12)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|space-age=yes}} || {{Quality | 2.5 (24 ticks) | 3.33 (18 ticks) | 4.29 (14 ticks) | 5 (12 ticks) | 7.5 (8 ticks) }}&lt;br /&gt;
 || {{ Quality | 15 |20 | 25.71 | 30 | 45 }}&lt;br /&gt;
 || (6)&lt;br /&gt;
 || {{ Quality | 20 |26.67 | 34.29 | 40 | 60 }}&lt;br /&gt;
 || (8)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
 || {{ Quality | 40 | 53.33 | 68.57 | 80 | 120 }}&lt;br /&gt;
 || (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest to belt ===&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that has items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item, then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at four different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 2.0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; width: 100%; overflow-x: auto; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; min-width: 100%;&lt;br /&gt;
!  rowspan=&amp;quot;3&amp;quot;  | Type&lt;br /&gt;
!  colspan=&amp;quot;20&amp;quot; | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | No capacity bonus&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity Bonus 2&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Capacity bonus 7&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Transport belt capacity (research)|Transport belt stacking]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px ]] || [[File:Express transport belt.png|link=Express transport belt|32px]] || [[File:Turbo transport belt.png|link=Turbo transport belt|32px]] || &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} &lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| {{ Quality | 0.78 | 1.03 | 1.25 | 1.5 | 2 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| {{ Quality | 1.57 | 2.03 | 2.43 | 2.93 | 3.87 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.15 | 2.72 | 3.2 | 3.75 | 4.75 }}&lt;br /&gt;
|| {{ Quality | 2.25 | 2.9 | 3.45 | 4.1 | 5.3 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.3 | 3 | 3.6 | 4.3 | 5.6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.6 | 3.27 | 3.73 | 4.27 | 5.2 }}&lt;br /&gt;
|| {{ Quality | 2.87 | 3.65 | 4.27 | 5 | 6.33 }}&lt;br /&gt;
|| {{ Quality | 2.93 | 3.8 | 4.53 | 5.33 | 6.87 }}&lt;br /&gt;
|| {{ Quality | 3 | 3.87 | 4.6 | 5.47 | 7.07 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| {{ Quality | 0.85 | 1.12 | 1.37 | 1.67 | 2.13 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| {{ Quality | 1.7 | 2.17 | 2.67 | 3.23 | 4.13 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 2.3 | 2.9 | 3.45 | 4.1 | 5 }}&lt;br /&gt;
|| {{ Quality | 2.45 | 3.1 | 3.75 | 4.5 | 5.6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.2 | 3.9 | 4.75 | 6 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 2.8 | 3.43 | 4 | 4.6 | 5.47 }}&lt;br /&gt;
|| {{ Quality | 3.07 | 3.87 | 4.6 | 5.47 | 6.67 }}&lt;br /&gt;
|| {{ Quality | 3.2 | 4.07 | 4.87 | 5.87 | 7.27 }}&lt;br /&gt;
|| {{ Quality | 3.27 | 4.13 | 5 | 6 | 7.48 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| {{ Quality | 1.2 | 1.58 | 2 | 2.3 | 3.33 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| {{ Quality | 2.33 | 3 | 3.87 | 4.43 | 6.3 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 3.1 | 3.9 | 4.75 | 5.3 | 6.92 }}&lt;br /&gt;
|| {{ Quality | 3.35 | 4.3 | 5.3 | 6 | 8.18 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| {{ Quality | 3.45 | 4.5 | 5.6 | 6.4 | 9 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 3.65 | 4.45 | 5.20 | 5.72 | 7.07 }}&lt;br /&gt;
|| {{ Quality | 4.13 | 5.2 | 6.33 | 7.07 | 9.23 }}&lt;br /&gt;
|| {{ Quality | 4.33 | 5.6 | 6.87 | 7.73 | 10.43 }}&lt;br /&gt;
|| {{ Quality | 4.47 | 5.73 | 7.07 | 8 | 10.92 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| {{ Quality | 2.5 | 3.33 | 4.28 | 5 | 7.5 }}&lt;br /&gt;
|| (1)&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 5.62 | 6.92 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 6.42 | 8.18 | 10 | 11.25 | 15 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| {{ Quality | 6.9 | 9 | 11.25 | 12.85 | 18 }}&lt;br /&gt;
|| (3)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 7.5 | 7.5 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| {{ Quality | 4.8 | 6.3 | 8 | 9.23 | 13.33 }}&lt;br /&gt;
|| (2)&lt;br /&gt;
|| {{ Quality | 6 | 7.07 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 7.5 | 9.23 | 10.92 | 12 | 15 }}&lt;br /&gt;
|| {{ Quality | 8.27 | 10.43 | 12.62 | 14.13 | 18.47 }}&lt;br /&gt;
|| {{ Quality | 8.58 | 10.92 | 13.33 | 15 | 20 }}&lt;br /&gt;
|| (4)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.23 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|| {{ Quality | 6.93 | 7.35 | 7.5 | 7.52 | 7.52 }}&lt;br /&gt;
|| {{ Quality | 11.12 | 12.4 | 13.33 | 13.85 | 15 }}&lt;br /&gt;
|| {{ Quality | 14.4 | 16.38 | 18 | 18.95 | 21.18 }}&lt;br /&gt;
|| {{ Quality | 16.4 | 18.97 | 21.2 | 22.5 | 25.72 }}&lt;br /&gt;
|| (12)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|space-age=yes}}&lt;br /&gt;
|| {{ Quality | 11.27 | 13.87 | 15 | 15 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 12.87 | 16.37 | 20 | 22.5 | 30 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| {{ Quality | 13.8 | 18 | 22.5 | 25.7 | 36 }}&lt;br /&gt;
|| (6)&lt;br /&gt;
|| {{ Quality | 12 | 14.13 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 15 | 18.47 | 21.83 | 24 | 30 }}&lt;br /&gt;
|| {{ Quality | 16.53 | 20.87 | 25.23 | 28.27 | 36.93 }}&lt;br /&gt;
|| {{ Quality | 17.17 | 21.83 | 26.67 | 30 | 40 }}&lt;br /&gt;
|| (8)&lt;br /&gt;
|| {{ Quality | 13.33 | 14.57 | 15 | 15.03 | 15.03 }}&lt;br /&gt;
|| {{ Quality | 20 | 22.87 | 25.27 | 26.67 | 30 }}&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 32 | 34.3 | 40 }}&lt;br /&gt;
|| {{ Quality | 26.67 | 32 | 36.9 | 40 | 48 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|| {{ Quality | 24 | 28.27 | 30 | 30.07 | 30.07 }}&lt;br /&gt;
|| {{ Quality | 30 | 36.93 | 43.67 | 48 | 60 }}&lt;br /&gt;
|| {{ Quality | 33.07 | 41.73 | 50.47 | 56.53 | 73.87 }}&lt;br /&gt;
|| {{ Quality | 34.33 | 43.67 | 53.33 | 60 | 80 }}&lt;br /&gt;
|| (16)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chest to splitter ===&lt;br /&gt;
When an inserter drops items onto the side of a perpendicular splitter, it always is considered to do so on the input side, enabling the splitter to move half of the items to the other belt (assuming that the splitter filter/priority settings allow it to do so and that there is available space on both belts). This allows the inserter to drop its items more quickly. A bulk inserter with capacity bonus 7 can move 16.0 items/second instead of the usual 14.4 items/second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; class=&amp;quot;center&amp;quot; widths=400px heights=250px&amp;gt;&lt;br /&gt;
File:Inserter to splitter comparison.gif|By inserting onto the side of a splitter, a fully-upgraded bulk inserter can fill 71% of an express belt lane instead of the usual 64%. (Gif from 1.1)&lt;br /&gt;
File:Inserter belt saturation.gif|In 1.1, three bulk inserters could saturate an express belt if one of them inserts onto a splitter. In 2.0, three bulk inserters can saturate an express belt if two of them insert onto splitters. (Gif from 1.1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Belt to chest (perpendicular)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The following is based on experimental data from [https://docs.google.com/spreadsheets/d/1Q4hxL69qrK3qeEKU8aDkuwM3gJy6I2dJ4FYSs-FQUpI/edit?usp=sharing 1.1].    &lt;br /&gt;
Most of the 1.1 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.&lt;br /&gt;
&lt;br /&gt;
{{BlueprintString|bp-string=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}}&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || &#039;&#039;&#039;0.65&#039;&#039;&#039; || 0.50 || 0.64 || (1) || 1.11 || &#039;&#039;&#039;1.20&#039;&#039;&#039; || 1.13 || 1.26 || (2) || 1.61 || 1.61 || &#039;&#039;&#039;1.65&#039;&#039;&#039; || 1.71 /&amp;lt;br/&amp;gt;1.73 /&amp;lt;br/&amp;gt;1.86 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || 0.88 || (1) || &#039;&#039;&#039;1.67&#039;&#039;&#039; || &#039;&#039;&#039;1.67&#039;&#039;&#039; || 1.50 || 1.74 || (2) || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.25 || 2.33 || 2.37 /&amp;lt;br/&amp;gt;2.37 /&amp;lt;br/&amp;gt;2.54 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.18 || 1.18 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.20 || (1) || 2.20 || 2.31 || &#039;&#039;&#039;2.40&#039;&#039;&#039; || 2.40 || (2) || 3.21 || 3.21 || &#039;&#039;&#039;3.46&#039;&#039;&#039; || 3.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}} || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.31 || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.50 || (1) || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.00 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Bulk inserter}} || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || 7.50 || 7.50 || &#039;&#039;&#039;8.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;8.57 /&amp;lt;br/&amp;gt;8.28 * || (4) || 7.50 || 11.25 || &#039;&#039;&#039;15.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;13.09 /&amp;lt;br/&amp;gt;15.32 * || (12)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
=== Belt to chest (facing inserter) ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 1.1&lt;br /&gt;
&lt;br /&gt;
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with [[express transport belt]]s and [[bulk inserter]]s with the maximum [[inserter capacity bonus (research)|capacity bonus]].&lt;br /&gt;
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter_belt_to_chest_throughput.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
=== Insertion into lava/space ===&lt;br /&gt;
&lt;br /&gt;
In [[Space Age]], inserters can dump items into lava on [[Vulcanus]] or into space on [[Space platform]]s. This act however is not as fast as inserting into a chest or similar container.&lt;br /&gt;
&lt;br /&gt;
When inserting into lava/space, one item is removed from the inserter&#039;s hand every tick. So a [[stack inserter]] holding 16 items requires 16 ticks to dump its contents into lava/space. By contrast, when inserting into a container, the entire hand size is placed in the container in 1 tick.&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
Inserter power draw is determined by several factors. &lt;br /&gt;
&lt;br /&gt;
Firstly like most machines, all of the inserters (with the exception of the burner) have drain. Drain is the energy cost of existence, and is expended constantly as long as the inserter exists on the power grid, regardless of activity or lack thereof.&lt;br /&gt;
&lt;br /&gt;
Inserters also have a two costs associated with movement. These costs are applied separately and cumulatively for rotational motion as well as extension/retraction.&lt;br /&gt;
&lt;br /&gt;
Lastly, inserters exhibit a power spike when acquiring and dropping off an item. This can be referred to as &amp;quot;item spike&amp;quot; because it is typically observed directly after item interaction. This is because after receiving/delivering an item it will begin extending/retracting a distance of 0.2 units (distance sourced from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code]). This power cost associated with linear movement is significantly more expensive than that of rotational movement, hence the sharp increase in power consumption.&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Power Spikes.png|thumb|Power Consumption graph of Yellow Inserter]]&lt;br /&gt;
&lt;br /&gt;
Here we can see that for the duration of the lateral movement the power consumption is significantly higher. &lt;br /&gt;
&lt;br /&gt;
Burner Inserters, despite not using electricity, also have the same power consumption characteristics as the rest of the inserters (excluding drain). Upon accepting fuel they will replenish something resembling an internal battery, and draw from it in the same manner other inserters draw from the power grid, item spikes and all. Aside from their exclusion from drain, Burner Inserters function identically to other Inserters.&lt;br /&gt;
&lt;br /&gt;
=== Energy costs ===&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter Testing Setup.png|thumb|Inserter Testing Setup]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that due to rounding errors the games values cannot be taken at face value when doing calculations, so a blend of theoretical and empirical methods must be used to ensure accuracy. More information can be viewed here at this [https://forums.factorio.com/viewtopic.php?t=128389 forum topic]&lt;br /&gt;
&lt;br /&gt;
The game calculates inserter power based on its hard coded power modifiers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserter Power Modifiers (kJ)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These values are derived from [https://github.com/wube/factorio-data/blob/master/base/prototypes/entity/entities.lua source code]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5 || 5 || 7 || 20 || 40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The way the game uses these values is it takes the game&#039;s programmed speed in ticks (which can be found higher up on the page), and then uses that alongside these numbers to derive a wattage, using the following equation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Speed × Power Modifier × Ticks per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Applying the equation we can derive the following values:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost of rotational movement in kW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 39 || 4.2 || 6 || 16.8 || 48 || 96&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost of linear movement in kW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 105 || 10.5 || 15 || 42 || 120 || 240&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Taking these two values and adding them together, alongside drain, will give you your max power. It is critical to note that while the duration of consumption is affected by rounding errors in the game like the time per spin and so on, the actual wattage is unaffected by these rounding errors. Just because the inserter spins slightly faster than in the games code doesn&#039;t mean it uses slightly more wattage, it still demands the same wattage.&lt;br /&gt;
&lt;br /&gt;
Your rotational power is used during the entire time the inserter is spinning, while the the extension cost is only used briefly during item interaction, causing item spike. By calculating the duration of both you can accurately calculate how many joules your inserter is using in any given situation. Just like with the rotational speeds, item spike duration is subject to rounding errors from the game. You can calculate it by taking the games rated distance of 0.2 and dividing it by the inserters rated speed, and then truncating the number. To save you some hassle here is a reference table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick duration of Item Spike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 4 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Knowing these values, energy cost is easy to calculate, and is linear to inserter utilization. This means if your inserter is only running half the time, it will only use half the power, with the exception of drain which remains constant in all situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost per transfer cycle in kJ&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These values are isolated from drain. Values were theoretically derived and empirically confirmed for accuracy. [https://forums.factorio.com/viewtopic.php?t=128389 More information]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Burner !! Yellow!! Red!! Blue !! Green !! Stack&lt;br /&gt;
|-&lt;br /&gt;
| 66.9 || 6.65 || 7 || 8.12 || 23.2 || 46.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inserter efficiency ===&lt;br /&gt;
&lt;br /&gt;
The above data can be used to compare inserter efficiency directly. Remember that the transfer cycle cost remains the same regardless of how many items are moved. This means that the later inserters with their larger stack sizes can outperform other inserters despite their higher transfer cost, since they can achieve a lower cost per item. Here are some graphs of chest-to-chest data showing the efficiency of different inserters at differing stack sizes. Because the other inserters maintain a proportional relationship (as in an identical stack size) these graphs will primarily focus on highlighting the Green Inserter and new Stack Inserter. Dots have been marked at the turning point where they overtake the other inserters in consumption&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (No Capacity Bonus).png||No Capacity Bonus&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2).png|Capacity Bonus 2&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 4).png|Capacity Bonus 4&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 5) .png|Capacity Bonus 5&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 6) (Zoomed).png|Capacity Bonus 6&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7).png|Capacity Bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important to note is that the actual efficiency of the inserters is best measured in terms of kJ / item. Such a version of these graphs wasn&#039;t generated because it is almost a flat line. This is because for this kind of linear power consumption the kJ / item would just be the slope of the line, or in other words it would be the &#039;&#039;kJ per transfer cycle / stack size&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Now for an important caveat. The above graphs are assuming unlimited input. That is to say the graphs assume that the inserter is always spinning at its maximum hand size. In situations that are input limited however, the inserter will not always do so. When the inserter completes its spin, the only time it waits for items is when there are zero to take. As long as there is at least a single item, the inserter will transfer whatever is there immediately, regardless of the inefficiency of moving less than its maximum. Stack Inserters are an exception to this as they actually do wait for a full hand before making the transfer, but no other inserter does. An example of an input limited situation would be the unloading of an assembler. Here are some graphs showing power usage in input limited situations:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1).png | Capacity Bonus 2, Input Minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 2, Input Minimum 1, kJ).png | Capacity Bonus 2, Input Minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1).png| Capacity Bonus 7, Input Minimum 1&lt;br /&gt;
File:Inserter Efficiency Graph (Capacity Bonus 7, Input Minimum 1, kJ).png| Capacity Bonus 7, Input Minimum 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is how the behavior works. The inserter will increase its spin speed to max power as a utilization function of its minimum input. In simpler terms, if the minimum input is 1, it will increase power consumption as though it had no capacity bonus. Once it reaches the maximum, it will maintain max power while gradually increasing the average hand size its moving, thereby gradually increasing its efficiency. We can see this behavior in the kJ graph, where we get this swooping descent curve as it gains efficiency. We can see that with each subsequent inserter the average improves, and it will ultimately converge towards the same value as the previous set of graphs, that being &#039;&#039;kJ per transfer cycle / stack size&#039;&#039;. The graphs shared cover the most common use cases, but input minimums can very quite largely. For example the input minimum for crafting yellow belts would be 2, and in general for any recipe the input minimum would be the minimum craft quantity. When belt feeding, its possible for inserters to experience inserter limiting as the belt approaches empty, or if using circuit limited sushi. Due to how many possible permutations of these graphs there are, sharing them all is simply not feasible. If you need a graph not displayed, you can generate one yourself using the code shared [https://forums.factorio.com/viewtopic.php?p=670540#p670540 here]&lt;br /&gt;
&lt;br /&gt;
Because the Burner Inserter doesn&#039;t have drain, its efficiency can only truly be appreciated in extremely low throughput situations. Thus we use these dedicated graphs. Before one graph with no capacity bonus would have been sufficient because at low throughputs inserters don&#039;t wait and always default to as stack size of 1. The new Stack Inserter changes this though, because Stack Inserters do in fact wait until they get a full hand before beginning their swing, meaning they always remain at optimal efficiency unlike the rest of the inserters. Though having generated the graphs it appears to be largely irrelevant, as the fundamental relationship never really changes from one extreme to the other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Burner Efficiency Graph (No Capacity Bonus).png|No Capacity Bonus&lt;br /&gt;
File:Burner Efficiency Graph (Capacity Bonus 7).png|Capacity Bonus 7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The Burner graphs are mislabeled on the y-axis. They should read kJ, not kW. &lt;br /&gt;
&lt;br /&gt;
=== Belt differences===&lt;br /&gt;
Up until now all data was regarding chest-to-chest use cases, due to their sterile and consistent nature. The introduction of belts creates special conditions that require consideration. Here is a power chart from the game for reference:&lt;br /&gt;
&lt;br /&gt;
[[File:Yellow Inserter Belt-to-Belt Power Signature.png|frameless|center|upright 3]]&lt;br /&gt;
&lt;br /&gt;
The Yellow Inserter above is doing a belt-to-belt transfer, and it has a stack bonus. &lt;br /&gt;
&lt;br /&gt;
The erratic section of the graph is the loading process. We can see the behavior is irregular as the inserter does not wait for the item, but rather fishes around for them. The exact behavior here is still being studied, and due to its dependence on stack size and belt speed it is very difficult to give any firm answers regarding how much power this actually uses as a quantifiable generalization. Likely a set of tables would need to be generated with every possible combination as a reference, but such data does not currently exist. The behavior should be consistent across belt speeds and stack sizes, so it can theoretically be gathered and collated into a reference table, though such data doesn&#039;t exist at this time.&lt;br /&gt;
&lt;br /&gt;
Looking at the unloading section, we can see the inserter swings around normally, but then there is this dip that doesn&#039;t exist in the chest to chest behavior. This is the inserter waiting at the belt to drop off all its items. During this waiting, it uses no power aside from its drain. Once all the items are delivered, it resumes operation as normal. Different amounts of delay caused by different belt speeds and stack sizes can create variations in both our throughput and our total cost per transfer due to the additional drain. This can also be easily modeled into a table, though such a table is currently unavailable&lt;br /&gt;
&lt;br /&gt;
If you are interested in volunteering to collect and share this data, you are encouraged to do so!&lt;br /&gt;
&lt;br /&gt;
What this currently means in practice is that you should just use the chest-to-chest data. The overall relationship between the inserters doesn&#039;t change significantly and their efficiency hierarchy remains undisturbed, though the exact consumption in joules per item likely increases noticeably. This could be problematic for other cost estimates in your factory, but for choosing inserters its not an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; The above efficiency graphs only apply when loading from a chest. When loading from a belt, until a more accurate dedicated data set is provided, it is advised to reference the initial no capacity bonus version of the graph for all decisions. With an inserter stack size of 1, the efficiency relationship between chests and belts is identical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regarding Quality:&#039;&#039;&#039; Quality inserters receive a linear speed boost for each level of quality, with a corresponding power cost increase. What this means is that the quality level of an inserter has no impact on its energy efficiency&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;More data regarding inserters feeding from belts, as well as more detailed data regarding burner inserter power consumption is still needed. Please contribute if you are willing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Inserters}} {{C|Inserters{{!}}#Inserters}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=217335</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=217335"/>
		<updated>2026-02-18T22:52:39Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: don&amp;#039;t use level 1 headings; capitalisation, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Unlike with most other resources, processing [[scrap]] yields a variety of items, which is the most reliable source of obtaining most resources on [[Fulgora]] (aside from importing goods from other planets via the [[space platform]]). So it is important to understand how to use [[scrap]] on [[Fulgora]] to build a factory capable of crafting [[Electromagnetic science pack]]s and launching them into space.&lt;br /&gt;
&lt;br /&gt;
== Recycling fundamentals ==&lt;br /&gt;
[[Scrap]] can be gathered from [[Fulgoran ruin]]s or by mining patches of scrap scattered throughout [[Fulgora]]. Scrap can be recycled by hand or with the [[recycler]]. But before this can be done, the player will need to mine a [[Fulgoran vault ruin]] by hand to unlock the recycling recipe and the recycler. Mining scrap with mining drills and recycling them with the recycler is the most effective means of building a factory on Fulgora. The Recycler has an output; it can output its products directly onto a belt or into other entities, like the [[active provider chest]] or even other recyclers. Strategies for dealing with excess products are discussed later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
=== What is each recycled product used for? ===&lt;br /&gt;
Recycling scrap produces 12 different items, with [[holmium ore]] and [[low density structure]] being the rarest product, and [[iron gear wheel]] being the most common. Of the 12 different items, three of them serve a singular purpose:&lt;br /&gt;
* [[Ice]] is melted into [[water]]&lt;br /&gt;
* [[Solid fuel]] is combined with [[light oil]] to make [[rocket fuel]].&lt;br /&gt;
* [[Holmium ore]] is combined with water and [[stone]] to make [[holmium solution]].&lt;br /&gt;
&lt;br /&gt;
Water has various uses but it should be relatively easy to move around with [[pipe]]s. Rocket fuel is mainly used to craft [[rocket part]]s, but it can be used as fuel for your trains on Fulgora or burnt to provide power. Light oil is needed to produce rocket fuel, which is cracked from [[heavy oil]] and water. Heavy oil is a limitless resource on Fulgora and it is pumped from the [[oil ocean]] by using an [[offshore pump]].&lt;br /&gt;
&lt;br /&gt;
The remaining 9 items produced by scrap recycling are used as ingredients for other products, as crafting components for rocket parts, or further recycled into their respective ingredients; some items can only be obtained this way. While each item can be recycled, only the necessary recyclable items for building a factory capable of crafting science packs on Fulgora are mentioned below.&lt;br /&gt;
* [[Processing unit]]s are used as rocket parts, as ingredients for the recycler and [[electromagnetic plant]], and it can be recycled into [[electronic circuit]]s.&lt;br /&gt;
* [[Advanced circuit]]s can be recycled for [[electronic circuit]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Low density structure]]s are used as rocket parts and can be recycled for [[copper plate]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Concrete]] is mostly used to craft [[refined concrete]], but it is also used to craft the recycler. Concrete can be recycled into [[stone brick]]s. The only purpose of stone bricks is to craft the [[lightning rod]].&lt;br /&gt;
* [[Battery|Batteries]] are used to craft [[accumulator]]s and [[supercapacitor]]s. It can be recycled down to copper plates and [[iron plate]]s.&lt;br /&gt;
* [[Copper cable]] can be recycled for [[copper plate]]s.&lt;br /&gt;
* [[Iron gear wheel]]s can be recycled for [[iron plate]]s.&lt;br /&gt;
* [[Steel]] is mostly used to craft [[refined concrete]], but it is also used to craft the recycler and electromagnetic plant.&lt;br /&gt;
* [[Stone]] is used to craft [[holmium solution]] and [[electrolyte]].&lt;br /&gt;
&lt;br /&gt;
==== Other necessary ingredients ====&lt;br /&gt;
Electronic circuits, plastic bars, copper plates, iron plates, and stone bricks are only obtained by recycling a recycled piece of scrap.&lt;br /&gt;
* [[Electronic circuit]]s are most easily obtained from processing units. Obtaining them from advanced circuits is also a viable way, since advanced circuits are slightly more common and, with regards to [[electromagnetic science pack]]s, don&#039;t serve any purpose other than being recycled. Electronic circuits are mainly used for crafting [[supercapacitor]]s.&lt;br /&gt;
* [[Plastic bar]]s are most easily obtained from low density structures, but advanced circuits are also a good source for the same reasons listed in the above point. Plastic bars are mainly used to craft [[superconductor]]s.&lt;br /&gt;
* [[Copper plate]]s are most easily obtained from low density structures, but being one of the most rare scrap product, it may be better to recycle any of the three circuits down to copper plates (with electronic circuits having the best yields), or by recycling batteries or copper cable.&lt;br /&gt;
* [[Iron plate]]s are best obtained from recycling iron gear wheels, which are abundant.&lt;br /&gt;
* [[Stone brick]]s can be obtained by recycling concrete and smelting stone. They are needed for crafting lightning rods to protect the factory and provide power.&lt;br /&gt;
&lt;br /&gt;
With these items, the player has all the intermediate products needed to craft Fulgora&#039;s [[electromagnetic science pack]] and launch it into space!&lt;br /&gt;
&lt;br /&gt;
== Getting rid of excess ingredients ==&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 not 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 back up, 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;
=== Efficiently trashing excess ===&lt;br /&gt;
&lt;br /&gt;
Some items produced directly or indirectly from scrap recycling have long crafting times. Especially bad is steel, which in an unmoduled recycler takes 2 seconds to recycle one steel, or 2.66 seconds in total considering the 25% chance of not destroying it.&lt;br /&gt;
&lt;br /&gt;
Some of these slow-to-recycle products can be crafted into other items at higher rates than they can be recycled. Steel can be turned into steel chests at 20 steel per second inside an unmoduled normal yellow assembler. This can then in turn be recycled back down to steel even more quickly due to the 16× recycling speedup. Considering the recycling yield, a yellow assembler without modules can handle 15 steel per second, and a recycler 96, compared to a recycler for steel which handles 0.375 steel per second.&lt;br /&gt;
&lt;br /&gt;
Some such shortcuts are (speed comparison assuming one [[assembling machine 3]] and recycler at crafting speeds 1.25 and 0.5):&lt;br /&gt;
* [[Steel plate|Steel]] to [[steel chest]] (40× speedup)&lt;br /&gt;
* [[Iron plate|Iron]] to [[iron chest]] (8× speedup)&lt;br /&gt;
* [[Concrete]] to [[hazard concrete]] (6.25× speedup)&lt;br /&gt;
* [[Stone]] to [[landfill]] (10.42× speedup) – note that landfill is unrecyclable so needs to be looped back into the recycler, not the assembler. An [[assembling machine 3]] making landfill can consume 125 stone per second; no single [[Inserters|inserter]] of any quality can keep pace with that, even from a chest (though legendary [[stack inserter]]s come very close).&lt;br /&gt;
* [[Stone brick]]s to [[wall]]s (5× speedup)&lt;br /&gt;
&lt;br /&gt;
[[Copper plate]]s to [[copper cable]]s is the same speed as direct recycling. Mixing in copper with steel at 2:1 to make [[heat pipe]]s is a 10× speedup, as long as enough steel is trashed together with the copper.&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. For example, instead of recycling all excess steel, the player could instead craft steel chests for additional storage, or [[substation]]s to expand the electric grid at a later point. 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 backups in the production line, meaning that destroying items might still become necessary in the long term.&lt;br /&gt;
&lt;br /&gt;
Inserting [[quality module]]s into recyclers is another way to manage excess ingredients while also obtaining higher quality items without simply recycling items to destruction. Producing higher quality items can consume 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 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 better, 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. The sole use of holmium ore is to be used as an ingredient for [[holmium solution]], which is a fluid and therefore has no quality. Furthermore, producing holmium solution from a particular quality of holmium ore requires having a [[chemical plant]] whose recipe is set to that quality as well as having sufficient [[stone]] of that exact quality. Both of these can be automated via the [[circuit network]], but it does require some set up.&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Thrawcheld/Planet_comparison&amp;diff=217334</id>
		<title>User:Thrawcheld/Planet comparison</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Thrawcheld/Planet_comparison&amp;diff=217334"/>
		<updated>2026-02-18T21:21:03Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: planet comparison table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planet&lt;br /&gt;
! Power&lt;br /&gt;
! Metal&lt;br /&gt;
! Water&lt;br /&gt;
! Oil products&lt;br /&gt;
! Enemies&lt;br /&gt;
! Surface expansion&lt;br /&gt;
! Unique mechanics&lt;br /&gt;
! Unique products&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nauvis}}&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Steam engine}} via {{imagelink|boiler}} fed by {{imagelink|coal}} etc.&lt;br /&gt;
* {{imagelink|Solar panel}}s and {{imagelink|accumulator}}s&lt;br /&gt;
* {{imagelink|Steam turbine}}s via {{imagelink|nuclear reactor}} or {{icon|heating tower}}&lt;br /&gt;
| Smelting {{imagelink|iron ore}} and {{imagelink|copper ore}} from mining&lt;br /&gt;
| {{imagelink|Offshore pump}}&lt;br /&gt;
| {{imagelink|Crude oil}} via {{imagelink|pumpjack}} and {{imagelink|oil refinery}}&lt;br /&gt;
| [[Biters]] and [[spitters]]&lt;br /&gt;
| {{imagelink|Landfill}}&lt;br /&gt;
| Starting planet&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Wood}}&lt;br /&gt;
* {{imagelink|Raw fish}}&lt;br /&gt;
* {{imagelink|Uranium ore}} and uranium products&lt;br /&gt;
* {{imagelink|Spidertron}} (requires research from Gleba)&lt;br /&gt;
* {{imagelink|Biter egg}} (requires research from Gleba)&lt;br /&gt;
* {{imagelink|Productivity module 3}} (requires research from Gleba)&lt;br /&gt;
* {{imagelink|Captive biter spawner}} (requires research from Aquilo)&lt;br /&gt;
* {{imagelink|Biolab}} (requires research from Aquilo)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space platform}}&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Solar panel}}s&lt;br /&gt;
* {{imagelink|Steam turbine}}s via {{imagelink|nuclear reactor}}&lt;br /&gt;
* {{imagelink|Fusion generator}}s via {{imagelink|fusion reactor}}&lt;br /&gt;
| Crushing {{imagelink|metallic asteroid chunk}}s into {{imagelink|iron ore}} and {{imagelink|copper ore}} and smelting it&lt;br /&gt;
| {{imagelink|Ice melting}} from crushing {{imagelink|oxide asteroid chunk}}s&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Sulfur}} from {{imagelink|advanced carbonic asteroid crushing}}&lt;br /&gt;
* {{imagelink|Coal liquefaction}} of {{imagelink|coal}} synthesized via {{imagelink|advanced carbonic asteroid crushing}}&lt;br /&gt;
| Asteroids&lt;br /&gt;
| {{imagelink|Space platform foundation}}&lt;br /&gt;
|&lt;br /&gt;
* Power available everywhere without poles&lt;br /&gt;
* Jettison unwanted materials&lt;br /&gt;
* Can&#039;t place chests or use bots&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Space science pack}}&lt;br /&gt;
* {{imagelink|Promethium science pack}} (requires research from Aquilo)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Gleba}}&lt;br /&gt;
| {{imagelink|Steam turbine}}s via {{imagelink|heating tower}}s fed by {{imagelink|spoilage}}, {{imagelink|rocket fuel}} etc.&lt;br /&gt;
| {{imagelink|Iron bacteria}} and {{imagelink|copper bacteria}}&lt;br /&gt;
| {{imagelink|Offshore pump}}&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Biochamber}} recipes&lt;br /&gt;
* {{imagelink|Coal liquefaction}} via {{imagelink|coal synthesis}} (only useful for {{imagelink|flamethrower turret}}s)&lt;br /&gt;
| [[Pentapods]]&lt;br /&gt;
| {{imagelink|Landfill}}&lt;br /&gt;
| [[Spoilage]]&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Agricultural science pack}}&lt;br /&gt;
* {{imagelink|Jellynut}} and {{imagelink|jelly}}&lt;br /&gt;
* {{imagelink|Yumako}} and {{imagelink|yumako mash}}&lt;br /&gt;
* {{imagelink|Bioflux}}&lt;br /&gt;
* {{imagelink|Heating tower}}&lt;br /&gt;
* {{imagelink|Carbon fiber}}&lt;br /&gt;
* {{imagelink|Pentapod egg}}&lt;br /&gt;
* {{imagelink|Stack inserter}}&lt;br /&gt;
* {{imagelink|Rocket turret}}&lt;br /&gt;
* {{imagelink|Toolbelt equipment}}&lt;br /&gt;
* {{imagelink|Efficiency module 3}}&lt;br /&gt;
* {{imagelink|Capture bot rocket}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fulgora}}&lt;br /&gt;
| {{imagelink|Lightning rod}}s and {{imagelink|accumulator}}s&lt;br /&gt;
| Recycling {{imagelink|iron gear wheel}}s, {{imagelink|electronic circuit}}s, {{imagelink|copper cable}}s, {{imagelink|battery|battery|batteries}}, and {{imagelink|low density structure}} via {{imagelink|scrap}}&lt;br /&gt;
| {{imagelink|Ice melting}} from recycling {{imagelink|scrap}}&lt;br /&gt;
| {{imagelink|Heavy oil}} from {{imagelink|offshore pump}}&lt;br /&gt;
| Lightning&lt;br /&gt;
| {{imagelink|Foundation}}&lt;br /&gt;
|&lt;br /&gt;
* [[Recycler|Recycling]]&lt;br /&gt;
* Lightning collection&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Electromagnetic science pack}}&lt;br /&gt;
* {{imagelink|Superconductor}}&lt;br /&gt;
* {{imagelink|Supercapacitor}}&lt;br /&gt;
* {{imagelink|Electromagnetic plant}}&lt;br /&gt;
* {{imagelink|Recycler}}&lt;br /&gt;
* {{imagelink|Mech armor}}&lt;br /&gt;
* {{imagelink|Personal battery MK3}}&lt;br /&gt;
* {{imagelink|Energy shield MK2}}&lt;br /&gt;
* {{imagelink|Personal roboport MK2}}&lt;br /&gt;
* {{imagelink|Quality module 3}}&lt;br /&gt;
* {{imagelink|Tesla turret}}&lt;br /&gt;
* {{imagelink|Tesla gun}}&lt;br /&gt;
* {{imagelink|Tesla ammo}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Steam turbine}}s via {{imagelink|acid neutralisation}}&lt;br /&gt;
* {{imagelink|Solar panel}}s and {{imagelink|accumulator}}s&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Molten iron from lava}}&lt;br /&gt;
* {{imagelink|Molten copper from lava}}&lt;br /&gt;
* Other {{imagelink|foundry}} recipes cast metal items from molten metal&lt;br /&gt;
| {{imagelink|Steam condensation}} via {{imagelink|acid neutralisation}}&lt;br /&gt;
| {{imagelink|Coal liquefaction}} from mining&lt;br /&gt;
| [[Demolisher]]s&lt;br /&gt;
| {{imagelink|Foundation}}&lt;br /&gt;
|&lt;br /&gt;
* Discard unwanted items into lava&lt;br /&gt;
* Demolisher territories&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Metallurgic science pack}}&lt;br /&gt;
* {{imagelink|Tungsten carbide}}&lt;br /&gt;
* {{imagelink|Tungsten plate}}&lt;br /&gt;
* {{imagelink|Calcite}} (also available on space platforms)&lt;br /&gt;
* {{imagelink|Foundry}}&lt;br /&gt;
* {{imagelink|Big mining drill}}&lt;br /&gt;
* {{imagelink|Turbo transport belt}} etc.&lt;br /&gt;
* {{imagelink|Artillery turret}} and {{imagelink|Artillery shell|Artillery shell|shells}}&lt;br /&gt;
* {{imagelink|Cliff explosives}}&lt;br /&gt;
* {{imagelink|Speed module 3}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Aquilo}}&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Solar panel}} (bootstrap only)&lt;br /&gt;
* {{imagelink|Steam turbine}}s via {{imagelink|nuclear reactor}}&lt;br /&gt;
* {{imagelink|Steam turbine}}s via {{imagelink|heating tower}} fed with {{imagelink|solid fuel from ammonia}}&lt;br /&gt;
| Imports&lt;br /&gt;
| {{imagelink|Ice melting}} from {{imagelink|ammoniacal solution separation}} via {{imagelink|offshore pump}}&lt;br /&gt;
| {{imagelink|Crude oil}} via {{imagelink|pumpjack}} and {{imagelink|oil refinery}}&lt;br /&gt;
| None&lt;br /&gt;
| {{imagelink|Ice platform}} and {{imagelink|concrete}}&lt;br /&gt;
|&lt;br /&gt;
* Freezing buildings&lt;br /&gt;
* Increased energy use of bots&lt;br /&gt;
|&lt;br /&gt;
* {{imagelink|Cryogenic science pack}}&lt;br /&gt;
* {{imagelink|Cryogenic plant}}&lt;br /&gt;
* {{imagelink|Fusion reactor}}&lt;br /&gt;
* {{imagelink|Fusion generator}}&lt;br /&gt;
* {{imagelink|Fusion power cell}}&lt;br /&gt;
* {{imagelink|Quantum processor}}&lt;br /&gt;
* {{imagelink|Fluoroketone (hot)}}&lt;br /&gt;
* {{imagelink|Lithium}} and {{imagelink|lithium plate}}&lt;br /&gt;
* {{imagelink|Foundation}}&lt;br /&gt;
* {{imagelink|Railgun turret}}&lt;br /&gt;
* {{imagelink|Portable fusion reactor}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=217332</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=217332"/>
		<updated>2026-02-18T04:31:06Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* No path */ better way of finding broken paths (NB I can&amp;#039;t review the imgur link because it&amp;#039;s blocked in the UK)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Railway_from_trailer_2020.png|thumb|right|430px|Railway in the [https://youtu.be/J8SBp4SyvLc official game trailer.]]]&lt;br /&gt;
:&#039;&#039;For the research see [[Railway (research)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Railway&#039;&#039;&#039; is one of the main transport methods in Factorio. Although the installation of such a network can be complicated and requires a large amount of resources and space, it is faster and more efficient than [[Belt transport system|belts]] and [[Logistic network|robot logistics]], especially over large distances.&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not understood instantly. It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain the upkeep of a larger train network takes time and experience. Rails can be built on the ground, or can be - with the [[Space Age]] expansion - elevated with the help of a [[rail ramp]] and [[rail support]]s so that trains can travel over obstacles.&lt;br /&gt;
&lt;br /&gt;
== Infrastructure ==&lt;br /&gt;
&lt;br /&gt;
To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the [[rail planner]], but can also be done manually. Bear in mind that rails are placed on a two-tile grid, so a rail cannot be moved by only one tile.&lt;br /&gt;
&lt;br /&gt;
=== Minimum manually operated railway ===&lt;br /&gt;
As a minimum, a manually operated railway has to consist of:&lt;br /&gt;
* [[Rail]]s (tracks)&lt;br /&gt;
* [[Locomotive]]s&lt;br /&gt;
&lt;br /&gt;
Locomotives and wagons can be entered and then manually operated by standing next to them and pressing the {{Key|ENTER}} key.&lt;br /&gt;
&lt;br /&gt;
=== Switches ===&lt;br /&gt;
* There is no visual representation of a working switch, however, the rails will appear to merge. Using the rail planner, the player must place a [[rail]] overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options.&lt;br /&gt;
* The crossing of two straight tracks is not usable as a switch, as trains have a limited turning radius. They do, however, connect [[Rail signal| signal blocks]] which helps prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other.&lt;br /&gt;
&lt;br /&gt;
[[File:fff-140-controlled-gates_sm.gif|frame|An example of a safe railway crossing.&amp;lt;br /&amp;gt;[https://wiki.factorio.com/images/Fff-140-controlled-gates.gif Click here] for the full-sized version of the image.]]&lt;br /&gt;
&lt;br /&gt;
=== Crossing tracks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful when crossing train tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A checklist of proper track-crossing etiquette:&lt;br /&gt;
&lt;br /&gt;
# Zoom out, so that you can see a train coming.&lt;br /&gt;
# Look left, then right.&lt;br /&gt;
# Check for signals nearby: If a [[rail signal]] suddenly jumps from green to red or green to yellow, a train is coming. Do not cross.&lt;br /&gt;
# Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit.&lt;br /&gt;
# While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage, as well as the player being able to slip between two rail cars.&lt;br /&gt;
# Heavy [[Energy shield|shields]] can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed and will drain a large amount of the suit&#039;s energy.&lt;br /&gt;
# All entities with health will take damage getting hit by a train, so take care not to leave a [[car]] or [[tank]] on the tracks. However, this includes hostile forces!&lt;br /&gt;
# Trains far from a [[train stop]] will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a [[train stop]] or signal will slow down to stop and will be traveling slower. Trains of different configurations will also move slower or faster.&lt;br /&gt;
&lt;br /&gt;
A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the [[circuit network]], and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can&#039;t get on the tracks outside the crossing. This is to completely ensure a safe crossing and is often used on servers.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
Train components:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{Imagelink|Locomotive}} || {{Imagelink|Cargo wagon}} || {{Imagelink|Fluid wagon}} || {{Imagelink|Artillery wagon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Railway-assemble-train.png|thumb|left|300px|Placing a [[Cargo wagon]] so it is attached to the train.]]&lt;br /&gt;
&lt;br /&gt;
* A train consists of at least one locomotive.&lt;br /&gt;
* Trains can have more than one locomotive and any number of [[wagon]]s.&lt;br /&gt;
* Locomotives can be &#039;&#039;&#039;manually&#039;&#039;&#039; driven forwards or backwards, however, they are generally slower going backwards. The left and right movement keys are used to change direction at switches.&lt;br /&gt;
* Trains can only drive forwards automatically. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters when the train is in manual mode or parked at a station, not when waiting at a signal or standing in automatic mode.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[fuel]]. To transport items or fluids [[cargo wagon]]s and/or [[fluid wagon]]s have to be attached to the train. To attach rolling stock, whether a wagon or a locomotive, the player may prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock. Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon is placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:station-example-1.png|thumb|right|256px|A very minimal train station.]]&lt;br /&gt;
&lt;br /&gt;
Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode. Cargo wagons can be filled or emptied by up to twelve adjacent [[inserters]] (six on each side). Inserters can also be used to insert fuel into locomotives. [[Pump]]s are used to transfer fluid into and out of fluid wagons, only three pumps can attach to one fluid wagon at once.&lt;br /&gt;
&lt;br /&gt;
Train stations are usually created by placing a [[train stop]]. Train stops must be on the right-hand side of the track. However, it is also possible to create a temporary train station by opening a locomotive&#039;s GUI and using {{Keybinding|ctrl|lmb}} near a rail in the minimap in the GUI or by entering a locomotive and using {{Keybinding|ctrl|lmb}} near a rail on the world map. This will create a station without requiring a train stop. The temporary train station has a default wait condition of 5 seconds and is removed from the schedule once the train leaves the station.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Rail signal}} || {{Imagelink|Rail chain signal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other. Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Note that driving a train manually ignores all signals, so it is possible for automatic trains to crash into the player if the player ignores red/yellow signals. Always beware of automatic trains and give them the right of way.&lt;br /&gt;
&lt;br /&gt;
The [[Tutorial:Train signals|train signals tutorial]] contains an in-depth explanation of rail signals, blocks and deadlocks.&lt;br /&gt;
&lt;br /&gt;
=== Basic signaling rules ===&lt;br /&gt;
* There can only be one train in a block at any time. A train spanning multiple blocks occupies them all.&lt;br /&gt;
* A red signal means that the following block is occupied by a train.&lt;br /&gt;
* A yellow signal means that a train is approaching and already has the approval to enter the following block.&lt;br /&gt;
* [[Rail signal]]s separate a new block and reflect its state: green - free, yellow - reserved, red - occupied&lt;br /&gt;
* [[Rail chain signal]]s separate a new block and reflect the state of the next signal(s): see above, blue - at least one of the paths is blocked, but not all&lt;br /&gt;
* A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this.&lt;br /&gt;
&lt;br /&gt;
== Automated transport ==&lt;br /&gt;
[[File:locomotive_gui.png|thumb|300px|The wait condition tab in the locomotive&#039;s GUI.]]&lt;br /&gt;
&lt;br /&gt;
Trains set on &amp;quot;Automatic&amp;quot; choose their destination stop and route on departure, and after waiting at a chain signal for five seconds, and when their destination stop disables itself by circuit condition. They choose the shortest route using a [[Railway/Train_path_finding|path finding algorithm]] that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account. If no such train stop exists they will skip the stop and go on to the next.&lt;br /&gt;
&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system.&lt;br /&gt;
&lt;br /&gt;
First, the player has to set up a rail system with at least two train stops, which are placed on the right-hand side of the expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, and refueling/repair installations).&lt;br /&gt;
&lt;br /&gt;
When you set up the train schedule (see below) and fuel the train, you can start the train on its schedule by switching from manual to automatic driving mode.&lt;br /&gt;
&lt;br /&gt;
=== Train schedule ===&lt;br /&gt;
The player can set up a list of train stations in the left locomotive&#039;s GUI. The train will route to stops in the given order, if it&#039;s at the end it will continue with the first. Stations can be added by clicking &amp;quot;Add station&amp;quot; in the GUI. A pop-up appears with a list of all stop names. If one is selected, another button appears which allows selecting a wait condition from a pop-up list. Furthermore, the map in the right part of the GUI can be used to add stations to the schedule by using {{keybinding|shift|lmb}} on a station or using {{keybinding|ctrl|lmb}} near a rail in the map to create a temporary train station. These actions can also be performed on the world map when the player is sitting inside the train.&lt;br /&gt;
&lt;br /&gt;
Wait conditions are used to tell the train when to leave the station. There are 15 types of wait conditions:&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039; – The train stop is connectable to the [[circuit network]], so the signals can used for wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Empty cargo&#039;&#039;&#039; – All inventories of the train are empty. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Fluid count&#039;&#039;&#039; – The train (all fluid wagons summed) contains a specific amount of a certain fluid.&lt;br /&gt;
* &#039;&#039;&#039;Fuel (all locomotives)&#039;&#039;&#039; - All locomotives in the train collectively contain a specific amount of fuel&lt;br /&gt;
* &#039;&#039;&#039;Fuel (any locomotive)&#039;&#039;&#039; - Any one locomotive contains a specific amount of fuel&lt;br /&gt;
* &#039;&#039;&#039;Full cargo&#039;&#039;&#039; - All inventories of the train are full. Does not include fuel inventories&lt;br /&gt;
* &#039;&#039;&#039;Full fuel&#039;&#039;&#039; - All fuel inventories are full. Does not include cargo or fluid inventories&lt;br /&gt;
* &#039;&#039;&#039;Has cargo&#039;&#039;&#039; - Cargo or fluid inventories contain items. &lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039; – No items were added or removed for the specified amount of seconds.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039; – The train (all cargoes summed) contains a specific amount of a certain item. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Passenger present&#039;&#039;&#039; - At least one [[player]] is inside any part of the train.&lt;br /&gt;
* &#039;&#039;&#039;Passenger not present&#039;&#039;&#039; - No players are inside any part of the train.&lt;br /&gt;
* &#039;&#039;&#039;Station is full&#039;&#039;&#039; - A specified stop is full, according to its set train limit. If the stop has no train limit set, this condition will &#039;&#039;not&#039;&#039; be met.&lt;br /&gt;
* &#039;&#039;&#039;Station is not full&#039;&#039;&#039; - A specified stop is not full, according to its set train limit. If the stop has no train limit set, this condition &#039;&#039;will&#039;&#039; be met.&lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is also possible to set no wait condition, this causes the train to simply pass by the station without stopping.&lt;br /&gt;
&lt;br /&gt;
Hereafter the word &amp;quot;term&amp;quot; is used to describe &#039;&#039;one&#039;&#039; type of wait condition, and the words &amp;quot;wait condition&amp;quot; are used to describe the whole set of terms (it turns a bit into maths).&lt;br /&gt;
&lt;br /&gt;
If more than one term is added, it is possible to change the connection of those using the logical operators AND and OR. An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.&lt;br /&gt;
&lt;br /&gt;
When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
[[File:Traingroup gui.png|thumb|300px|The train group GUI. There are 2 trains in &amp;quot;Group A&amp;quot; and 1 train in &amp;quot;Group B&amp;quot;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Expand for examples&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Wait until full, up to 30 seconds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until cargo full, &#039;&#039;or&#039;&#039; circuit condition Oil &amp;gt; 3000:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR Circuit condition - Oil &amp;gt; 3000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until empty, &#039;&#039;and&#039;&#039; 30 seconds passed, &#039;&#039;and&#039;&#039; 5 seconds of inactivity:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Empty cargo inventory&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
AND 5 seconds of inactivity&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until iron ore is low, &#039;&#039;or&#039;&#039; copper ore is low &#039;&#039;and&#039;&#039; at least 30 seconds passed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Cargo: Iron ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
OR Cargo: Copper ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s wait condition logic is read as disjunctive normal form ([https://en.wikipedia.org/wiki/Disjunctive_normal_form DNF]), and so this last example is processed as (note the parenthesis):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 AND 30 seconds passed) OR (Cargo: Copper ore &amp;lt; 500 AND 30 seconds passed))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which is the same as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 OR Cargo: Copper ore &amp;lt; 500) AND 30 seconds passed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is no way to write that shorter form in the current UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Train groups ===&lt;br /&gt;
Trains are able to be assigned to a group. Selecting the small edit icon next to &amp;quot;no group assigned&amp;quot; will bring up the existing groups in the current world. One can select a group for the train to join, or create a new one. Editing the schedule of one train will change the schedules of all trains in the same group.&lt;br /&gt;
&lt;br /&gt;
=== Schedule interrupts ===&lt;br /&gt;
[[File:Interrupt gui.png|thumb|300px|The Edit Interrupt GUI.]]&lt;br /&gt;
&lt;br /&gt;
Schedule interrupts allow a locomotive to override its current schedule when a certain condition is met. Selecting &amp;quot;Add interrupt&amp;quot; in the locomotive&#039;s GUI will bring up a list of existing interrupts in the current world. One can be selected from the list, or typing in a name will create a new one. Creating one will add it to the locomotive and all locomotives in the current locomotive group.&lt;br /&gt;
&lt;br /&gt;
To work, an interrupt requires two parts: a condition and a target station. When a condition is met, the interrupt will activate and insert the target station as a temporary stop in the locomotive&#039;s schedule. The locomotive will route to the target station and wait there until the specified wait condition is met, at which point it will leave and resume its original schedule. &lt;br /&gt;
&lt;br /&gt;
An interrupt can be triggered on many of the same conditions as waiting at a stop, along with some new conditions:&lt;br /&gt;
* &#039;&#039;&#039;At specified station&#039;&#039;&#039; -  The train is waiting at a specific stop&lt;br /&gt;
* &#039;&#039;&#039;Destination full or no path&#039;&#039;&#039; - The train&#039;s next stop is full, according to its train limit; or the train cannot physically reach its next station&lt;br /&gt;
* &#039;&#039;&#039;Not at specified station&#039;&#039;&#039; - The train is stopped somewhere other than the specific stop&lt;br /&gt;
&lt;br /&gt;
Multiple trains can have the same interrupt regardless of whether they are in the same locomotive group or not. Editing an interrupt will change it for all trains which have the interrupt in their system.&lt;br /&gt;
&lt;br /&gt;
Interrupts can be reordered within the locomotive&#039;s GUI like normal stops. If a train has multiple interrupt conditions true at the same time, it will prioritize interrupts that are higher on the list.&lt;br /&gt;
&lt;br /&gt;
=== Wildcard Interrupts ===&lt;br /&gt;
[[File:interrupt_wildcards.png|thumb|left|300px|The four wildcard signals: Item, Fuel, Fluid, &amp;amp; Signal.]]&lt;br /&gt;
Within interrupts, trains have access to four special &amp;quot;wildcard&amp;quot; signals located within the Unsorted tab, which are special [[Circuit network#Logic signals|logic signals]] that can only be used within interrupts. Wildcard signals come in four types: item, fuel, fluid, and signal. When used as a condition to trigger an interrupt, each one looks at a specific inventory within the train and will replace itself with the signal of the first item it finds. For example, if an interrupt is set to trigger if an item parameter is over 50, and 51 [[iron gear wheel]]s are placed into a cargo wagon, the interrupt will trigger as if the condition was looking for over 50 iron gears. Item, fluid, and fuel wildcards each look at a specific inventory: [[cargo wagon|cargo]] and [[artillery wagon]]s, [[fluid wagon]]s, and [[locomotive]]s, respectively.&lt;br /&gt;
&lt;br /&gt;
When used solely as a condition, wildcards act otherwise identically to the [[circuit network#Anything|anything]] logic signal. What makes them special is their function when used in both the condition and the target.&lt;br /&gt;
&lt;br /&gt;
Wildcards will also replace themselves with any [[rich text]] icons within the names of [[train stop]]s. Instead of selecting a target stop from the list, instead click on the &amp;quot;icon&amp;quot; button next to the green confirm button and select the same type of wildcard as used in the condition. Then, type the name of the station. If the stop has a matching icon in its name, then the train will match the item it contains with that icon, and select that stop as the destination.&lt;br /&gt;
&lt;br /&gt;
The final wildcard, Signal parameter, checks against any signals passed to the train while parked at a train stop. When combined with a signal parameter for a target station, this can make the train go to a stop which has an icon in its name matching the signal it received from the station. When combined with matching the target station based on its contents, this can be utilized to create a generic train system which can select its destination based on the item it receives.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Below are some things to verify if a rail system or train is not working.&lt;br /&gt;
&lt;br /&gt;
* Is the train fueled? Ensure that the locomotive has [[fuel]] of some kind.&lt;br /&gt;
* Misplaced or non-functional switches? Ensure that the train can plan a path through the switches.&lt;br /&gt;
* Another train on the same [[Railway#Block|block]]? Make sure the path of the train is unobstructed.&lt;br /&gt;
* Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop.&lt;br /&gt;
* Is the train allowed to enter signals from the right direction? Are the signals set correctly?&lt;br /&gt;
* If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other.&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
When trains cannot reach the target, a &amp;quot;no path&amp;quot; symbol pops up over the locomotive. Check:&lt;br /&gt;
* Can the train reach its current destination by &#039;&#039;&#039;only driving forward&#039;&#039;&#039;? Build turning slopes or place a locomotive at both ends of a train!&lt;br /&gt;
* Are the train stops standing in the right direction? Train stops must be on the right-hand side of the track (from the forward-facing locomotive&#039;s perspective).  If the train is traveling south, the stop must be on the west side of the track.&lt;br /&gt;
* If you use rail signals, check that the signals are all allowing traffic in the correct direction.&lt;br /&gt;
* Check for interruptions in the train tracks. Especially near junctions, missing rail sections can be hard to spot.&lt;br /&gt;
&lt;br /&gt;
If you are still having problems, consider these troubleshooting techniques:&lt;br /&gt;
* Holding {{key|ctrl}} and hovering the cursor over the tracks in map view will show the path the train would take to get there. Move the cursor along the tracks where you expect the path to go until the path disappears. If there is no missing section of rail at that point, there is likely a signalling problem.&lt;br /&gt;
* Try driving the train manually. If the train abruptly stops, there is a gap in the track (or possibly a redundant spur that should be removed). Otherwise, as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem.&lt;br /&gt;
[http://imgur.com/a/Nq2Yk A pictorial summary of typical problems].&lt;br /&gt;
&lt;br /&gt;
==== Interrupts ====&lt;br /&gt;
&lt;br /&gt;
When a train is about to leave the last station in an interrupt&#039;s schedule, there is no inherent mechanism which prevents the same interrupt from re-triggering. Many interrupt conditions naturally prevent retriggering by the nature of their condition. A wildcard interrupt for unloading cargo cannot trigger if the train has no cargo. Other conditions may retrigger if something in the base has malfunctioned. For example, a refueling interrupt should only trigger when fuel is low. But if the train is at the fuel station, wants to leave, and still has low fuel, then either there is no inserter to load fuel or the refueling station has run out of fuel.&lt;br /&gt;
&lt;br /&gt;
But there can be cases where the conditions for a trigger&#039;s desired conditions can still happen after executing the interrupt&#039;s schedule.&lt;br /&gt;
&lt;br /&gt;
To force the train to always choose a station with a different name, add &amp;quot;Not at specified station&amp;quot; to the interrupt conditions, specifying the same target station. This way, the train will be forced to pick a different interrupt, or travel to a station in its main schedule.&lt;br /&gt;
&lt;br /&gt;
If the train should travel to a different station of the same name, circuit logic can be used to disable the current station and lower its priority, as well as adding &amp;quot;Station is not full&amp;quot; to the interrupt condition. Note that only disabling the station is not enough to prevent this issue, the train will only choose a different destination with the same name if it has a higher priority. Once there are no other valid stations with the same name (i.e. all of them are disabled, so there is no higher-priority station), the &amp;quot;Station is not full&amp;quot; condition will prevent the train from getting stuck.&lt;br /&gt;
&lt;br /&gt;
== Elevated rails ==&lt;br /&gt;
[[File:Elevated intersection example.png|thumb|350px|A simple bridge using elevated rails.]]&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Elevated rails come in a separate mod which can be enabled independently of Space Age. They come as two new buildings: [[rail ramp]] and [[rail support]]. Ramps and supports are the only items in the game able to be built in the oceans of [[Nauvis]]. When playing with Space Age itself, elevated rails become an important part of the game, as they are critical to bridging the oil oceans of [[Fulgora]]{{SA}} and the lava rivers of [[Vulcanus]]{{SA}}, as well as easily crossing the vast watery landscape on [[Gleba]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Elevated rails can be built using the [[rail planner]]. Pressing {{Keybinding|G}} will switch levels, and attempt to build a ramp up or down, if the player has one in their inventory. While holding {{Keybinding|shift}} and targeting a section of rail on the opposite level, the rail planner will automatically place any ramps and/or supports necessary to reach that destination. A rail support must be placed every 16 straight tiles. Disassembling a support or ramp will automatically disassemble any rails which rely on that support.&lt;br /&gt;
&lt;br /&gt;
Players and [[enemies]] cannot walk on elevated rail. A player can enter and exit the train if it is elevated as normal, and will be teleported to the ground. If the player attempts to exit while over water or lava, nothing will happen. Both types of rail signals can be placed on elevated rail, but not train stops. &lt;br /&gt;
&lt;br /&gt;
Certain buildings are too tall to be placed underneath elevated rails:&lt;br /&gt;
* {{IconLink|Big electric pole}}&lt;br /&gt;
* {{IconLink|Cargo landing pad}}&lt;br /&gt;
* {{IconLink|Oil refinery}}&lt;br /&gt;
* {{IconLink|Roboport}}&lt;br /&gt;
* {{IconLink|Rocket silo}}&lt;br /&gt;
* {{IconLink|Agricultural tower|space-age=yes}}&lt;br /&gt;
* {{IconLink|Cargo bay|space-age=yes}}&lt;br /&gt;
* {{IconLink|Lightning rod|space-age=yes}}&lt;br /&gt;
* {{IconLink|Lightning collector|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|getting-on-track}}&lt;br /&gt;
{{Achievement|trans-factorio-express}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
{{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Train signals]]&lt;br /&gt;
* [[Railway/Train path finding]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
* [[Artillery wagon]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Railway}} {{C|Railway{{!}}#Railway}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=217331</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=217331"/>
		<updated>2026-02-18T02:17:19Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Minimum manually operated railway */ can also enter wagons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Railway_from_trailer_2020.png|thumb|right|430px|Railway in the [https://youtu.be/J8SBp4SyvLc official game trailer.]]]&lt;br /&gt;
:&#039;&#039;For the research see [[Railway (research)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Railway&#039;&#039;&#039; is one of the main transport methods in Factorio. Although the installation of such a network can be complicated and requires a large amount of resources and space, it is faster and more efficient than [[Belt transport system|belts]] and [[Logistic network|robot logistics]], especially over large distances.&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not understood instantly. It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain the upkeep of a larger train network takes time and experience. Rails can be built on the ground, or can be - with the [[Space Age]] expansion - elevated with the help of a [[rail ramp]] and [[rail support]]s so that trains can travel over obstacles.&lt;br /&gt;
&lt;br /&gt;
== Infrastructure ==&lt;br /&gt;
&lt;br /&gt;
To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the [[rail planner]], but can also be done manually. Bear in mind that rails are placed on a two-tile grid, so a rail cannot be moved by only one tile.&lt;br /&gt;
&lt;br /&gt;
=== Minimum manually operated railway ===&lt;br /&gt;
As a minimum, a manually operated railway has to consist of:&lt;br /&gt;
* [[Rail]]s (tracks)&lt;br /&gt;
* [[Locomotive]]s&lt;br /&gt;
&lt;br /&gt;
Locomotives and wagons can be entered and then manually operated by standing next to them and pressing the {{Key|ENTER}} key.&lt;br /&gt;
&lt;br /&gt;
=== Switches ===&lt;br /&gt;
* There is no visual representation of a working switch, however, the rails will appear to merge. Using the rail planner, the player must place a [[rail]] overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options.&lt;br /&gt;
* The crossing of two straight tracks is not usable as a switch, as trains have a limited turning radius. They do, however, connect [[Rail signal| signal blocks]] which helps prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other.&lt;br /&gt;
&lt;br /&gt;
[[File:fff-140-controlled-gates_sm.gif|frame|An example of a safe railway crossing.&amp;lt;br /&amp;gt;[https://wiki.factorio.com/images/Fff-140-controlled-gates.gif Click here] for the full-sized version of the image.]]&lt;br /&gt;
&lt;br /&gt;
=== Crossing tracks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful when crossing train tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A checklist of proper track-crossing etiquette:&lt;br /&gt;
&lt;br /&gt;
# Zoom out, so that you can see a train coming.&lt;br /&gt;
# Look left, then right.&lt;br /&gt;
# Check for signals nearby: If a [[rail signal]] suddenly jumps from green to red or green to yellow, a train is coming. Do not cross.&lt;br /&gt;
# Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit.&lt;br /&gt;
# While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage, as well as the player being able to slip between two rail cars.&lt;br /&gt;
# Heavy [[Energy shield|shields]] can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed and will drain a large amount of the suit&#039;s energy.&lt;br /&gt;
# All entities with health will take damage getting hit by a train, so take care not to leave a [[car]] or [[tank]] on the tracks. However, this includes hostile forces!&lt;br /&gt;
# Trains far from a [[train stop]] will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a [[train stop]] or signal will slow down to stop and will be traveling slower. Trains of different configurations will also move slower or faster.&lt;br /&gt;
&lt;br /&gt;
A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the [[circuit network]], and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can&#039;t get on the tracks outside the crossing. This is to completely ensure a safe crossing and is often used on servers.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
Train components:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{Imagelink|Locomotive}} || {{Imagelink|Cargo wagon}} || {{Imagelink|Fluid wagon}} || {{Imagelink|Artillery wagon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Railway-assemble-train.png|thumb|left|300px|Placing a [[Cargo wagon]] so it is attached to the train.]]&lt;br /&gt;
&lt;br /&gt;
* A train consists of at least one locomotive.&lt;br /&gt;
* Trains can have more than one locomotive and any number of [[wagon]]s.&lt;br /&gt;
* Locomotives can be &#039;&#039;&#039;manually&#039;&#039;&#039; driven forwards or backwards, however, they are generally slower going backwards. The left and right movement keys are used to change direction at switches.&lt;br /&gt;
* Trains can only drive forwards automatically. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters when the train is in manual mode or parked at a station, not when waiting at a signal or standing in automatic mode.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[fuel]]. To transport items or fluids [[cargo wagon]]s and/or [[fluid wagon]]s have to be attached to the train. To attach rolling stock, whether a wagon or a locomotive, the player may prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock. Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon is placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:station-example-1.png|thumb|right|256px|A very minimal train station.]]&lt;br /&gt;
&lt;br /&gt;
Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode. Cargo wagons can be filled or emptied by up to twelve adjacent [[inserters]] (six on each side). Inserters can also be used to insert fuel into locomotives. [[Pump]]s are used to transfer fluid into and out of fluid wagons, only three pumps can attach to one fluid wagon at once.&lt;br /&gt;
&lt;br /&gt;
Train stations are usually created by placing a [[train stop]]. Train stops must be on the right-hand side of the track. However, it is also possible to create a temporary train station by opening a locomotive&#039;s GUI and using {{Keybinding|ctrl|lmb}} near a rail in the minimap in the GUI or by entering a locomotive and using {{Keybinding|ctrl|lmb}} near a rail on the world map. This will create a station without requiring a train stop. The temporary train station has a default wait condition of 5 seconds and is removed from the schedule once the train leaves the station.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Rail signal}} || {{Imagelink|Rail chain signal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other. Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Note that driving a train manually ignores all signals, so it is possible for automatic trains to crash into the player if the player ignores red/yellow signals. Always beware of automatic trains and give them the right of way.&lt;br /&gt;
&lt;br /&gt;
The [[Tutorial:Train signals|train signals tutorial]] contains an in-depth explanation of rail signals, blocks and deadlocks.&lt;br /&gt;
&lt;br /&gt;
=== Basic signaling rules ===&lt;br /&gt;
* There can only be one train in a block at any time. A train spanning multiple blocks occupies them all.&lt;br /&gt;
* A red signal means that the following block is occupied by a train.&lt;br /&gt;
* A yellow signal means that a train is approaching and already has the approval to enter the following block.&lt;br /&gt;
* [[Rail signal]]s separate a new block and reflect its state: green - free, yellow - reserved, red - occupied&lt;br /&gt;
* [[Rail chain signal]]s separate a new block and reflect the state of the next signal(s): see above, blue - at least one of the paths is blocked, but not all&lt;br /&gt;
* A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this.&lt;br /&gt;
&lt;br /&gt;
== Automated transport ==&lt;br /&gt;
[[File:locomotive_gui.png|thumb|300px|The wait condition tab in the locomotive&#039;s GUI.]]&lt;br /&gt;
&lt;br /&gt;
Trains set on &amp;quot;Automatic&amp;quot; choose their destination stop and route on departure, and after waiting at a chain signal for five seconds, and when their destination stop disables itself by circuit condition. They choose the shortest route using a [[Railway/Train_path_finding|path finding algorithm]] that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account. If no such train stop exists they will skip the stop and go on to the next.&lt;br /&gt;
&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system.&lt;br /&gt;
&lt;br /&gt;
First, the player has to set up a rail system with at least two train stops, which are placed on the right-hand side of the expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, and refueling/repair installations).&lt;br /&gt;
&lt;br /&gt;
When you set up the train schedule (see below) and fuel the train, you can start the train on its schedule by switching from manual to automatic driving mode.&lt;br /&gt;
&lt;br /&gt;
=== Train schedule ===&lt;br /&gt;
The player can set up a list of train stations in the left locomotive&#039;s GUI. The train will route to stops in the given order, if it&#039;s at the end it will continue with the first. Stations can be added by clicking &amp;quot;Add station&amp;quot; in the GUI. A pop-up appears with a list of all stop names. If one is selected, another button appears which allows selecting a wait condition from a pop-up list. Furthermore, the map in the right part of the GUI can be used to add stations to the schedule by using {{keybinding|shift|lmb}} on a station or using {{keybinding|ctrl|lmb}} near a rail in the map to create a temporary train station. These actions can also be performed on the world map when the player is sitting inside the train.&lt;br /&gt;
&lt;br /&gt;
Wait conditions are used to tell the train when to leave the station. There are 15 types of wait conditions:&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039; – The train stop is connectable to the [[circuit network]], so the signals can used for wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Empty cargo&#039;&#039;&#039; – All inventories of the train are empty. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Fluid count&#039;&#039;&#039; – The train (all fluid wagons summed) contains a specific amount of a certain fluid.&lt;br /&gt;
* &#039;&#039;&#039;Fuel (all locomotives)&#039;&#039;&#039; - All locomotives in the train collectively contain a specific amount of fuel&lt;br /&gt;
* &#039;&#039;&#039;Fuel (any locomotive)&#039;&#039;&#039; - Any one locomotive contains a specific amount of fuel&lt;br /&gt;
* &#039;&#039;&#039;Full cargo&#039;&#039;&#039; - All inventories of the train are full. Does not include fuel inventories&lt;br /&gt;
* &#039;&#039;&#039;Full fuel&#039;&#039;&#039; - All fuel inventories are full. Does not include cargo or fluid inventories&lt;br /&gt;
* &#039;&#039;&#039;Has cargo&#039;&#039;&#039; - Cargo or fluid inventories contain items. &lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039; – No items were added or removed for the specified amount of seconds.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039; – The train (all cargoes summed) contains a specific amount of a certain item. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Passenger present&#039;&#039;&#039; - At least one [[player]] is inside any part of the train.&lt;br /&gt;
* &#039;&#039;&#039;Passenger not present&#039;&#039;&#039; - No players are inside any part of the train.&lt;br /&gt;
* &#039;&#039;&#039;Station is full&#039;&#039;&#039; - A specified stop is full, according to its set train limit. If the stop has no train limit set, this condition will &#039;&#039;not&#039;&#039; be met.&lt;br /&gt;
* &#039;&#039;&#039;Station is not full&#039;&#039;&#039; - A specified stop is not full, according to its set train limit. If the stop has no train limit set, this condition &#039;&#039;will&#039;&#039; be met.&lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is also possible to set no wait condition, this causes the train to simply pass by the station without stopping.&lt;br /&gt;
&lt;br /&gt;
Hereafter the word &amp;quot;term&amp;quot; is used to describe &#039;&#039;one&#039;&#039; type of wait condition, and the words &amp;quot;wait condition&amp;quot; are used to describe the whole set of terms (it turns a bit into maths).&lt;br /&gt;
&lt;br /&gt;
If more than one term is added, it is possible to change the connection of those using the logical operators AND and OR. An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.&lt;br /&gt;
&lt;br /&gt;
When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
[[File:Traingroup gui.png|thumb|300px|The train group GUI. There are 2 trains in &amp;quot;Group A&amp;quot; and 1 train in &amp;quot;Group B&amp;quot;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Expand for examples&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Wait until full, up to 30 seconds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until cargo full, &#039;&#039;or&#039;&#039; circuit condition Oil &amp;gt; 3000:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR Circuit condition - Oil &amp;gt; 3000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until empty, &#039;&#039;and&#039;&#039; 30 seconds passed, &#039;&#039;and&#039;&#039; 5 seconds of inactivity:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Empty cargo inventory&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
AND 5 seconds of inactivity&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until iron ore is low, &#039;&#039;or&#039;&#039; copper ore is low &#039;&#039;and&#039;&#039; at least 30 seconds passed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Cargo: Iron ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
OR Cargo: Copper ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s wait condition logic is read as disjunctive normal form ([https://en.wikipedia.org/wiki/Disjunctive_normal_form DNF]), and so this last example is processed as (note the parenthesis):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 AND 30 seconds passed) OR (Cargo: Copper ore &amp;lt; 500 AND 30 seconds passed))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which is the same as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 OR Cargo: Copper ore &amp;lt; 500) AND 30 seconds passed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is no way to write that shorter form in the current UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Train groups ===&lt;br /&gt;
Trains are able to be assigned to a group. Selecting the small edit icon next to &amp;quot;no group assigned&amp;quot; will bring up the existing groups in the current world. One can select a group for the train to join, or create a new one. Editing the schedule of one train will change the schedules of all trains in the same group.&lt;br /&gt;
&lt;br /&gt;
=== Schedule interrupts ===&lt;br /&gt;
[[File:Interrupt gui.png|thumb|300px|The Edit Interrupt GUI.]]&lt;br /&gt;
&lt;br /&gt;
Schedule interrupts allow a locomotive to override its current schedule when a certain condition is met. Selecting &amp;quot;Add interrupt&amp;quot; in the locomotive&#039;s GUI will bring up a list of existing interrupts in the current world. One can be selected from the list, or typing in a name will create a new one. Creating one will add it to the locomotive and all locomotives in the current locomotive group.&lt;br /&gt;
&lt;br /&gt;
To work, an interrupt requires two parts: a condition and a target station. When a condition is met, the interrupt will activate and insert the target station as a temporary stop in the locomotive&#039;s schedule. The locomotive will route to the target station and wait there until the specified wait condition is met, at which point it will leave and resume its original schedule. &lt;br /&gt;
&lt;br /&gt;
An interrupt can be triggered on many of the same conditions as waiting at a stop, along with some new conditions:&lt;br /&gt;
* &#039;&#039;&#039;At specified station&#039;&#039;&#039; -  The train is waiting at a specific stop&lt;br /&gt;
* &#039;&#039;&#039;Destination full or no path&#039;&#039;&#039; - The train&#039;s next stop is full, according to its train limit; or the train cannot physically reach its next station&lt;br /&gt;
* &#039;&#039;&#039;Not at specified station&#039;&#039;&#039; - The train is stopped somewhere other than the specific stop&lt;br /&gt;
&lt;br /&gt;
Multiple trains can have the same interrupt regardless of whether they are in the same locomotive group or not. Editing an interrupt will change it for all trains which have the interrupt in their system.&lt;br /&gt;
&lt;br /&gt;
Interrupts can be reordered within the locomotive&#039;s GUI like normal stops. If a train has multiple interrupt conditions true at the same time, it will prioritize interrupts that are higher on the list.&lt;br /&gt;
&lt;br /&gt;
=== Wildcard Interrupts ===&lt;br /&gt;
[[File:interrupt_wildcards.png|thumb|left|300px|The four wildcard signals: Item, Fuel, Fluid, &amp;amp; Signal.]]&lt;br /&gt;
Within interrupts, trains have access to four special &amp;quot;wildcard&amp;quot; signals located within the Unsorted tab, which are special [[Circuit network#Logic signals|logic signals]] that can only be used within interrupts. Wildcard signals come in four types: item, fuel, fluid, and signal. When used as a condition to trigger an interrupt, each one looks at a specific inventory within the train and will replace itself with the signal of the first item it finds. For example, if an interrupt is set to trigger if an item parameter is over 50, and 51 [[iron gear wheel]]s are placed into a cargo wagon, the interrupt will trigger as if the condition was looking for over 50 iron gears. Item, fluid, and fuel wildcards each look at a specific inventory: [[cargo wagon|cargo]] and [[artillery wagon]]s, [[fluid wagon]]s, and [[locomotive]]s, respectively.&lt;br /&gt;
&lt;br /&gt;
When used solely as a condition, wildcards act otherwise identically to the [[circuit network#Anything|anything]] logic signal. What makes them special is their function when used in both the condition and the target.&lt;br /&gt;
&lt;br /&gt;
Wildcards will also replace themselves with any [[rich text]] icons within the names of [[train stop]]s. Instead of selecting a target stop from the list, instead click on the &amp;quot;icon&amp;quot; button next to the green confirm button and select the same type of wildcard as used in the condition. Then, type the name of the station. If the stop has a matching icon in its name, then the train will match the item it contains with that icon, and select that stop as the destination.&lt;br /&gt;
&lt;br /&gt;
The final wildcard, Signal parameter, checks against any signals passed to the train while parked at a train stop. When combined with a signal parameter for a target station, this can make the train go to a stop which has an icon in its name matching the signal it received from the station. When combined with matching the target station based on its contents, this can be utilized to create a generic train system which can select its destination based on the item it receives.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Below are some things to verify if a rail system or train is not working.&lt;br /&gt;
&lt;br /&gt;
* Is the train fueled? Ensure that the locomotive has [[fuel]] of some kind.&lt;br /&gt;
* Misplaced or non-functional switches? Ensure that the train can plan a path through the switches.&lt;br /&gt;
* Another train on the same [[Railway#Block|block]]? Make sure the path of the train is unobstructed.&lt;br /&gt;
* Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop.&lt;br /&gt;
* Is the train allowed to enter signals from the right direction? Are the signals set correctly?&lt;br /&gt;
* If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other.&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
When trains cannot reach the target, a &amp;quot;no path&amp;quot; symbol pops up over the locomotive. Check:&lt;br /&gt;
* Can the train reach its current destination by &#039;&#039;&#039;only driving forward&#039;&#039;&#039;? Build turning slopes or place a locomotive at both ends of a train!&lt;br /&gt;
* Are the train stops standing in the right direction? Train stops must be on the right-hand side of the track (from the forward-facing locomotive&#039;s perspective).  If the train is traveling south, the stop must be on the west side of the track.&lt;br /&gt;
* If you use rail signals, check that the signals are all allowing traffic in the correct direction.&lt;br /&gt;
* Check for interruptions in the train tracks, drive to the station manually to check there are no rail parts missing. Especially near junctions, these can be hard to spot if missing.&lt;br /&gt;
&lt;br /&gt;
If you are still having problems, consider:&lt;br /&gt;
* Driving the train manually, and as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem.&lt;br /&gt;
[http://imgur.com/a/Nq2Yk A pictorial summary of typical problems].&lt;br /&gt;
&lt;br /&gt;
==== Interrupts ====&lt;br /&gt;
&lt;br /&gt;
When a train is about to leave the last station in an interrupt&#039;s schedule, there is no inherent mechanism which prevents the same interrupt from re-triggering. Many interrupt conditions naturally prevent retriggering by the nature of their condition. A wildcard interrupt for unloading cargo cannot trigger if the train has no cargo. Other conditions may retrigger if something in the base has malfunctioned. For example, a refueling interrupt should only trigger when fuel is low. But if the train is at the fuel station, wants to leave, and still has low fuel, then either there is no inserter to load fuel or the refueling station has run out of fuel.&lt;br /&gt;
&lt;br /&gt;
But there can be cases where the conditions for a trigger&#039;s desired conditions can still happen after executing the interrupt&#039;s schedule.&lt;br /&gt;
&lt;br /&gt;
To force the train to always choose a station with a different name, add &amp;quot;Not at specified station&amp;quot; to the interrupt conditions, specifying the same target station. This way, the train will be forced to pick a different interrupt, or travel to a station in its main schedule.&lt;br /&gt;
&lt;br /&gt;
If the train should travel to a different station of the same name, circuit logic can be used to disable the current station and lower its priority, as well as adding &amp;quot;Station is not full&amp;quot; to the interrupt condition. Note that only disabling the station is not enough to prevent this issue, the train will only choose a different destination with the same name if it has a higher priority. Once there are no other valid stations with the same name (i.e. all of them are disabled, so there is no higher-priority station), the &amp;quot;Station is not full&amp;quot; condition will prevent the train from getting stuck.&lt;br /&gt;
&lt;br /&gt;
== Elevated rails ==&lt;br /&gt;
[[File:Elevated intersection example.png|thumb|350px|A simple bridge using elevated rails.]]&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Elevated rails come in a separate mod which can be enabled independently of Space Age. They come as two new buildings: [[rail ramp]] and [[rail support]]. Ramps and supports are the only items in the game able to be built in the oceans of [[Nauvis]]. When playing with Space Age itself, elevated rails become an important part of the game, as they are critical to bridging the oil oceans of [[Fulgora]]{{SA}} and the lava rivers of [[Vulcanus]]{{SA}}, as well as easily crossing the vast watery landscape on [[Gleba]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Elevated rails can be built using the [[rail planner]]. Pressing {{Keybinding|G}} will switch levels, and attempt to build a ramp up or down, if the player has one in their inventory. While holding {{Keybinding|shift}} and targeting a section of rail on the opposite level, the rail planner will automatically place any ramps and/or supports necessary to reach that destination. A rail support must be placed every 16 straight tiles. Disassembling a support or ramp will automatically disassemble any rails which rely on that support.&lt;br /&gt;
&lt;br /&gt;
Players and [[enemies]] cannot walk on elevated rail. A player can enter and exit the train if it is elevated as normal, and will be teleported to the ground. If the player attempts to exit while over water or lava, nothing will happen. Both types of rail signals can be placed on elevated rail, but not train stops. &lt;br /&gt;
&lt;br /&gt;
Certain buildings are too tall to be placed underneath elevated rails:&lt;br /&gt;
* {{IconLink|Big electric pole}}&lt;br /&gt;
* {{IconLink|Cargo landing pad}}&lt;br /&gt;
* {{IconLink|Oil refinery}}&lt;br /&gt;
* {{IconLink|Roboport}}&lt;br /&gt;
* {{IconLink|Rocket silo}}&lt;br /&gt;
* {{IconLink|Agricultural tower|space-age=yes}}&lt;br /&gt;
* {{IconLink|Cargo bay|space-age=yes}}&lt;br /&gt;
* {{IconLink|Lightning rod|space-age=yes}}&lt;br /&gt;
* {{IconLink|Lightning collector|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|getting-on-track}}&lt;br /&gt;
{{Achievement|trans-factorio-express}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
{{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Train signals]]&lt;br /&gt;
* [[Railway/Train path finding]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
* [[Artillery wagon]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Railway}} {{C|Railway{{!}}#Railway}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=217330</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=217330"/>
		<updated>2026-02-18T01:47:13Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: SA features that affect the player&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Player}}&lt;br /&gt;
Factorio is played from the angled top down perspective of the &#039;&#039;player&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;physical representation&#039;&#039; (or the &#039;&#039;&#039;Engineer&#039;&#039;&#039;) of the player is the &#039;&#039;character&#039;&#039;, who is always at the center of view. In [[multiplayer]], player characters will appear in different colors. Color can be set manually with the &amp;lt;code&amp;gt;/color&amp;lt;/code&amp;gt; command, see [[Console#Change_Player_color|Console]]. These colors transfer to any entered [[car]] or [[tank]], depending on which player is driving them. These colors also transfer to [[gun turret]]s, [[laser turret]]s or [[gate]]s, depending on who they were placed by.&lt;br /&gt;
&lt;br /&gt;
The character is &#039;&#039;&#039;part of the player&#039;&#039;&#039; and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the [[player]], and it is the only that can be controlled at a time.&lt;br /&gt;
&lt;br /&gt;
The character&#039;s maximum [[Damage|health]] is 250 (without energy shields), increased by 50 for each level of the [[Health (research)|Health research]]{{SA}}. The player&#039;s health can naturally, slowly regenerate a few seconds after taking damage, at 6 hit points per second. The character&#039;s main inventory has 80 slots (without bonuses from [[Power_armor|power armor]], [[Toolbelt_(research)|toolbelt research]], [[toolbelt equipment]]{{SA}}, or [[Logistic_robotics_(research)|logistic trash slots]]). Similar to the stationary radar, the character constantly reveals an area of 5×5 [[Map_structure#Chunk|chunks]], centered on the chunk the character occupies.&lt;br /&gt;
&lt;br /&gt;
== Distinction between player and character ==&lt;br /&gt;
[[File:twoplayers.png|thumb|180px|right|Two different color characters in multiplayer.]]&lt;br /&gt;
[[File:player_color_select_gui.png|thumb|180px|The player&#039;s color customization.]]&lt;br /&gt;
[[File:player_logistics_gui.png|thumb|180px|right|The player&#039;s logistic options next to the inventory.]]&lt;br /&gt;
&lt;br /&gt;
Technically the player is only the &amp;quot;player-view&amp;quot;. The player is unlike the &#039;&#039;character&#039;&#039; (the little person that runs around on the ground). The character is part of the player, but the player is not just the character.&lt;br /&gt;
&lt;br /&gt;
You can for example play in god-mode (such as in the sandbox game mode). In that mode you don&#039;t have a character, only a player.&lt;br /&gt;
&lt;br /&gt;
In other words, &#039;player&#039; is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the &#039;&#039;character&#039;&#039;. While this distinction is important for modding and understanding the game&#039;s core, the terms can be used interchangeably for most conversations. For the purpose of this article, &amp;quot;player&amp;quot; will be used.&lt;br /&gt;
&lt;br /&gt;
== World interaction ==&lt;br /&gt;
The player has six primary ways of interacting with the world:&lt;br /&gt;
&lt;br /&gt;
# Crafting items personally from resources using the craft menu (Default open key: {{Keybinding|E}})&lt;br /&gt;
# Placing entities or [[tile]]s by selecting them from the inventory or quickbar (Default: {{Keybinding|lmb}})&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|assembly machines]] or [[chests]], using the same button&lt;br /&gt;
## Removing an entity from the world, returning it to your inventory (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; {{Keybinding|rmb}})&lt;br /&gt;
# Harvesting resources from a resource entity (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; RMB)&lt;br /&gt;
# Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press {{Keybinding|F}})&lt;br /&gt;
# Firing weapons at [[Military units and structures|enemies]] (Default: Press or hold {{Keybinding|space}} depending on weapon)&lt;br /&gt;
# Passively with a flashlight that automatically turns on during the night time (which transfers to headlights if the player is in a vehicle.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Controls]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: The player can do that only if their character has the abilities for this. For example: They cannot fire a weapon, if they have no weapon slots.&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
When a player character is killed it leaves behind a corpse that contains all items that were located in the player&#039;s inventory, quickbar, trash slots, and equipment slots. 10 seconds after being killed, the character respawns at the center of the world or at a pre-determined spawn point which can be set via the [[map editor]]. The character corpse sprite changes based on the type of armor.&lt;br /&gt;
&lt;br /&gt;
Mining a corpse will attempt to pick up its inventory, and emptying its inventory will destroy the corpse. If it contains armor, the first armor picked up will be automatically equipped if the player is not already wearing armor. However, beware that the armor is not given priority to pick up. If the corpse has a lot of other stuff in it, simply mining the corpse is likely to pick up only as much as will fit in the player&#039;s naked inventory and fail to pick up the armor. To ensure the armor is equipped, first open the corpse&#039;s inventory, find the armor and pick it up, then pick up everything else.&lt;br /&gt;
&lt;br /&gt;
== Quickbar and shortcut bar ==&lt;br /&gt;
{{Main|Quickbar}}&lt;br /&gt;
The quickbar is a user interface component for creating links to items that are always visible at the bottom of the screen. Once created they can be quickly selected at any time without needing to open the inventory. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player&#039;s hand if available in the inventory.&lt;br /&gt;
&lt;br /&gt;
{{Main|Shortcut bar}}&lt;br /&gt;
The shortcut bar is a group of icons for accessing regularly used features such as obtaining [[blueprint]]s and [[deconstruction planner]]s with a simple mouse click. It is always visible at the bottom of the screen, appearing to the right of the quickbar. The icons can be hidden, and their order can be changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickbar and shortcut bar.png|900px]]&lt;br /&gt;
&lt;br /&gt;
{{Main|Weapons}}&lt;br /&gt;
To the left most side of the screen are the player&#039;s equipped weapons and armor, along with the types of ammo being used for each weapon. The player can switch between weapons at any time.&lt;br /&gt;
&lt;br /&gt;
[[File:player_weapon_gui.png]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=120px&amp;gt;&lt;br /&gt;
File:All_armor.png|The player character in every type of armor, except for the mech variant.&lt;br /&gt;
File:Multicolor_all.png|Different possible colors of players, cars, tanks, gun turrets and laser turrets. &amp;lt;small&amp;gt;(Pre 0.17)&amp;lt;/small&amp;gt;&lt;br /&gt;
File:Playerflashlight.png|The player character&#039;s flashlight during the night.&lt;br /&gt;
File:dead_player.png|The player&#039;s corpse.&lt;br /&gt;
File:mech_armor_hovering_anim.gif|The player in [[mech armor]], hovering over water. &amp;lt;small&amp;gt;(Click for .GIF animation)&amp;lt;/small&amp;gt;&lt;br /&gt;
File:player_speed_up.png|The player under the effects of a speed boost, given by a consuming a [[jellynut]] or [[jelly]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The character&#039;s base speed moves 8.9 tiles per second. Providing that each tile is one meter, the engineer runs 32 km/h, or half the speed of a [[Enemies|behemoth biter]].&lt;br /&gt;
* {{SA}} Quality players have higher health, but there is no way to get higher quality players in the game.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Character corpses no longer despawn.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.13|&lt;br /&gt;
* The character GUI now has a new look.&lt;br /&gt;
** Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.&lt;br /&gt;
** Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.&lt;br /&gt;
* Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash (unlimited count), plus 30 character trash slots.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Increased player reach from 6 to 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.14|&lt;br /&gt;
* Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player&#039;s inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn&#039;t move items to the logistic trash slots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* New muzzle flash graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Improved player running animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* New player animation, depends on armor}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.9|&lt;br /&gt;
* Mining a chest now fails instead of spilling items onto the ground.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Player gets a separate warning icon when a building is destroyed.&lt;br /&gt;
* Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player now starts with 1 [[burner mining drill]] and one [[stone furnace]] in the freeplay.&lt;br /&gt;
* The player can repair structures using [[repair pack]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Player moves slower while shooting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added the ability for the player to request items directly from logistic robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
*Player picks all items in range when picking items on the ground, instead of 1 per tick&lt;br /&gt;
* Shooting particles added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Player slides around corners}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Player no longer collides with [[Underground belt]].&lt;br /&gt;
* Added auto-targeting for guns.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Added warning message when the player tries to build in an invalid position.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Screen reddens when taking damage&lt;br /&gt;
* Character animations added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=217329</id>
		<title>Burner inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=217329"/>
		<updated>2026-02-18T00:59:38Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Fuel consumption */ don&amp;#039;t use &amp;quot;here&amp;quot; as link text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Burner inserter}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;burner inserter&#039;&#039;&#039; is the most basic and slowest type of [[inserters]]. It is powered by burning [[fuel]], compared to the more advanced inserters which are powered by [[electric system|electricity]]. It will add fuel to its own supply if it picks any up, which makes it useful for filling [[boiler|boilers]] with [[coal]]. This has the advantage that it will continue working even if the power fails, as opposed to electrically-powered inserters which will be unable to function. It consumes no fuel while idle, though it consumes vastly more energy than most other inserters when active.&lt;br /&gt;
&lt;br /&gt;
Even though it doesn&#039;t use electricity, a burner inserter can be connected to and controlled by the [[logistic network|logistic]] and the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
Burner inserters, like all inserters, do not directly produce any [[pollution]] in their operation. However, burner inserters can still indirectly contribute to pollution by consuming fuel, which costs pollution to gather.&lt;br /&gt;
&lt;br /&gt;
== Fuel consumption ==&lt;br /&gt;
&lt;br /&gt;
A burner inserter consumes no power while idle and does not continuously consume the maximum amount of power when working. Burner Inserters spawn with an internal energy buffer of 500 kJ, represented as 25% the value of a piece of wood fuel (which is 2MJ). Aside from not having drain, all its other power characteristics are identical to the rest of the inserters. It simply pulls its joules from its fuel rather than your power grid. For more detailed information on inserter power characteristics, see the page [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
Burners also have a behavior known as &amp;quot;leeching&amp;quot; where they will pull fuel from their input and commandeer it for their own use. This leeching behavior is not exactly quantified, but it is triggered whenever the internal fuel inventory reaches zero, and performing the action also consumes fuel since motion is never free.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* All inserters now have filter option.&lt;br /&gt;
* Energy consumption increased from 94.2 kW to 144 kW.&lt;br /&gt;
* Burner inserters now reliably pick up items off of [[fast transport belt]]s and [[express transport belt]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.16|&lt;br /&gt;
* Improved burner inserter&#039;s fuel searching logic; it will now search both transport belt lines for fuel}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
*  Burner inserter now grabs fuel for itself even if the target doesn&#039;t need it}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from splitters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Burner inserters start with enough energy to pick up 1 item and fuel themselves.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from roboports and beacons.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimisation, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Advanced_oil_processing_(research)&amp;diff=217311</id>
		<title>Infobox:Advanced oil processing (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Advanced_oil_processing_(research)&amp;diff=217311"/>
		<updated>2026-02-14T20:10:41Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: does not enable coal liquefaction tech in Space Age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = advanced-oil-processing&lt;br /&gt;
|allows = Coal liquefaction + Lubricant + Rocket fuel&lt;br /&gt;
|space-age-allows = Lubricant + Rocket fuel&lt;br /&gt;
| category = Technology&lt;br /&gt;
|cost = Time, 30 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1&lt;br /&gt;
| cost-multiplier = 75&lt;br /&gt;
|required-technologies = Chemical science pack&lt;br /&gt;
|effects = Advanced oil processing + Heavy oil cracking + Light oil cracking + Solid fuel from heavy oil + Solid fuel from light oil&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=217310</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=217310"/>
		<updated>2026-02-14T11:43:34Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Optimal Ratios */ capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Oil processing&#039;&#039;&#039; is a large part of Factorio. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are various recipes that can be used to process [[crude oil]] into its fractions. Its fraction ([[heavy oil]], [[light oil]] and [[petroleum gas]]) can also be cracked into each other. Their recipes and technology requirements can be seen below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology !! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Basic oil processing||}} Basic oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} || {{Icon|Petroleum gas|45}} || {{Icon|Oil refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]] || basic-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced oil processing||}} Advanced oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} + {{icon|water|50}} || {{Icon|Heavy oil|25}} + {{Icon|Light oil|45}} + {{Icon|Petroleum gas|55}} || {{Icon|Oil refinery}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || advanced-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heavy oil cracking||}} Heavy oil cracking || {{icon|time|2}} + {{Icon|Heavy oil|40}} + {{icon|water|30}} || {{Icon|Light oil|30}} || {{Icon|Chemical plant}}{{Icon|Biochamber||space-age=yes}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || heavy-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Light oil cracking||}} Light oil cracking || {{icon|time|2}} + {{Icon|Light oil|30}} + {{icon|water|30}} || {{Icon|Petroleum gas|20}} || {{Icon|Chemical plant}}{{Icon|Biochamber||space-age=yes}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || light-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Simple coal liquefaction||space-age=yes}} Simple coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{icon|Calcite|2|space-age=yes}} + {{icon|Sulfuric acid|25}} || {{Icon|Heavy oil|50}} || {{Icon|Oil refinery}} || {{icontech|calcite processing (research)}} [[Calcite processing (research)|Calcite processing]] || simple-coal-liquefaction&lt;br /&gt;
|-&lt;br /&gt;
|| {{Icon|Coal liquefaction||}} Coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{Icon|Heavy oil|25}} + {{icon|steam|50}} || {{Icon|Heavy oil|90}} + {{Icon|Light oil|20}} + {{Icon|Petroleum gas|10}} || {{Icon|Oil refinery}} || {{icontech|coal liquefaction|}} [[Coal liquefaction (research)|Coal liquefaction]] || coal-liquefaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setting up oil processing ==&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel.&lt;br /&gt;
&lt;br /&gt;
Crude oil must be refined in an [[oil refinery]]. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and &amp;quot;alt-mode&amp;quot; is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated or flipped ({{key|v}} or {{key|h}} key by default).&lt;br /&gt;
&lt;br /&gt;
Advanced oil processing and coal liquefaction produce multiple fluids: [[heavy oil]], [[light oil]] and [[petroleum gas]]. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a [[storage tank]]. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a [[chemical plant]] (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* The [[circuit network]] can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the [[Tutorial:Circuit network cookbook#Oil_Setups|circuit-network cookbook]].&lt;br /&gt;
* [[Solid fuel]] is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.&lt;br /&gt;
&lt;br /&gt;
=== Coal Liquefaction ===&lt;br /&gt;
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an [[assembling machine]] and [[barrel]]s to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow.&lt;br /&gt;
&lt;br /&gt;
While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include:&lt;br /&gt;
&lt;br /&gt;
* A refueling outpost that produces [[solid fuel]] and/or [[rocket fuel]].&lt;br /&gt;
* A defensive outpost that uses oil to fuel [[flamethrower turret]]s.&lt;br /&gt;
* With a supply of [[iron ore]], this set-up can produce [[sulfuric acid]], allowing the mining of [[uranium ore]].&lt;br /&gt;
* A supply of iron ore also allows the manufacture of ammunition: [[cluster grenade]]s, [[land mine]]s, and [[cannon shell]]s. &lt;br /&gt;
* With a supply of both iron ore and [[copper ore]], [[rocket]]s and [[artillery shell]]s can be manufactured, as well as all [[capsules]].&lt;br /&gt;
&lt;br /&gt;
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player&#039;s factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.&lt;br /&gt;
&lt;br /&gt;
=== Simple coal liquefaction {{SA}} ===&lt;br /&gt;
[[Space Age]] introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal, [[calcite]]{{SA}}, and [[sulfuric acid]], generating only [[heavy oil]]. Through cracking, it can be used to make other oil products. On [[Vulcanus]]{{SA}}, it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil.&lt;br /&gt;
&lt;br /&gt;
Outside of its initial uses on Vulcanus, it does have two potential advantages. [[Steam]] is much harder to get on [[Space platform]]s{{SA}} than sulfuric acid or calcite. The only way to make steam on a platform is with a [[nuclear reactor]], which requires fuel from [[Nauvis]]. By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids.&lt;br /&gt;
&lt;br /&gt;
The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate [[lubricant]] for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil.&lt;br /&gt;
&lt;br /&gt;
Note also that going to Vulcanus is not &#039;&#039;strictly&#039;&#039; required. [[Calcite processing (research)]] does not require &#039;&#039;mining&#039;&#039; calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using [[Advanced asteroid processing (research)]] that is made available on [[Gleba]]. One still must research [[Planet discovery Vulcanus (research)]], but once done, acquiring calcite via [[advanced oxide asteroid crushing]] is enough to trigger the calcite processing technology.&lt;br /&gt;
&lt;br /&gt;
=== Transporting fluids ===&lt;br /&gt;
There are many ways to move fluids in Factorio, they are listed below:&lt;br /&gt;
&lt;br /&gt;
* [[Pipe]]s&lt;br /&gt;
* [[Fluid wagon]]s&lt;br /&gt;
* Loading the fluids into [[barrel]]s and transporting them by [[railway]], [[transport belts]], or the [[logistic network]]&lt;br /&gt;
&lt;br /&gt;
== Optimal ratios ==&lt;br /&gt;
The optimal ratio is the ratio of production that ensures no waste of time or materials.&lt;br /&gt;
&lt;br /&gt;
=== Petroleum gas production ===&lt;br /&gt;
&lt;br /&gt;
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.&lt;br /&gt;
&lt;br /&gt;
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).&lt;br /&gt;
&lt;br /&gt;
The refining can be sped up with [[module]]s; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using [[productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; |Petroleum production output with modules&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 230px; text-align: left;&amp;quot; |Module configuration&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |None&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 1 (*)&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 2&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Units &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Oil refinery&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crude oil consumption&lt;br /&gt;
| 100 || 100 || 100 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 50 || 50 || 50 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 5 || 5 || 5 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil output&lt;br /&gt;
| 25 || 25 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 45 || 45 || 45 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 55 || 55 || 55 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 855% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Crude oil consumption&lt;br /&gt;
| 20 || 91 || 171 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 10 || 45.5 || 85.5 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil output&lt;br /&gt;
| 5 || 29.575 || 55.575 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 9 || 53.235 || 100.035 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 11 || 65.065 || 122.265 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Heavy oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil consumption&lt;br /&gt;
| 40 || 40 || 40 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil consumption&lt;br /&gt;
| 20 || 91 || 131 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 15 || 88.725 || 127.725 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Light oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 20 || 20 || 20 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 10 || 59.15 || 85.15 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ratio&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil cracking&lt;br /&gt;
| 0.25 || 0.325 || 0.424 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil cracking&lt;br /&gt;
| 0.85 || 1.2025 || 1.57 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum gas output&lt;br /&gt;
| 19.5 || 136.193 || 255.923 || per second&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;width: 600px; text-align: left;&amp;quot; | &#039;&#039;&#039;* Notes to table:&#039;&#039;&#039; &#039;&#039;Config 1&#039;&#039; is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building. &#039;&#039;Config 2&#039;&#039; is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it&#039;s 52400:22230:82251.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.60|&lt;br /&gt;
* Basic oil processing produces only petroleum gas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Coal liquefaction now takes steam instead of water.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added coal liquefaction oil processing recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Added heavy oil cracking and light oil cracking.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
**Basic oil processing&lt;br /&gt;
**Advanced oil processing}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pump&amp;diff=217248</id>
		<title>Pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pump&amp;diff=217248"/>
		<updated>2026-02-09T02:26:00Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Moving fluids over long distances */ &amp;quot;don&amp;#039;t stack&amp;quot; is too vague – throughput from pumps in parallel does stack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Pump}}&lt;br /&gt;
{{About|the pump|the water extraction device|offshore pump|the oil extraction device|pumpjack}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
A &#039;&#039;&#039;pump&#039;&#039;&#039; is a multipurpose fluid handling device which can be used to move fluids over long distances, perform flow control, prevent back-flow and load/unload trains. The pump can be seen as the [[inserter]] for fluids.&lt;br /&gt;
&lt;br /&gt;
When connected to pipes on both ends of the pump and powered, the pump will transfer fluid from the source side to the output side if it will fit. This will occur even if the input side has significantly lower fluid levels.&lt;br /&gt;
&lt;br /&gt;
Furthermore, unlike normal pipes, pumps can connect to pipes only on the front and back of the pump instead of connecting to pipes from all sides. This can be useful for having tightly packed lines of pipes being parallel to each other, without the risk of fluids mixing, acting as a &amp;quot;diode&amp;quot; pipe.&lt;br /&gt;
&lt;br /&gt;
[[File:packed_pump_entities.png|thumb|400px|none|Parallel pumps preventing side connections.]]&lt;br /&gt;
&lt;br /&gt;
== Throughput ==&lt;br /&gt;
&lt;br /&gt;
Pumps can move up to 20 units of fluid per tick, or 1200 per second. Whether this throughput is actually achieved depends on the fluid level of the fluid segments upstream and downstream of the pump. If the level of the source segment is below 20%, 1200 units can no longer be achieved. The same applies if the level of the output segment is above 80%. Comprehensive information on the general behavior of fluids can be found on the page [[fluid system]].&lt;br /&gt;
&lt;br /&gt;
== Loading/unloading fluid wagons ==&lt;br /&gt;
&lt;br /&gt;
Pumps can load and unload [[fluid wagon|fluid wagons]] at [[Train stop|train stops]]. When a pump is placed with one end facing a rail track and the other end connected to a pipe, it will visually change. When a fluid wagon is stopped adjacent, the pump head will connect to the top of the nearest tank and begin transferring fluids. It will not connect if a circuit condition is preventing it, or it is unpowered.&lt;br /&gt;
[[File:Fluid wagon load.gif|frame|none|Pump transferring fluids to a fluid wagon.]]&lt;br /&gt;
&lt;br /&gt;
== Use as a valve ==&lt;br /&gt;
&lt;br /&gt;
The pump works as a controllable valve:&lt;br /&gt;
* When powered, the pump will let fluids through, but only in its set direction.&lt;br /&gt;
* If unpowered, the pump doesn&#039;t let anything through.&lt;br /&gt;
* If the pump is powered but has a circuit condition, it will only let fluids through when the condition is met.&lt;br /&gt;
** This can be used to control some parts of the factory. For example, with a single wire from a [[lubricant]] tank to a pump pumping [[heavy oil]], [[heavy oil cracking]] can be disabled when lubricant is needed.&lt;br /&gt;
&lt;br /&gt;
== Moving fluids over long distances ==&lt;br /&gt;
&lt;br /&gt;
When a fluid is created, it can travel up to 320 tiles from its existing location until it needs a pump. Pumps reset this value, allowing fluids to travel for another 320 tiles until another one is needed. If a pipe has been overextended, a warning will show on the map. Multiple pumps in series don&#039;t add their extensions together; only the last in the chain has any effect. However, multiple pumps in parallel can increase throughput beyond what a single pump can achieve.&lt;br /&gt;
&lt;br /&gt;
== Animations and visuals ==&lt;br /&gt;
&lt;br /&gt;
[[File:pipe network animation.gif]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Lowered fluid pumping speed from 12000 to 1200.&lt;br /&gt;
* Fluid dynamics changed&lt;br /&gt;
* The pump now has an optional fluid filter [https://www.factorio.com/blog/post/fff-405 (Described in FFF-405)]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Graphics changed, now has a nice animation&lt;br /&gt;
* Size changed to 2×1 tiles&lt;br /&gt;
* Recipe changed, now requires [[engine unit]]s rather than [[electric engine unit]]s.&lt;br /&gt;
* Throughput massively increased.&lt;br /&gt;
* Renamed from &#039;&#039;&#039;Small Pump&#039;&#039;&#039; to &#039;&#039;&#039;Pump&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Copy pasting settings now works for small pumps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now connectible to the [[circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Changed collision box logic}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pump&amp;diff=217247</id>
		<title>Pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pump&amp;diff=217247"/>
		<updated>2026-02-09T02:17:43Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Overview */ capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Pump}}&lt;br /&gt;
{{About|the pump|the water extraction device|offshore pump|the oil extraction device|pumpjack}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
A &#039;&#039;&#039;pump&#039;&#039;&#039; is a multipurpose fluid handling device which can be used to move fluids over long distances, perform flow control, prevent back-flow and load/unload trains. The pump can be seen as the [[inserter]] for fluids.&lt;br /&gt;
&lt;br /&gt;
When connected to pipes on both ends of the pump and powered, the pump will transfer fluid from the source side to the output side if it will fit. This will occur even if the input side has significantly lower fluid levels.&lt;br /&gt;
&lt;br /&gt;
Furthermore, unlike normal pipes, pumps can connect to pipes only on the front and back of the pump instead of connecting to pipes from all sides. This can be useful for having tightly packed lines of pipes being parallel to each other, without the risk of fluids mixing, acting as a &amp;quot;diode&amp;quot; pipe.&lt;br /&gt;
&lt;br /&gt;
[[File:packed_pump_entities.png|thumb|400px|none|Parallel pumps preventing side connections.]]&lt;br /&gt;
&lt;br /&gt;
== Throughput ==&lt;br /&gt;
&lt;br /&gt;
Pumps can move up to 20 units of fluid per tick, or 1200 per second. Whether this throughput is actually achieved depends on the fluid level of the fluid segments upstream and downstream of the pump. If the level of the source segment is below 20%, 1200 units can no longer be achieved. The same applies if the level of the output segment is above 80%. Comprehensive information on the general behavior of fluids can be found on the page [[fluid system]].&lt;br /&gt;
&lt;br /&gt;
== Loading/unloading fluid wagons ==&lt;br /&gt;
&lt;br /&gt;
Pumps can load and unload [[fluid wagon|fluid wagons]] at [[Train stop|train stops]]. When a pump is placed with one end facing a rail track and the other end connected to a pipe, it will visually change. When a fluid wagon is stopped adjacent, the pump head will connect to the top of the nearest tank and begin transferring fluids. It will not connect if a circuit condition is preventing it, or it is unpowered.&lt;br /&gt;
[[File:Fluid wagon load.gif|frame|none|Pump transferring fluids to a fluid wagon.]]&lt;br /&gt;
&lt;br /&gt;
== Use as a valve ==&lt;br /&gt;
&lt;br /&gt;
The pump works as a controllable valve:&lt;br /&gt;
* When powered, the pump will let fluids through, but only in its set direction.&lt;br /&gt;
* If unpowered, the pump doesn&#039;t let anything through.&lt;br /&gt;
* If the pump is powered but has a circuit condition, it will only let fluids through when the condition is met.&lt;br /&gt;
** This can be used to control some parts of the factory. For example, with a single wire from a [[lubricant]] tank to a pump pumping [[heavy oil]], [[heavy oil cracking]] can be disabled when lubricant is needed.&lt;br /&gt;
&lt;br /&gt;
== Moving fluids over long distances ==&lt;br /&gt;
&lt;br /&gt;
When a fluid is created, it can travel up to 320 tiles from its existing location until it needs a pump. Pumps reset this value, allowing fluids to travel for another 320 tiles until another one is needed. If a pipe has been overextended, a warning will show on the map. Multiple pump effects don&#039;t stack.&lt;br /&gt;
&lt;br /&gt;
== Animations and visuals ==&lt;br /&gt;
&lt;br /&gt;
[[File:pipe network animation.gif]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Lowered fluid pumping speed from 12000 to 1200.&lt;br /&gt;
* Fluid dynamics changed&lt;br /&gt;
* The pump now has an optional fluid filter [https://www.factorio.com/blog/post/fff-405 (Described in FFF-405)]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Graphics changed, now has a nice animation&lt;br /&gt;
* Size changed to 2×1 tiles&lt;br /&gt;
* Recipe changed, now requires [[engine unit]]s rather than [[electric engine unit]]s.&lt;br /&gt;
* Throughput massively increased.&lt;br /&gt;
* Renamed from &#039;&#039;&#039;Small Pump&#039;&#039;&#039; to &#039;&#039;&#039;Pump&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Copy pasting settings now works for small pumps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now connectible to the [[circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Changed collision box logic}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pump&amp;diff=217246</id>
		<title>Pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pump&amp;diff=217246"/>
		<updated>2026-02-09T02:13:30Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Use as a valve */ don&amp;#039;t use a colon for indentation; eliminate &amp;quot;the player&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Pump}}&lt;br /&gt;
{{About|the pump|the water extraction device|offshore pump|the oil extraction device|pumpjack}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
A &#039;&#039;&#039;Pump&#039;&#039;&#039; is a multipurpose fluid handling device which can be used to move fluids over long distances, perform flow control, prevent back-flow and load/unload trains. The pump can be seen as the [[inserter]] for fluids.&lt;br /&gt;
&lt;br /&gt;
When connected to pipes on both ends of the pump and powered, the pump will transfer fluid from the source side to the output side if it will fit. This will occur even if the input side has significantly lower fluid levels.&lt;br /&gt;
&lt;br /&gt;
Furthermore, unlike normal pipes, pumps can connect to pipes only on the front and back of the pump instead of connecting to pipes from all sides. This can be useful for having tightly packed lines of pipes being parallel to each other, without the risk of fluids mixing, acting as a &amp;quot;diode&amp;quot; pipe.&lt;br /&gt;
&lt;br /&gt;
[[File:packed_pump_entities.png|thumb|400px|none|Parallel pumps preventing side connections.]]&lt;br /&gt;
&lt;br /&gt;
== Throughput ==&lt;br /&gt;
&lt;br /&gt;
Pumps can move up to 20 units of fluid per tick, or 1200 per second. Whether this throughput is actually achieved depends on the fluid level of the fluid segments upstream and downstream of the pump. If the level of the source segment is below 20%, 1200 units can no longer be achieved. The same applies if the level of the output segment is above 80%. Comprehensive information on the general behavior of fluids can be found on the page [[fluid system]].&lt;br /&gt;
&lt;br /&gt;
== Loading/unloading fluid wagons ==&lt;br /&gt;
&lt;br /&gt;
Pumps can load and unload [[fluid wagon|fluid wagons]] at [[Train stop|train stops]]. When a pump is placed with one end facing a rail track and the other end connected to a pipe, it will visually change. When a fluid wagon is stopped adjacent, the pump head will connect to the top of the nearest tank and begin transferring fluids. It will not connect if a circuit condition is preventing it, or it is unpowered.&lt;br /&gt;
[[File:Fluid wagon load.gif|frame|none|Pump transferring fluids to a fluid wagon.]]&lt;br /&gt;
&lt;br /&gt;
== Use as a valve ==&lt;br /&gt;
&lt;br /&gt;
The pump works as a controllable valve:&lt;br /&gt;
* When powered, the pump will let fluids through, but only in its set direction.&lt;br /&gt;
* If unpowered, the pump doesn&#039;t let anything through.&lt;br /&gt;
* If the pump is powered but has a circuit condition, it will only let fluids through when the condition is met.&lt;br /&gt;
** This can be used to control some parts of the factory. For example, with a single wire from a [[lubricant]] tank to a pump pumping [[heavy oil]], [[heavy oil cracking]] can be disabled when lubricant is needed.&lt;br /&gt;
&lt;br /&gt;
== Moving fluids over long distances ==&lt;br /&gt;
&lt;br /&gt;
When a fluid is created, it can travel up to 320 tiles from its existing location until it needs a pump. Pumps reset this value, allowing fluids to travel for another 320 tiles until another one is needed. If a pipe has been overextended, a warning will show on the map. Multiple pump effects don&#039;t stack.&lt;br /&gt;
&lt;br /&gt;
== Animations and visuals ==&lt;br /&gt;
&lt;br /&gt;
[[File:pipe network animation.gif]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Lowered fluid pumping speed from 12000 to 1200.&lt;br /&gt;
* Fluid dynamics changed&lt;br /&gt;
* The pump now has an optional fluid filter [https://www.factorio.com/blog/post/fff-405 (Described in FFF-405)]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Graphics changed, now has a nice animation&lt;br /&gt;
* Size changed to 2×1 tiles&lt;br /&gt;
* Recipe changed, now requires [[engine unit]]s rather than [[electric engine unit]]s.&lt;br /&gt;
* Throughput massively increased.&lt;br /&gt;
* Renamed from &#039;&#039;&#039;Small Pump&#039;&#039;&#039; to &#039;&#039;&#039;Pump&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Copy pasting settings now works for small pumps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now connectible to the [[circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Changed collision box logic}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Heavy_oil_cracking&amp;diff=217245</id>
		<title>Heavy oil cracking</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Heavy_oil_cracking&amp;diff=217245"/>
		<updated>2026-02-09T02:12:58Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: section was renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Oil_processing#Overview]]&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Energy_and_work&amp;diff=217244</id>
		<title>Energy and work</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Energy_and_work&amp;diff=217244"/>
		<updated>2026-02-09T01:03:09Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Types of work */ use in game terminology: avatar → character; solar panels IRL have non-trivial efficiency but it&amp;#039;s not melted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Factorio simulates many aspects of real physics and the quite correct use of energy is one important aspect.&lt;br /&gt;
&lt;br /&gt;
Energy and work are directly dependent.&lt;br /&gt;
&lt;br /&gt;
For another explanation, see the [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33963 Forum].&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Energy&#039;&#039;&#039; can be thought of as stored work. It is measured in joules (symbol J).&lt;br /&gt;
* &#039;&#039;&#039;Work&#039;&#039;&#039; is the result of converting one type of energy to another. It is also measured in joules. (See the [http://en.wikipedia.org/wiki/Work_%28physics%29 Wikipedia article on work].)&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; is the rate of work - the amount of work done, or energy produced, over a unit of time. It is measured in watts (symbol W). One watt is equal to one joule divided by one second, i.e. one joule per second.&lt;br /&gt;
* &#039;&#039;&#039;Efficiency&#039;&#039;&#039; is the ratio between &#039;&#039;useful&#039;&#039; work done and the energy expended. It usually expressed as a percentage. Its unit would be joules per joule, but dividing something by the same thing cancels them out, so it is dimensionless.&lt;br /&gt;
* &#039;&#039;&#039;Waste&#039;&#039;&#039; is the difference between energy consumed and useful work done.&lt;br /&gt;
&lt;br /&gt;
If you have a source of power and apply it over some time in order to perform some physical task, you have performed work, using a quantity of energy.&lt;br /&gt;
&lt;br /&gt;
See also [[Units#Work]].&lt;br /&gt;
&lt;br /&gt;
== Types of energy ==&lt;br /&gt;
Energy is available as:&lt;br /&gt;
* [[Fuel]]. The energy contained in a unit of fuel is described as its &#039;&#039;fuel energy&#039;&#039;. Each [[Burner devices|building or vehicle that can be fuelled]] generally consumes fuel at a rate according to its power rating as long as it&#039;s working. For example:&lt;br /&gt;
** A car&#039;s power is 250 kW, meaning it consumes 250 kJ worth of fuel per second while it&#039;s accelerating (or driving at maximum speed).&lt;br /&gt;
** [[Nuclear reactor]]s consume uranium fuel cells at a rate of 40 MW. Like most other fueled appliances, this is constant as long as it has fuel to consume.&lt;br /&gt;
** Conversely, [[boiler]]s consume fuel at a rate according to their &#039;&#039;load&#039;&#039; (rate of steam being carried away), up to a &#039;&#039;maximum&#039;&#039; of their power rating.&lt;br /&gt;
* [[Electric system|Electricity]] taken from the electric network. In addition to active power consumption, appliances have a &#039;&#039;&#039;drain&#039;&#039;&#039;, the power they consume even when not working as long as they&#039;re connected to the power network. For example:&lt;br /&gt;
** An [[assembling machine 1]] has drain 3 kW and power consumption 90 kW. It consumes 3 kJ per second while not working, and 93 kJ per second while working.&lt;br /&gt;
* Charge in [[accumulator]]s, [[roboport]]s, flying robots, [[Personal battery|personal batteries]], [[personal roboport]]s, and [[energy shield]]s.&lt;br /&gt;
&lt;br /&gt;
Abstractly, energy also exists as:&lt;br /&gt;
* The potential energy of a piece of ore or unit of oil/water on the ground or on/in a belt/pipe, compared to the same piece/unit under the ground/in the sea.&lt;br /&gt;
* Kinetic energy in robots, vehicles, items, and fluids, and the player&#039;s avatar while moving.&lt;br /&gt;
* The energy of weapons, vehicles and fire that they use to do work in the form of damage.&lt;br /&gt;
* The additional order (i.e. reduced entropy) in an assembled item compared to its components.&lt;br /&gt;
* The food energy of consumables (raw fish, jellynuts{{SA}}, etc.).&lt;br /&gt;
&lt;br /&gt;
== Types of work ==&lt;br /&gt;
One can observe work being done in Factorio in numerous ways. Mostly these are abstract and not measured in game in joules. For example:&lt;br /&gt;
* The character moving their body and equipment around, mining, building, and crafting, performs work. Unlike in real life, this doesn&#039;t require any energy (i.e. the character doesn&#039;t need to eat); its efficiency is therefore infinite. On the other hand, biters and their spawners apparently absorb pollution and use its energy to move, bite, spit, and reproduce.&lt;br /&gt;
* Transport belts and offshore pumps perform work by moving their contents from one place to another. [[Turret]]s perform work by rotating to aim and pulling the trigger. Unrealistically, but as a conscious design decision, none of these require a source of energy, and so their efficiency is also infinite.&lt;br /&gt;
* Turrets (and other projectiles) also perform work by converting the chemical energy of a bullet&#039;s propellant (despite the magazines not including any in their recipes) to kinetic energy in the ammunition itself, which itself proceeds to do work in the form of damage. [[Laser turret]]s convert electricity into damage rather more directly. [[Flamethrower]]s and [[flamethrower turret]]s convert the chemical energy of oil into damage.&lt;br /&gt;
* Vehicles ([[car]]s, [[tank]]s and [[train]]s) convert the chemical energy of fuel into kinetic energy (i.e. motion). When they collide with things, they convert some of this kinetic energy into damage (which is why they then slow down).&lt;br /&gt;
* [[Inserters]] and (non-offshore) [[pump]]s perform work by moving items and fluids from one place to another. This requires energy, either in the form of fuel (for a [[burner inserter]]) or electricity (for other types).&lt;br /&gt;
* [[Burner mining drill]]s and [[electric mining drill]]s convert energy (in fuel and electricity respectively) into potential energy held by a piece of ore on the ground; [[pumpjack]]s do the same thing to put crude oil and other fluids in a pipe.&lt;br /&gt;
* [[Lab]]s perform work by converting science packs and electricity into research (i.e. information).&lt;br /&gt;
* Machines that produce items, converting input products into output products ([[Oil refinery|refineries]], [[assembling machine]]s etc.), do work by assembling the components into a more ordered form, as a product. The resulting increase in order is a form of potential energy. Most use electricity to do this; the major exceptions are [[stone furnace]]s and [[steel furnace]]s.&lt;br /&gt;
&lt;br /&gt;
The types of work that &#039;&#039;are&#039;&#039; measured in joules in game are:&lt;br /&gt;
* [[Boiler]]s convert the chemical energy of fuel into heat, which it transfers into [[water]] to produce [[steam]].&lt;br /&gt;
* [[Nuclear reactor]]s convert the nuclear energy in [[uranium fuel cell]]s into heat. [[Heat exchanger]]s then transfer this heat, conveyed by [[heat pipe]]s, into water, producing steam.&lt;br /&gt;
* [[Steam engine]]s and [[steam turbine]]s turn the energy stored in steam into electricity.&lt;br /&gt;
* [[Solar panel]]s convert sunlight into electricity. (&amp;quot;Sunlight&amp;quot; isn&#039;t an expendible resource and neither the reflectiveness of the panels nor the heating of them by the sun is modelled, so this effectively has infinite efficiency.)&lt;br /&gt;
&lt;br /&gt;
== Waste and pollution: differences from real physics ==&lt;br /&gt;
A process with higher efficiency (useful work per unit energy consumed) produces less waste. In real life, &#039;&#039;total&#039;&#039; work done is always equal to energy consumed, but the amount of &#039;&#039;useful&#039;&#039; work done may be (usually is) less, but cannot be more. In other words, a process can&#039;t have an efficiency greater than 100%, meaning it would do more work than the energy you put into it. This is known as the principle of conservation of energy. The difference between useful and total work is &#039;&#039;waste&#039;&#039; or &#039;&#039;entropy&#039;&#039;, usually in the form of heat; the impossibility of using (all) waste energy to perform work is known as the second law of thermodynamics.&lt;br /&gt;
&lt;br /&gt;
The actual amount of work done by most processes in game is not quantified, but nonetheless they are generally not 100% efficient. This abstract inefficiency is represented by &#039;&#039;&#039;[[pollution]]&#039;&#039;&#039;, produced by almost all machines when they do work (as well as being what happens to the physical matter of fuel when it&#039;s consumed). One exception is the electric network. In real life electric cables, transformers etc. hum and get hot, but in Factorio the electric network does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
In Factorio, some things do however have greater than 100% efficiency: transport belts and offshore pumps move stuff without needing to be powered, turrets rotate and shoot without power, and players move around and build things without needing to eat.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Energy_and_work&amp;diff=217243</id>
		<title>Energy and work</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Energy_and_work&amp;diff=217243"/>
		<updated>2026-02-09T00:46:11Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Types of energy */ roboports and a bunch of other armour modules also have charge, edibles also have food energy, and technical correction re damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Factorio simulates many aspects of real physics and the quite correct use of energy is one important aspect.&lt;br /&gt;
&lt;br /&gt;
Energy and work are directly dependent.&lt;br /&gt;
&lt;br /&gt;
For another explanation, see the [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33963 Forum].&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Energy&#039;&#039;&#039; can be thought of as stored work. It is measured in joules (symbol J).&lt;br /&gt;
* &#039;&#039;&#039;Work&#039;&#039;&#039; is the result of converting one type of energy to another. It is also measured in joules. (See the [http://en.wikipedia.org/wiki/Work_%28physics%29 Wikipedia article on work].)&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; is the rate of work - the amount of work done, or energy produced, over a unit of time. It is measured in watts (symbol W). One watt is equal to one joule divided by one second, i.e. one joule per second.&lt;br /&gt;
* &#039;&#039;&#039;Efficiency&#039;&#039;&#039; is the ratio between &#039;&#039;useful&#039;&#039; work done and the energy expended. It usually expressed as a percentage. Its unit would be joules per joule, but dividing something by the same thing cancels them out, so it is dimensionless.&lt;br /&gt;
* &#039;&#039;&#039;Waste&#039;&#039;&#039; is the difference between energy consumed and useful work done.&lt;br /&gt;
&lt;br /&gt;
If you have a source of power and apply it over some time in order to perform some physical task, you have performed work, using a quantity of energy.&lt;br /&gt;
&lt;br /&gt;
See also [[Units#Work]].&lt;br /&gt;
&lt;br /&gt;
== Types of energy ==&lt;br /&gt;
Energy is available as:&lt;br /&gt;
* [[Fuel]]. The energy contained in a unit of fuel is described as its &#039;&#039;fuel energy&#039;&#039;. Each [[Burner devices|building or vehicle that can be fuelled]] generally consumes fuel at a rate according to its power rating as long as it&#039;s working. For example:&lt;br /&gt;
** A car&#039;s power is 250 kW, meaning it consumes 250 kJ worth of fuel per second while it&#039;s accelerating (or driving at maximum speed).&lt;br /&gt;
** [[Nuclear reactor]]s consume uranium fuel cells at a rate of 40 MW. Like most other fueled appliances, this is constant as long as it has fuel to consume.&lt;br /&gt;
** Conversely, [[boiler]]s consume fuel at a rate according to their &#039;&#039;load&#039;&#039; (rate of steam being carried away), up to a &#039;&#039;maximum&#039;&#039; of their power rating.&lt;br /&gt;
* [[Electric system|Electricity]] taken from the electric network. In addition to active power consumption, appliances have a &#039;&#039;&#039;drain&#039;&#039;&#039;, the power they consume even when not working as long as they&#039;re connected to the power network. For example:&lt;br /&gt;
** An [[assembling machine 1]] has drain 3 kW and power consumption 90 kW. It consumes 3 kJ per second while not working, and 93 kJ per second while working.&lt;br /&gt;
* Charge in [[accumulator]]s, [[roboport]]s, flying robots, [[Personal battery|personal batteries]], [[personal roboport]]s, and [[energy shield]]s.&lt;br /&gt;
&lt;br /&gt;
Abstractly, energy also exists as:&lt;br /&gt;
* The potential energy of a piece of ore or unit of oil/water on the ground or on/in a belt/pipe, compared to the same piece/unit under the ground/in the sea.&lt;br /&gt;
* Kinetic energy in robots, vehicles, items, and fluids, and the player&#039;s avatar while moving.&lt;br /&gt;
* The energy of weapons, vehicles and fire that they use to do work in the form of damage.&lt;br /&gt;
* The additional order (i.e. reduced entropy) in an assembled item compared to its components.&lt;br /&gt;
* The food energy of consumables (raw fish, jellynuts{{SA}}, etc.).&lt;br /&gt;
&lt;br /&gt;
== Types of work ==&lt;br /&gt;
One can observe work being done in Factorio in numerous ways. Mostly these are abstract and not measured in game in joules. For example:&lt;br /&gt;
* The player avatar moving their body and equipment around, mining, building, and crafting, performs work. Unlike in real life, this doesn&#039;t require any energy (i.e. your avatar doesn&#039;t need to eat); its efficiency is therefore infinite. On the other hand, biters and their spawners apparently absorb pollution and use its energy to move, bite, spit, and reproduce.&lt;br /&gt;
* Transport belts and offshore pumps perform work by moving their contents from one place to another. [[Turret]]s perform work by rotating to aim and pulling the trigger. Unrealistically, but as a conscious design decision, none of these require a source of energy, and so their efficiency is also infinite.&lt;br /&gt;
* Turrets (and other projectiles) also perform work by converting the chemical energy of a bullet&#039;s propellant to kinetic energy in the bullet itself, which itself proceeds to do work in the form of damage. [[Laser turret]]s convert electricity into damage rather more directly. [[Flamethrower]]s and [[flamethrower turret]]s convert the chemical energy of oil into damage.&lt;br /&gt;
* Vehicles ([[car]]s, [[tank]]s and [[train]]s) convert the chemical energy of fuel into kinetic energy (i.e. motion). When they collide with things, they convert some of this kinetic energy into damage (which is why they then slow down).&lt;br /&gt;
* [[Inserters]] and (non-offshore) [[pump]]s perform work by moving items and fluids from one place to another. This requires energy, either in the form of fuel (for a [[burner inserter]]) or electricity (for other types).&lt;br /&gt;
* [[Burner mining drill]]s and [[electric mining drill]]s convert energy (in fuel and electricity respectively) into potential energy held by a piece of ore on the ground; [[pumpjack]]s do the same thing to put crude oil in a pipe.&lt;br /&gt;
* [[Lab]]s perform work by converting science packs and electricity into research.&lt;br /&gt;
* Machines that produce items, converting input products into output products ([[Oil refinery|refineries]], [[assembling machine]]s etc.), do work by assembling the components into a more ordered form, as a product. The resulting increase in order is a form of potential energy. Most use electricity to do this; the major exceptions are [[stone furnace]]s and [[steel furnace]]s.&lt;br /&gt;
&lt;br /&gt;
The types of work that &#039;&#039;are&#039;&#039; measured in joules in game are:&lt;br /&gt;
* [[Boiler]]s convert the chemical energy of fuel into heat, which it transfers into [[water]] to produce [[steam]].&lt;br /&gt;
* [[Nuclear reactor]]s convert the nuclear energy in [[uranium fuel cell]]s into heat. [[Heat exchanger]]s then transfer this heat, conveyed by [[heat pipe]]s, into water, producing steam.&lt;br /&gt;
* [[Steam engine]]s and [[steam turbine]]s turn the energy stored in steam into electricity.&lt;br /&gt;
* [[Solar panel]]s convert sunlight into electricity. (&amp;quot;Sunlight&amp;quot; isn&#039;t an expendible resource, so this effectively has infinite efficiency.)&lt;br /&gt;
&lt;br /&gt;
== Waste and pollution: differences from real physics ==&lt;br /&gt;
A process with higher efficiency (useful work per unit energy consumed) produces less waste. In real life, &#039;&#039;total&#039;&#039; work done is always equal to energy consumed, but the amount of &#039;&#039;useful&#039;&#039; work done may be (usually is) less, but cannot be more. In other words, a process can&#039;t have an efficiency greater than 100%, meaning it would do more work than the energy you put into it. This is known as the principle of conservation of energy. The difference between useful and total work is &#039;&#039;waste&#039;&#039; or &#039;&#039;entropy&#039;&#039;, usually in the form of heat; the impossibility of using (all) waste energy to perform work is known as the second law of thermodynamics.&lt;br /&gt;
&lt;br /&gt;
The actual amount of work done by most processes in game is not quantified, but nonetheless they are generally not 100% efficient. This abstract inefficiency is represented by &#039;&#039;&#039;[[pollution]]&#039;&#039;&#039;, produced by almost all machines when they do work (as well as being what happens to the physical matter of fuel when it&#039;s consumed). One exception is the electric network. In real life electric cables, transformers etc. hum and get hot, but in Factorio the electric network does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
In Factorio, some things do however have greater than 100% efficiency: transport belts and offshore pumps move stuff without needing to be powered, turrets rotate and shoot without power, and players move around and build things without needing to eat.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Units&amp;diff=217242</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Units&amp;diff=217242"/>
		<updated>2026-02-09T00:24:30Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Trains */ (gah!) last edit summary should have said: this is pseudocode rather than Lua, moreover specifying etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039; - by definition - are definite, representational quantities of measurement for different systems. Units can represent the  measuring of electricity, amount of items, the time taken/required to perform a task or even the amount of stacks of items with differing amounts within said stacks.&lt;br /&gt;
&lt;br /&gt;
Not all in-game units are simulated with full realism.&lt;br /&gt;
&lt;br /&gt;
== Numerical abbreviations ==&lt;br /&gt;
Each unit in the game can be abbreviated with the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation !! Value !! Numeral !! SI Prefix  &lt;br /&gt;
|-&lt;br /&gt;
| k || 10^3 || thousand || kilo&lt;br /&gt;
|-&lt;br /&gt;
| M || 10^6 || million || Mega&lt;br /&gt;
|-&lt;br /&gt;
| G || 10^9 || billion || Giga&lt;br /&gt;
|-&lt;br /&gt;
| T || 10^12 || trillion || Tera&lt;br /&gt;
|-&lt;br /&gt;
| P || 10^15 || quadrillion || Peta&lt;br /&gt;
|-&lt;br /&gt;
| E || 10^18 || quintillion || Exa&lt;br /&gt;
|-&lt;br /&gt;
| Z || 10^21 || sextillion || Zetta&lt;br /&gt;
|-&lt;br /&gt;
| Y || 10^24 || septillion || Yotta&lt;br /&gt;
|-&lt;br /&gt;
| R || 10^27 || octillion || Ronna&lt;br /&gt;
|-&lt;br /&gt;
| Q || 10^30 || nonillion || Quetta&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, instead of using 1000 J is equal to 1kJ.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
Power is defined as work being done per unit of time.&lt;br /&gt;
&lt;br /&gt;
=== Watt (W) ===&lt;br /&gt;
The basic unit of power is 1 watt (W), which is defined as &#039;&#039;&#039;1 W = 1 J/s &#039;&#039;&#039;, ie. one Joule of work being done every second.&lt;br /&gt;
&lt;br /&gt;
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).&lt;br /&gt;
&lt;br /&gt;
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. &lt;br /&gt;
One [[Steam engine]] is capable of outputting 900 kW.&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
&lt;br /&gt;
Work is defined as a transfer of energy, or as energy being &amp;quot;spent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Joule (J) ===&lt;br /&gt;
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: &#039;&#039;&#039;1 J = 1 W s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In game, [[fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 4 MJ. One [[accumulator]] is capable of storing 5 MJ.&lt;br /&gt;
&lt;br /&gt;
In the real world, kilowatt hours is a much more common unit for the long term energy usage of electrical systems, but it is &#039;&#039;not&#039;&#039; an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.&lt;br /&gt;
&lt;br /&gt;
== [[Time]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tick (1/60 s) ===&lt;br /&gt;
A 1/60 second in game. This is the shortest time fraction the game handles.&lt;br /&gt;
&lt;br /&gt;
=== Second (s) ===&lt;br /&gt;
One second in-game. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire tick during the corresponding real time frame of 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Day ===&lt;br /&gt;
&lt;br /&gt;
On [[Nauvis]], a day is 25200 in-game ticks or 420 in-game seconds (= 7 in-game minutes) long. This determines the day/night cycle which is important for visibility and [[Solar panel|solar power]].&lt;br /&gt;
&lt;br /&gt;
On other surfaces{{SA}} the &amp;quot;day&amp;quot; is different lengths:&lt;br /&gt;
* [[Vulcanus]]: 1.5 minutes (90 seconds, 5,400 ticks)&lt;br /&gt;
* [[Fulgora]]: 3 minutes (180 seconds, 10,800 ticks)&lt;br /&gt;
* [[Gleba]]: 10 minutes (600 seconds, 36,000 ticks)&lt;br /&gt;
* [[Aquilo]]: 20 minutes (1200 seconds, 72,000 ticks)&lt;br /&gt;
* [[Space platform]]s have no night and are always illuminated.&lt;br /&gt;
&lt;br /&gt;
== [[Map structure|Distance / Space]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tile ===&lt;br /&gt;
The tile is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as &amp;quot;2×2 tiles&amp;quot;, which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into tiles. It can be assumed, that a tile has the length of 1 meter.&lt;br /&gt;
&lt;br /&gt;
=== Chunk ===&lt;br /&gt;
A chunk is a quadratic area where one side is 32 tiles long. (1024 square tiles). A grid of tiles and chunks in can be viewed in the [[debug mode]] by pressing {{keybinding|F5}}.&lt;br /&gt;
&lt;br /&gt;
=== Kilometers ===&lt;br /&gt;
A kilometer is 1000 meters, it is used to measure distance traveled in a [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Force ==&lt;br /&gt;
&lt;br /&gt;
=== Newtons (N) ===&lt;br /&gt;
Newtons measure the amount of forceful thrust of a space platform being moved by [[thruster]]s. This can be increased by adding more thrusters. More force can add damage to [[asteroids]] colliding with a platform, but the asteroids will, in turn, damage the platform as well.&lt;br /&gt;
&lt;br /&gt;
== Mass / Weight ==&lt;br /&gt;
&lt;br /&gt;
=== Tons (t) ===&lt;br /&gt;
A single ton is 1000 kilograms. The only time mass is measured in &#039;&#039;Factorio&#039;&#039; is calculating the sum of all parts that make up a space platform. The more components added and the bigger the platform&#039;s size, the more mass it will accumulate. The larger the mass of a platform, the harder it is for thrusters to move it to its destination.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
&lt;br /&gt;
=== Throughput ===&lt;br /&gt;
&lt;br /&gt;
Items per time, or fluid-units per time. A unit measurement is&lt;br /&gt;
&lt;br /&gt;
 items / game-minute&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
Throughput = speed × density&lt;br /&gt;
&lt;br /&gt;
For comparison: A [[transport belt]] transports normally about 900 items per in-game minute. A [[fast transport belt]] up to 1800 items/min and [[express transport belt]] nearly 2700 items / min.&lt;br /&gt;
See [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== Logistic robots ====&lt;br /&gt;
&lt;br /&gt;
Throughput depends on the distance, the number of robots and their item-stacksize. Let&#039;s assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.&lt;br /&gt;
&lt;br /&gt;
==== Trains ====&lt;br /&gt;
Items per train is the sum of all wagons&#039; capacity (40 stacks for [[cargo wagon]], 50000 fluid for [[fluid wagon]] &amp;amp; 100 shells for [[artillery wagon]])&lt;br /&gt;
&lt;br /&gt;
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.&lt;br /&gt;
&lt;br /&gt;
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[braking force (research)]] (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses on [[locomotive]], [[cargo wagon]], [[fluid wagon]], and [[artillery wagon]] pages).&lt;br /&gt;
&lt;br /&gt;
Warning: The following calculations assume deceleration = acceleration and do not account for red lights.&lt;br /&gt;
&lt;br /&gt;
Travel time is &amp;lt;syntaxhighlight&amp;gt;(2S / A) + (distance - 4 * S^2 / A) / S&amp;lt;/syntaxhighlight&amp;gt; if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is &amp;lt;syntaxhighlight&amp;gt;2 * sqrt(distance / A)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since a train has to make a trip back to load, the total throughput is &amp;lt;syntaxhighlight&amp;gt;items per train / (2 * travel time)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
Basically items per transport unit. This depends in many cases on the item type you use. A [[cargo wagon]] has a capacity of 40 stacks. Stack size depends on the item type so this means that it can hold 2000 items for ore, or 4000 for steel or copper plates.&lt;br /&gt;
&lt;br /&gt;
=== Density === &lt;br /&gt;
Measured in items per tile. &lt;br /&gt;
&lt;br /&gt;
An item, that lays on ground has the size of 0.28 tiles&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
For belts this is the same: We have two lanes on a belt, 4 items per lane or 8 item on one belt. &lt;br /&gt;
&lt;br /&gt;
On belts there comes also another thing into play: &#039;&#039;&#039;Compression.&#039;&#039;&#039; Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum &#039;&#039;&#039;throughput&#039;&#039;&#039;.&lt;br /&gt;
See also [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stacks/chests ===&lt;br /&gt;
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.&lt;br /&gt;
&lt;br /&gt;
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Units&amp;diff=217241</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Units&amp;diff=217241"/>
		<updated>2026-02-09T00:23:10Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Trains */ this is possible specifying it for syntaxhighlight results in very poor contrast making the formula unreadable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039; - by definition - are definite, representational quantities of measurement for different systems. Units can represent the  measuring of electricity, amount of items, the time taken/required to perform a task or even the amount of stacks of items with differing amounts within said stacks.&lt;br /&gt;
&lt;br /&gt;
Not all in-game units are simulated with full realism.&lt;br /&gt;
&lt;br /&gt;
== Numerical abbreviations ==&lt;br /&gt;
Each unit in the game can be abbreviated with the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation !! Value !! Numeral !! SI Prefix  &lt;br /&gt;
|-&lt;br /&gt;
| k || 10^3 || thousand || kilo&lt;br /&gt;
|-&lt;br /&gt;
| M || 10^6 || million || Mega&lt;br /&gt;
|-&lt;br /&gt;
| G || 10^9 || billion || Giga&lt;br /&gt;
|-&lt;br /&gt;
| T || 10^12 || trillion || Tera&lt;br /&gt;
|-&lt;br /&gt;
| P || 10^15 || quadrillion || Peta&lt;br /&gt;
|-&lt;br /&gt;
| E || 10^18 || quintillion || Exa&lt;br /&gt;
|-&lt;br /&gt;
| Z || 10^21 || sextillion || Zetta&lt;br /&gt;
|-&lt;br /&gt;
| Y || 10^24 || septillion || Yotta&lt;br /&gt;
|-&lt;br /&gt;
| R || 10^27 || octillion || Ronna&lt;br /&gt;
|-&lt;br /&gt;
| Q || 10^30 || nonillion || Quetta&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, instead of using 1000 J is equal to 1kJ.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
Power is defined as work being done per unit of time.&lt;br /&gt;
&lt;br /&gt;
=== Watt (W) ===&lt;br /&gt;
The basic unit of power is 1 watt (W), which is defined as &#039;&#039;&#039;1 W = 1 J/s &#039;&#039;&#039;, ie. one Joule of work being done every second.&lt;br /&gt;
&lt;br /&gt;
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).&lt;br /&gt;
&lt;br /&gt;
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. &lt;br /&gt;
One [[Steam engine]] is capable of outputting 900 kW.&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
&lt;br /&gt;
Work is defined as a transfer of energy, or as energy being &amp;quot;spent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Joule (J) ===&lt;br /&gt;
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: &#039;&#039;&#039;1 J = 1 W s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In game, [[fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 4 MJ. One [[accumulator]] is capable of storing 5 MJ.&lt;br /&gt;
&lt;br /&gt;
In the real world, kilowatt hours is a much more common unit for the long term energy usage of electrical systems, but it is &#039;&#039;not&#039;&#039; an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.&lt;br /&gt;
&lt;br /&gt;
== [[Time]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tick (1/60 s) ===&lt;br /&gt;
A 1/60 second in game. This is the shortest time fraction the game handles.&lt;br /&gt;
&lt;br /&gt;
=== Second (s) ===&lt;br /&gt;
One second in-game. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire tick during the corresponding real time frame of 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Day ===&lt;br /&gt;
&lt;br /&gt;
On [[Nauvis]], a day is 25200 in-game ticks or 420 in-game seconds (= 7 in-game minutes) long. This determines the day/night cycle which is important for visibility and [[Solar panel|solar power]].&lt;br /&gt;
&lt;br /&gt;
On other surfaces{{SA}} the &amp;quot;day&amp;quot; is different lengths:&lt;br /&gt;
* [[Vulcanus]]: 1.5 minutes (90 seconds, 5,400 ticks)&lt;br /&gt;
* [[Fulgora]]: 3 minutes (180 seconds, 10,800 ticks)&lt;br /&gt;
* [[Gleba]]: 10 minutes (600 seconds, 36,000 ticks)&lt;br /&gt;
* [[Aquilo]]: 20 minutes (1200 seconds, 72,000 ticks)&lt;br /&gt;
* [[Space platform]]s have no night and are always illuminated.&lt;br /&gt;
&lt;br /&gt;
== [[Map structure|Distance / Space]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tile ===&lt;br /&gt;
The tile is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as &amp;quot;2×2 tiles&amp;quot;, which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into tiles. It can be assumed, that a tile has the length of 1 meter.&lt;br /&gt;
&lt;br /&gt;
=== Chunk ===&lt;br /&gt;
A chunk is a quadratic area where one side is 32 tiles long. (1024 square tiles). A grid of tiles and chunks in can be viewed in the [[debug mode]] by pressing {{keybinding|F5}}.&lt;br /&gt;
&lt;br /&gt;
=== Kilometers ===&lt;br /&gt;
A kilometer is 1000 meters, it is used to measure distance traveled in a [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Force ==&lt;br /&gt;
&lt;br /&gt;
=== Newtons (N) ===&lt;br /&gt;
Newtons measure the amount of forceful thrust of a space platform being moved by [[thruster]]s. This can be increased by adding more thrusters. More force can add damage to [[asteroids]] colliding with a platform, but the asteroids will, in turn, damage the platform as well.&lt;br /&gt;
&lt;br /&gt;
== Mass / Weight ==&lt;br /&gt;
&lt;br /&gt;
=== Tons (t) ===&lt;br /&gt;
A single ton is 1000 kilograms. The only time mass is measured in &#039;&#039;Factorio&#039;&#039; is calculating the sum of all parts that make up a space platform. The more components added and the bigger the platform&#039;s size, the more mass it will accumulate. The larger the mass of a platform, the harder it is for thrusters to move it to its destination.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
&lt;br /&gt;
=== Throughput ===&lt;br /&gt;
&lt;br /&gt;
Items per time, or fluid-units per time. A unit measurement is&lt;br /&gt;
&lt;br /&gt;
 items / game-minute&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
Throughput = speed × density&lt;br /&gt;
&lt;br /&gt;
For comparison: A [[transport belt]] transports normally about 900 items per in-game minute. A [[fast transport belt]] up to 1800 items/min and [[express transport belt]] nearly 2700 items / min.&lt;br /&gt;
See [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== Logistic robots ====&lt;br /&gt;
&lt;br /&gt;
Throughput depends on the distance, the number of robots and their item-stacksize. Let&#039;s assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.&lt;br /&gt;
&lt;br /&gt;
==== Trains ====&lt;br /&gt;
&lt;br /&gt;
Items per train is the sum of all wagons&#039; capacity (40 stacks for [[cargo wagon]], 50000 fluid for [[fluid wagon]] &amp;amp; 100 shells for [[artillery wagon]])&lt;br /&gt;
&lt;br /&gt;
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.&lt;br /&gt;
&lt;br /&gt;
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[braking force (research)]] (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses on [[locomotive]], [[cargo wagon]], [[fluid wagon]], and [[artillery wagon]] pages).&lt;br /&gt;
&lt;br /&gt;
Warning: The following calculations assume deceleration = acceleration and do not account for red lights.&lt;br /&gt;
&lt;br /&gt;
Travel time is &amp;lt;syntaxhighlight&amp;gt;(2S / A) + (distance - 4 * S^2 / A) / S&amp;lt;/syntaxhighlight&amp;gt; if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is &amp;lt;syntaxhighlight&amp;gt;2 * sqrt(distance / A)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since a train has to make a trip back to load, the total throughput is &amp;lt;syntaxhighlight&amp;gt;items per train / (2 * travel time)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
Basically items per transport unit. This depends in many cases on the item type you use. A [[cargo wagon]] has a capacity of 40 stacks. Stack size depends on the item type so this means that it can hold 2000 items for ore, or 4000 for steel or copper plates.&lt;br /&gt;
&lt;br /&gt;
=== Density === &lt;br /&gt;
Measured in items per tile. &lt;br /&gt;
&lt;br /&gt;
An item, that lays on ground has the size of 0.28 tiles&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
For belts this is the same: We have two lanes on a belt, 4 items per lane or 8 item on one belt. &lt;br /&gt;
&lt;br /&gt;
On belts there comes also another thing into play: &#039;&#039;&#039;Compression.&#039;&#039;&#039; Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum &#039;&#039;&#039;throughput&#039;&#039;&#039;.&lt;br /&gt;
See also [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stacks/chests ===&lt;br /&gt;
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.&lt;br /&gt;
&lt;br /&gt;
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Units&amp;diff=217240</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Units&amp;diff=217240"/>
		<updated>2026-02-09T00:16:19Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Day */ length of day on other planets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039; - by definition - are definite, representational quantities of measurement for different systems. Units can represent the  measuring of electricity, amount of items, the time taken/required to perform a task or even the amount of stacks of items with differing amounts within said stacks.&lt;br /&gt;
&lt;br /&gt;
Not all in-game units are simulated with full realism.&lt;br /&gt;
&lt;br /&gt;
== Numerical abbreviations ==&lt;br /&gt;
Each unit in the game can be abbreviated with the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation !! Value !! Numeral !! SI Prefix  &lt;br /&gt;
|-&lt;br /&gt;
| k || 10^3 || thousand || kilo&lt;br /&gt;
|-&lt;br /&gt;
| M || 10^6 || million || Mega&lt;br /&gt;
|-&lt;br /&gt;
| G || 10^9 || billion || Giga&lt;br /&gt;
|-&lt;br /&gt;
| T || 10^12 || trillion || Tera&lt;br /&gt;
|-&lt;br /&gt;
| P || 10^15 || quadrillion || Peta&lt;br /&gt;
|-&lt;br /&gt;
| E || 10^18 || quintillion || Exa&lt;br /&gt;
|-&lt;br /&gt;
| Z || 10^21 || sextillion || Zetta&lt;br /&gt;
|-&lt;br /&gt;
| Y || 10^24 || septillion || Yotta&lt;br /&gt;
|-&lt;br /&gt;
| R || 10^27 || octillion || Ronna&lt;br /&gt;
|-&lt;br /&gt;
| Q || 10^30 || nonillion || Quetta&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, instead of using 1000 J is equal to 1kJ.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
Power is defined as work being done per unit of time.&lt;br /&gt;
&lt;br /&gt;
=== Watt (W) ===&lt;br /&gt;
The basic unit of power is 1 watt (W), which is defined as &#039;&#039;&#039;1 W = 1 J/s &#039;&#039;&#039;, ie. one Joule of work being done every second.&lt;br /&gt;
&lt;br /&gt;
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).&lt;br /&gt;
&lt;br /&gt;
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. &lt;br /&gt;
One [[Steam engine]] is capable of outputting 900 kW.&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
&lt;br /&gt;
Work is defined as a transfer of energy, or as energy being &amp;quot;spent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Joule (J) ===&lt;br /&gt;
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: &#039;&#039;&#039;1 J = 1 W s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In game, [[fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 4 MJ. One [[accumulator]] is capable of storing 5 MJ.&lt;br /&gt;
&lt;br /&gt;
In the real world, kilowatt hours is a much more common unit for the long term energy usage of electrical systems, but it is &#039;&#039;not&#039;&#039; an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.&lt;br /&gt;
&lt;br /&gt;
== [[Time]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tick (1/60 s) ===&lt;br /&gt;
A 1/60 second in game. This is the shortest time fraction the game handles.&lt;br /&gt;
&lt;br /&gt;
=== Second (s) ===&lt;br /&gt;
One second in-game. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire tick during the corresponding real time frame of 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Day ===&lt;br /&gt;
&lt;br /&gt;
On [[Nauvis]], a day is 25200 in-game ticks or 420 in-game seconds (= 7 in-game minutes) long. This determines the day/night cycle which is important for visibility and [[Solar panel|solar power]].&lt;br /&gt;
&lt;br /&gt;
On other surfaces{{SA}} the &amp;quot;day&amp;quot; is different lengths:&lt;br /&gt;
* [[Vulcanus]]: 1.5 minutes (90 seconds, 5,400 ticks)&lt;br /&gt;
* [[Fulgora]]: 3 minutes (180 seconds, 10,800 ticks)&lt;br /&gt;
* [[Gleba]]: 10 minutes (600 seconds, 36,000 ticks)&lt;br /&gt;
* [[Aquilo]]: 20 minutes (1200 seconds, 72,000 ticks)&lt;br /&gt;
* [[Space platform]]s have no night and are always illuminated.&lt;br /&gt;
&lt;br /&gt;
== [[Map structure|Distance / Space]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tile ===&lt;br /&gt;
The tile is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as &amp;quot;2×2 tiles&amp;quot;, which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into tiles. It can be assumed, that a tile has the length of 1 meter.&lt;br /&gt;
&lt;br /&gt;
=== Chunk ===&lt;br /&gt;
A chunk is a quadratic area where one side is 32 tiles long. (1024 square tiles). A grid of tiles and chunks in can be viewed in the [[debug mode]] by pressing {{keybinding|F5}}.&lt;br /&gt;
&lt;br /&gt;
=== Kilometers ===&lt;br /&gt;
A kilometer is 1000 meters, it is used to measure distance traveled in a [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Force ==&lt;br /&gt;
&lt;br /&gt;
=== Newtons (N) ===&lt;br /&gt;
Newtons measure the amount of forceful thrust of a space platform being moved by [[thruster]]s. This can be increased by adding more thrusters. More force can add damage to [[asteroids]] colliding with a platform, but the asteroids will, in turn, damage the platform as well.&lt;br /&gt;
&lt;br /&gt;
== Mass / Weight ==&lt;br /&gt;
&lt;br /&gt;
=== Tons (t) ===&lt;br /&gt;
A single ton is 1000 kilograms. The only time mass is measured in &#039;&#039;Factorio&#039;&#039; is calculating the sum of all parts that make up a space platform. The more components added and the bigger the platform&#039;s size, the more mass it will accumulate. The larger the mass of a platform, the harder it is for thrusters to move it to its destination.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
&lt;br /&gt;
=== Throughput ===&lt;br /&gt;
&lt;br /&gt;
Items per time, or fluid-units per time. A unit measurement is&lt;br /&gt;
&lt;br /&gt;
 items / game-minute&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
Throughput = speed × density&lt;br /&gt;
&lt;br /&gt;
For comparison: A [[transport belt]] transports normally about 900 items per in-game minute. A [[fast transport belt]] up to 1800 items/min and [[express transport belt]] nearly 2700 items / min.&lt;br /&gt;
See [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== Logistic robots ====&lt;br /&gt;
&lt;br /&gt;
Throughput depends on the distance, the number of robots and their item-stacksize. Let&#039;s assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.&lt;br /&gt;
&lt;br /&gt;
==== Trains ====&lt;br /&gt;
&lt;br /&gt;
Items per train is the sum of all wagons&#039; capacity (40 stacks for [[cargo wagon]], 50000 fluid for [[fluid wagon]] &amp;amp; 100 shells for [[artillery wagon]])&lt;br /&gt;
&lt;br /&gt;
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.&lt;br /&gt;
&lt;br /&gt;
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[braking force (research)]] (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses on [[locomotive]], [[cargo wagon]], [[fluid wagon]], and [[artillery wagon]] pages).&lt;br /&gt;
&lt;br /&gt;
Warning: The following calculations assume deceleration = acceleration and do not account for red lights.&lt;br /&gt;
&lt;br /&gt;
Travel time is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;(2S / A) + (distance - 4 * S^2 / A) / S&amp;lt;/syntaxhighlight&amp;gt; if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;2 * sqrt(distance / A)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since a train has to make a trip back to load, the total throughput is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;items per train / (2 * travel time)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
Basically items per transport unit. This depends in many cases on the item type you use. A [[cargo wagon]] has a capacity of 40 stacks. Stack size depends on the item type so this means that it can hold 2000 items for ore, or 4000 for steel or copper plates.&lt;br /&gt;
&lt;br /&gt;
=== Density === &lt;br /&gt;
Measured in items per tile. &lt;br /&gt;
&lt;br /&gt;
An item, that lays on ground has the size of 0.28 tiles&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
For belts this is the same: We have two lanes on a belt, 4 items per lane or 8 item on one belt. &lt;br /&gt;
&lt;br /&gt;
On belts there comes also another thing into play: &#039;&#039;&#039;Compression.&#039;&#039;&#039; Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum &#039;&#039;&#039;throughput&#039;&#039;&#039;.&lt;br /&gt;
See also [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stacks/chests ===&lt;br /&gt;
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.&lt;br /&gt;
&lt;br /&gt;
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Units&amp;diff=217239</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Units&amp;diff=217239"/>
		<updated>2026-02-08T23:59:40Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Joule (J) */ capitalisation; watt hours usually only used for long term electrical energy usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Units&#039;&#039;&#039; - by definition - are definite, representational quantities of measurement for different systems. Units can represent the  measuring of electricity, amount of items, the time taken/required to perform a task or even the amount of stacks of items with differing amounts within said stacks.&lt;br /&gt;
&lt;br /&gt;
Not all in-game units are simulated with full realism.&lt;br /&gt;
&lt;br /&gt;
== Numerical abbreviations ==&lt;br /&gt;
Each unit in the game can be abbreviated with the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Abbreviation !! Value !! Numeral !! SI Prefix  &lt;br /&gt;
|-&lt;br /&gt;
| k || 10^3 || thousand || kilo&lt;br /&gt;
|-&lt;br /&gt;
| M || 10^6 || million || Mega&lt;br /&gt;
|-&lt;br /&gt;
| G || 10^9 || billion || Giga&lt;br /&gt;
|-&lt;br /&gt;
| T || 10^12 || trillion || Tera&lt;br /&gt;
|-&lt;br /&gt;
| P || 10^15 || quadrillion || Peta&lt;br /&gt;
|-&lt;br /&gt;
| E || 10^18 || quintillion || Exa&lt;br /&gt;
|-&lt;br /&gt;
| Z || 10^21 || sextillion || Zetta&lt;br /&gt;
|-&lt;br /&gt;
| Y || 10^24 || septillion || Yotta&lt;br /&gt;
|-&lt;br /&gt;
| R || 10^27 || octillion || Ronna&lt;br /&gt;
|-&lt;br /&gt;
| Q || 10^30 || nonillion || Quetta&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, instead of using 1000 J is equal to 1kJ.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
Power is defined as work being done per unit of time.&lt;br /&gt;
&lt;br /&gt;
=== Watt (W) ===&lt;br /&gt;
The basic unit of power is 1 watt (W), which is defined as &#039;&#039;&#039;1 W = 1 J/s &#039;&#039;&#039;, ie. one Joule of work being done every second.&lt;br /&gt;
&lt;br /&gt;
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).&lt;br /&gt;
&lt;br /&gt;
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. &lt;br /&gt;
One [[Steam engine]] is capable of outputting 900 kW.&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
&lt;br /&gt;
Work is defined as a transfer of energy, or as energy being &amp;quot;spent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Joule (J) ===&lt;br /&gt;
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: &#039;&#039;&#039;1 J = 1 W s&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In game, [[fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 4 MJ. One [[accumulator]] is capable of storing 5 MJ.&lt;br /&gt;
&lt;br /&gt;
In the real world, kilowatt hours is a much more common unit for the long term energy usage of electrical systems, but it is &#039;&#039;not&#039;&#039; an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.&lt;br /&gt;
&lt;br /&gt;
== [[Time]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tick (1/60 s) ===&lt;br /&gt;
A 1/60 second in game. This is the shortest time fraction the game handles.&lt;br /&gt;
&lt;br /&gt;
=== Second (s) ===&lt;br /&gt;
One second in-game. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire tick during the corresponding real time frame of 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Day ===&lt;br /&gt;
&lt;br /&gt;
A day is 25200 in-game ticks or 420 in-game seconds (= 7 in-game minutes) long.&lt;br /&gt;
&lt;br /&gt;
== [[Map structure|Distance / Space]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tile ===&lt;br /&gt;
The tile is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as &amp;quot;2×2 tiles&amp;quot;, which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into tiles. It can be assumed, that a tile has the length of 1 meter.&lt;br /&gt;
&lt;br /&gt;
=== Chunk ===&lt;br /&gt;
A chunk is a quadratic area where one side is 32 tiles long. (1024 square tiles). A grid of tiles and chunks in can be viewed in the [[debug mode]] by pressing {{keybinding|F5}}.&lt;br /&gt;
&lt;br /&gt;
=== Kilometers ===&lt;br /&gt;
A kilometer is 1000 meters, it is used to measure distance traveled in a [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Force ==&lt;br /&gt;
&lt;br /&gt;
=== Newtons (N) ===&lt;br /&gt;
Newtons measure the amount of forceful thrust of a space platform being moved by [[thruster]]s. This can be increased by adding more thrusters. More force can add damage to [[asteroids]] colliding with a platform, but the asteroids will, in turn, damage the platform as well.&lt;br /&gt;
&lt;br /&gt;
== Mass / Weight ==&lt;br /&gt;
&lt;br /&gt;
=== Tons (t) ===&lt;br /&gt;
A single ton is 1000 kilograms. The only time mass is measured in &#039;&#039;Factorio&#039;&#039; is calculating the sum of all parts that make up a space platform. The more components added and the bigger the platform&#039;s size, the more mass it will accumulate. The larger the mass of a platform, the harder it is for thrusters to move it to its destination.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
&lt;br /&gt;
=== Throughput ===&lt;br /&gt;
&lt;br /&gt;
Items per time, or fluid-units per time. A unit measurement is&lt;br /&gt;
&lt;br /&gt;
 items / game-minute&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
Throughput = speed × density&lt;br /&gt;
&lt;br /&gt;
For comparison: A [[transport belt]] transports normally about 900 items per in-game minute. A [[fast transport belt]] up to 1800 items/min and [[express transport belt]] nearly 2700 items / min.&lt;br /&gt;
See [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== Logistic robots ====&lt;br /&gt;
&lt;br /&gt;
Throughput depends on the distance, the number of robots and their item-stacksize. Let&#039;s assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.&lt;br /&gt;
&lt;br /&gt;
==== Trains ====&lt;br /&gt;
&lt;br /&gt;
Items per train is the sum of all wagons&#039; capacity (40 stacks for [[cargo wagon]], 50000 fluid for [[fluid wagon]] &amp;amp; 100 shells for [[artillery wagon]])&lt;br /&gt;
&lt;br /&gt;
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.&lt;br /&gt;
&lt;br /&gt;
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[braking force (research)]] (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses on [[locomotive]], [[cargo wagon]], [[fluid wagon]], and [[artillery wagon]] pages).&lt;br /&gt;
&lt;br /&gt;
Warning: The following calculations assume deceleration = acceleration and do not account for red lights.&lt;br /&gt;
&lt;br /&gt;
Travel time is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;(2S / A) + (distance - 4 * S^2 / A) / S&amp;lt;/syntaxhighlight&amp;gt; if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;2 * sqrt(distance / A)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since a train has to make a trip back to load, the total throughput is &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;items per train / (2 * travel time)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
Basically items per transport unit. This depends in many cases on the item type you use. A [[cargo wagon]] has a capacity of 40 stacks. Stack size depends on the item type so this means that it can hold 2000 items for ore, or 4000 for steel or copper plates.&lt;br /&gt;
&lt;br /&gt;
=== Density === &lt;br /&gt;
Measured in items per tile. &lt;br /&gt;
&lt;br /&gt;
An item, that lays on ground has the size of 0.28 tiles&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.&lt;br /&gt;
&lt;br /&gt;
==== Belts ====&lt;br /&gt;
&lt;br /&gt;
For belts this is the same: We have two lanes on a belt, 4 items per lane or 8 item on one belt. &lt;br /&gt;
&lt;br /&gt;
On belts there comes also another thing into play: &#039;&#039;&#039;Compression.&#039;&#039;&#039; Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum &#039;&#039;&#039;throughput&#039;&#039;&#039;.&lt;br /&gt;
See also [[Transport belts/Physics|physics of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stacks/chests ===&lt;br /&gt;
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.&lt;br /&gt;
&lt;br /&gt;
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=217237</id>
		<title>Fluid system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=217237"/>
		<updated>2026-02-08T13:27:45Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Limitations */ spacing; add missing SA icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Item-group fluids.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Fluids&#039;&#039;&#039; are non-solid items, such as [[water]] and [[oil]]. They can normally only exist inside entities for fluid handling (like [[pipe]]s), and buildings that have fluids as input ingredients or products (like an [[oil refinery]]).&lt;br /&gt;
&lt;br /&gt;
== Fluids ==&lt;br /&gt;
The following fluids are available in-game:&lt;br /&gt;
[[File:fluids_gui.png|thumb|350px|right|&amp;quot;Fluids&amp;quot; tab on the [[production statistics]] screen.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Fluid !! Resource distribution !! Extractor !! Alternative recipes !! Producer&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Water}} || {{icon|Nauvis}}{{icon|Gleba|space-age=yes}} || {{icon|Offshore pump}} || {{icon|Ice melting|space-age=yes}}{{icon|Steam condensation|space-age=yes}} || {{icon|Chemical plant}}{{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Steam}} || N/A || N/A || {{icon|Acid neutralisation|space-age=yes}} || {{icon|Boiler}}{{icon|Heat exchanger}}{{icon|Chemical plant}}{{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Crude oil}} || {{icon|Nauvis}}{{icon|Aquilo|space-age=yes}} || {{icon|Pumpjack}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Petroleum gas}} || N/A || N/A || {{icon|Basic oil processing}}{{icon|Advanced oil processing}}{{icon|Light oil cracking}}{{icon|Coal liquefaction}} || {{icon|Oil refinery}}{{icon|Chemical plant}}{{icon|Biochamber|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Light oil}} || N/A || N/A || {{icon|Advanced oil processing}}{{icon|Heavy oil cracking}}{{icon|Coal liquefaction}} || {{Icon|Oil refinery}}{{Icon|Chemical plant}}{{Icon|Biochamber|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Heavy oil}} || {{icon|Fulgora|space-age=yes}} || {{icon|Offshore pump}} || {{icon|Advanced oil processing}}{{icon|Coal liquefaction}}{{icon|Simple coal liquefaction|space-age=yes}} || {{icon|Oil refinery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Lubricant}} || N/A || N/A || {{icon|Lubricant}}{{Icon|Biolubricant|space-age=yes}} || {{Icon|Chemical plant}}{{Icon|Biochamber|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Sulfuric acid}} || {{icon|Vulcanus|space-age=yes}} || {{icon|Pumpjack}} || {{icon|Sulfuric acid}} || {{icon|Chemical plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Thruster fuel|space-age=yes}} || N/A || N/A || {{icon|Thruster fuel|space-age=yes}}{{icon|Advanced thruster fuel|space-age=yes}} || {{Icon|Chemical plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Thruster oxidizer|space-age=yes}} || N/A || N/A || {{icon|Thruster oxidizer|space-age=yes}}{{icon|Advanced thruster oxidizer|space-age=yes}} || {{Icon|Chemical plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Lava|space-age=yes}} || {{icon|Vulcanus|space-age=yes}} || {{icon|Offshore pump}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Molten iron|space-age=yes}} || N/A || N/A || {{icon|Molten iron|space-age=yes}}{{icon|Molten iron from lava|space-age=yes}} || {{icon|Foundry|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Molten copper|space-age=yes}} || N/A || N/A || {{icon|Molten copper|space-age=yes}}{{icon|Molten copper from lava|space-age=yes}} || {{icon|Foundry|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Holmium solution|space-age=yes}} || N/A || N/A || {{icon|Holmium solution|space-age=yes}} || {{Icon|Chemical plant}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Electrolyte|space-age=yes}} || N/A || N/A || {{icon|Electrolyte|space-age=yes}} || {{Icon|Electromagnetic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Ammoniacal solution|space-age=yes}} || {{icon|Aquilo|space-age=yes}} || {{icon|Offshore pump}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Ammonia|space-age=yes}} || N/A || N/A || {{icon|Ammoniacal solution separation|space-age=yes}} || {{icon|Chemical plant}}{{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Lithium brine|space-age=yes}} || {{icon|Aquilo|space-age=yes}} || {{icon|Pumpjack}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Fluorine|space-age=yes}} || {{icon|Aquilo|space-age=yes}} || {{icon|Pumpjack}} || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Fluoroketone (hot)|space-age=yes}} || N/A || N/A || {{icon|Fluoroketone (hot)|space-age=yes}} || {{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Fluoroketone (cold)|space-age=yes}} || N/A || N/A || {{icon|Cooling hot fluoroketone||Fluoroketone (cold)|space-age=yes}} || {{icon|Cryogenic plant|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Plasma|space-age=yes}} || N/A || N/A || {{icon|Plasma|space-age=yes}} || {{icon|Fusion reactor|space-age=yes}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Fluids cannot be carried by the player, moved using [[inserters]], dropped on the ground, nor stored in chests, unless the fluids are stored in [[barrel]]s. They cannot be spilled or even dumped in a lake, and are counted in continuous fractions, rather than discrete integers.&amp;lt;br&amp;gt;&lt;br /&gt;
When the player picks up a structure that contains fluids, the contained fluid will try to flow into connected structures and any excess fluid that does not fit is destroyed.&lt;br /&gt;
[[File:Pipe_GUI.png|right|thumb|350px|GUI of a pipe inside a fluid system containing water. Clicking the trash can icon next to a fluid will flush that fluid from the system.]]&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
In the game, fluid is held in entities that behave as vessels (fluid boxes) of a defined size (volume). The vessels automatically connect to each other if their inputs/outputs are adjacent (pipes connect to all directions) and allow fluids to flow between them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;volume&#039;&#039;&#039; of fluid contained in a fluid box is a value between 0 and the maximum volume. For instance, the pipe can hold 100 units of fluid, therefore the value in the pipe can be a number between 0 and 100. The &#039;&#039;&#039;level&#039;&#039;&#039; of fluid in a given entity is manifested by a percentage of the entity&#039;s maximum volume that is being occupied by a fluid. It can be observed in pipes and tanks; they have windows through which the fluid is seen at a certain level, or perhaps even as just a small trickle.&lt;br /&gt;
&lt;br /&gt;
=== Fluid mixing ===&lt;br /&gt;
The game will prevent players from accidentally mixing fluids when placing most buildings, e.g. [[pipe]]s containing different fluids cannot be placed directly next to each other. However, not every possible case of fluid mixing is considered, so the player may still mix fluids accidentally or by purposely working around the building restrictions. A fluid segment can only contain a single fluid type, so trying to mix multiple fluids will result in all but one fluid being deleted.&lt;br /&gt;
&lt;br /&gt;
=== Flow ===&lt;br /&gt;
All connected tanks and pipes are treated as a single vessel in that &#039;&#039;the level of fluid must be equal in all parts&#039;&#039;, to even out pressure exacted by a higher fluid level on smaller ones. This is why level is also often referred to as &#039;&#039;pressure&#039;&#039;, even though pressure is actually caused by a difference in level between two entities. All flow of fluid that happens between pipes is to achieve this balance (pumps practically ignore it and buildings disrupt it; more on that further below). The flow rate between pipes is dependent on pressure (the difference in level between the adjacent entities), it becomes slower as pipes even their levels out.&lt;br /&gt;
&lt;br /&gt;
Coming back to how the &#039;level&#039; is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes. For example, if 12,550 units of fluid are left to flow into a storage tank of 25,000-unit capacity with one pipe of 100-unit capacity connected, there will be 12,500 units in the storage tank and 50 units in the pipe, both being filled to the same &#039;&#039;&#039;percentage&#039;&#039;&#039; (50%) of their capacities, even though the amounts themselves are unequal.&lt;br /&gt;
&lt;br /&gt;
Machines that produce fluids put them in their output slots, which are related to a specifically labeled output pipe socket somewhere on the machine (pressing {{Keybinding|Alt}} reveals the labels). The slot will attempt to empty itself into the entity connected to the machine&#039;s socket, unless it is full, or contains a non-matching fluid. Machines that consume fluids also have an accordingly labeled pipe input socket. If an entity containing the correct fluid is connected to it, the machine will start behaving like a pipe that can never be filled, meaning the fluid from connected pipes and tanks drains into the machine at a fixed rate, until the machine&#039;s input slot is full. There may be machines that have pipe sockets for both input and output (like a [[electric mining drill|drill]] placed over [[uranium ore]]). They then drain the fluid for themselves first, and once full, behave as a regular pipe that attempts to even out its level with adjacent entitites. If there are multiple output/input sockets for one fluid on a machine, their activity is distributed to them equally unless some of them are blocked/full.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Temperature is currently only relevant in heating water as a medium for power generation. Even though all fluids in the game have a temperature value, it is generally the default 15°C.&lt;br /&gt;
&lt;br /&gt;
Energy, whether harnessed from [[fuel]] in [[boiler]]s, or from [[Nuclear power (research)|nuclear power]] through [[heat exchanger]]s, can be used to turn [[water]] to [[steam]], being a [[Energy and work|liquid form of work]]. Steam holds energy at a ratio of 0.2 kJ per °C per unit. In other words: 0.2 kJ of work is necessary to heat a unit of steam by one °C. Since steam/water is set to have a maximum temperature of 1000°C and minimum of 15°C, the most work that can be done on one unit is 197 kJ.&lt;br /&gt;
&lt;br /&gt;
In practice, this is barely utilized in a great variety: Boilers only output steam of 165°C temperature, and heat exchangers only output 500°C hot steam, never hotter, never colder; if insufficient energy is supplied, the heaters do not output steam altogether. The steam also does not grow colder over time. Using the 165°C steam in a [[steam engine]] has the same effect as using it in a [[steam turbine]], although it is impractical, since turbines are made to consume 500°C (superheated) steam, generating proportionally more power. All of this makes for no need of exact calculations.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
The fluid within a single pipeline segment has no limit on its flow within that segment. However, the inputs to and outputs from these segments have limitations.&lt;br /&gt;
&lt;br /&gt;
Each unique input and output connection has a theoretical maximum throughput limit of 6000 fluid per second (100 fluid per tick). In practice, this limit is usually around 4200 fluid per second. This limitation is assessed per input or output, not per machine. If a machine has two outputs for the same fluid, then its practical limit is 8.4k fluid per second if both outputs are used.&lt;br /&gt;
&lt;br /&gt;
Furthermore, flow into and out of a segment is restricted based on how much fluid is in that segment. If the segment is mostly empty, then flow into that segment happens more quickly than if the segment is mostly full. Similarly, if the segment is mostly full, flow out of the segment happens more quickly than if the segment is mostly empty.&lt;br /&gt;
&lt;br /&gt;
=== Specific recipes ===&lt;br /&gt;
&lt;br /&gt;
Some recipes use or generate a lot of fluid per second. Through a combination of [[module]]s, [[beacon]]s, and/or [[quality]]{{SA}}, some machines executing certain recipes can consume or generate more fluid than it is practically possible to feed into or remove from the inputs and outputs.&lt;br /&gt;
&lt;br /&gt;
Recipes where a player is likely to encounter this limitation include:&lt;br /&gt;
&lt;br /&gt;
* [[Acid neutralisation]]{{SA}}: A [[chemical plant]] with an effective crafting speed of 4.2 will reach the practical limits of the system when using both outputs. A [[cryogenic plant]]{{SA}} needs an effective crafting speed of 6.3, due to having more fluid outputs. Note that, because the cryogenic plant starts with a crafting speed of 2, it takes &#039;&#039;fewer&#039;&#039; modules or beacons to reach the maximum.&lt;br /&gt;
* [[Steam condensation]]{{SA}}: A [[chemical plant]] with an effective crafting speed of 8.4 will reach the practical limits of the system when using both inputs. A [[cryogenic plant]]{{SA}} needs an effective crafting speed of 12.6 to reach the limits due to having more fluid inputs.&lt;br /&gt;
* Advanced thruster [[Advanced thruster fuel|fuel]]{{SA}} and [[Advanced thruster oxidizer|oxidizer]]{{SA}}. With a maximum productivity of 75%, they will be limited at an effective crafting speed of 32.&lt;br /&gt;
* Molten [[molten iron from lava|iron]]{{SA}} or [[molten copper from lava|copper]]{{SA}} from lava. As these recipes can use [[productivity]], they can be input or output limited based on how much productivity is at play. If the total productivity is less than 100%, then they are limited by [[lava]] being fed into them them. A [[foundry]]{{SA}} must have an effective crafting speed of 268 to be input limited. If the foundry has its maximum productivity of 150%, then it will be output limited with an effective crafting speed of 215. These may sound like a lot, but the foundry has a base crafting speed of 4.&lt;br /&gt;
* The ore-based [[molten iron]]{{SA}} and [[molten copper]]{{SA}} recipes are always output limited. With no additional productivity besides its base 50%, it will be limited at a crafting speed of 358. With its maximum productivity of 150%, it will be output limited with a crafting speed of 215.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
[[File:pipes_carrying_fluids.png|thumb|right|350px|Eight pipelines, each carrying a different fluid.]]&lt;br /&gt;
[[File:Overlength_pipe.gif|frame|right|When a pipe section exceeds max length, the overlay will give a warning by turning red.]]&lt;br /&gt;
Fluids can be transported through pipelines, barrels, or railway. It is generally practical to use piping for short-distance distribution to machines (or barrelling, if there is need to use belts), and railway transportation for longer distances.&lt;br /&gt;
&lt;br /&gt;
=== Pipelines ===&lt;br /&gt;
&#039;&#039;&#039;[[Pipe|Pipes]]&#039;&#039;&#039; are the most basic way to channel fluids from A to B. They automatically connect to any adjacent pipe and can do so to all four cardinal directions simultaneously. [[Pipe to ground|Underground pipes]] only work in two opposite directions, linking to another underground pipe on one side, and to another entity on the other. If a pipe section becomes too long without using pumps (spreading outside a 320×320 tiles or 10×10 chunk area), fluid will not flow until the pipeline is broken up by a pump. &#039;&#039;&#039;[[Storage tank|Tanks]]&#039;&#039;&#039; behave the same as pipes, except their volume is much greater.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pump]]s&#039;&#039;&#039; use electrical power to transfer fluids in one direction. They also block any back-flow, which means they can pressurize a section of piping, filling it as much as possible. They can also be disabled using the [[circuit network]] which stops fluid flow through the pump.&lt;br /&gt;
&lt;br /&gt;
A continuous pipeline (meaning one that is not split by pumps) will transfer fluid instantly, with no flow restriction, irrespective of the distance, as long as the pipeline is not too long (as defined above).&lt;br /&gt;
&lt;br /&gt;
=== Barrels ===&lt;br /&gt;
&#039;&#039;&#039;[[Barrel]]s&#039;&#039;&#039; are used by [[Assembling machine]]s to effectively &amp;quot;bottle&amp;quot; fluids into an item that can be handled like any other item; carried in an inventory, placed in chests and handled by [[Inserters]]. This allows the player to transport fluids via the [[belt transport system]] and the [[logistic network]] (as well as the [[railway]], although fluid wagons are also an option on rails). Assembling machines are also used to empty the barrels, depositing their contents to pipes and leaving an empty barrel for another use.&lt;br /&gt;
&lt;br /&gt;
Barrels can&#039;t be used to transport [[steam]] or any fluids introduced in the [[Space Age]]{{SA}} expansion (with the exception of [[fluoroketone (hot)]]{{SA}} and [[fluoroketone (cold)]]{{SA}}).&lt;br /&gt;
&lt;br /&gt;
=== Railway ===&lt;br /&gt;
&#039;&#039;&#039;[[Railway]]&#039;&#039;&#039; is another method of transporting fluids, and can be conducted in two ways: Either the fluids are directly pumped into a [[fluid wagon]], or they are poured into barrels and loaded into [[cargo wagon]]s. Both methods have their advantages:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using fluid wagons&#039;&#039;&#039;&lt;br /&gt;
* Higher capacity (50k vs 20k)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of using barrels in cargo wagons&#039;&#039;&#039;&lt;br /&gt;
* A single cargo wagon can transport multiple types of barrelled fluid (and regular items at the same time)&lt;br /&gt;
* Cargo wagons, [[Fluid wagon#Troubleshooting|as opposed to fluid wagons]], don&#039;t need to be perfectly aligned to be (un-)loaded, allowing for more flexible train station designs&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Fluid system}}&lt;br /&gt;
{{C|Energy and fluid distribution{{!}}#Fluid system}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=216472</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=216472"/>
		<updated>2025-11-22T13:58:28Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Defense */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Locomotive}}&lt;br /&gt;
The &#039;&#039;&#039;Locomotive&#039;&#039;&#039; is the engine for movement of [[Railway|trains]] over [[rail|tracks]]. Trains are useful for moving large amounts of items over large distances. With the [[Space Age]] expansion, locomotives can also utilize [[railway#Elevated Rails|elevated rails]], which are rails built off of a [[rail ramp]], allowing trains to freely drive over obstacles on the ground.&lt;br /&gt;
&lt;br /&gt;
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the [[car]] or [[tank]].  Naturally, they do not have the same freedom of movement, as they are confined to the track. They can be set up to travel automatically between [[train stop]]s, or be controlled manually, even if the [[player]] is in a [[cargo wagon]] attached to the train instead of the locomotive itself. Automatic trains can also use [[rail signal]]s and [[rail chain signal]]s to designate different or changing paths on a railway, as well as manage multiple trains on multiple or intertwining tracks.&lt;br /&gt;
&lt;br /&gt;
Locomotives are [[burner devices]] and require [[fuel]] to run; the more powerful the fuel used, the faster the locomotive&#039;s acceleration and top speed will be. [[Solid fuel]], [[rocket fuel]] and [[nuclear fuel]] will give +20%, +80% and +150% acceleration respectively, and provide +5%, +15% and +15% for top speed respectively. Multiple locomotives can be used on a single train to increase its speed. If a locomotive has no fuel, it can still be moved manually, albeit very slowly.&lt;br /&gt;
&lt;br /&gt;
While locomotives can be assembled by hand, the [[engine unit]] for it requires [[Assembling machine|automated construction]] to build, so it cannot be built from raw materials by hand. The color of the locomotive can be customized.&lt;br /&gt;
&lt;br /&gt;
== Connecting/Disconnecting a locomotive ==&lt;br /&gt;
[[File:locomotive_gui.png|thumb|right|200px|Locomotive GUI]]&lt;br /&gt;
&lt;br /&gt;
To connect locomotives, cargo wagons, or [[fluid wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or connect an already existing disconnected car by driving the locomotive near the car and press {{Keybinding|G}} by default. To disconnect the last car in a train, press {{Keybinding|V}} by default.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
A locomotive in transit can usually crash through everything in its way (including biters, [[car|other]] [[tank|vehicles]], and the player). However, if the locomotive is moving too slowly, or the target is too tough, it will stop the train instead. Once stopped, the train will continually do damage if trying to accelerate. If the locomotive hits an [[enemies|enemy]], the enemies will fight back and try to destroy the train and the rails.&lt;br /&gt;
&lt;br /&gt;
[[Construction robot]]s are a good way to automatically repair damage at train stations.&lt;br /&gt;
&lt;br /&gt;
[[File:train_kills_biters.gif|frame|none|Train killing three big biters.]]&lt;br /&gt;
&lt;br /&gt;
== Maximum speed ==&lt;br /&gt;
The maximum speed that a locomotive can get to depends on the train that it is pulling. The speed of an accelerating, fully fueled, train is calculated every tick by the game with the following formula:&lt;br /&gt;
&lt;br /&gt;
 train_speed = max(0, abs(train_speed) - train_friction_force ÷ train_weight)&lt;br /&gt;
 train_speed = train_speed + (10 × number_of_locomotives_in_moving_direction × fuel_acceleration_bonus ÷ train_weight)&lt;br /&gt;
 train_speed = train_speed × (1 - air_resistance_of_front_rolling_stock ÷ (train_weight ÷ 1000))&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;code&amp;gt;train_friction_force&amp;lt;/code&amp;gt; is the total friction of each wagon and locomotive (0.5 for any type of wagon including locomotives) and &amp;lt;code&amp;gt;train_weight&amp;lt;/code&amp;gt; is the total weight of each wagon and locomotive (see their individual pages for the weight values). The friction and air resistance of wagons and locomotives can be found in their prototypes. The calculated &amp;lt;code&amp;gt;train_speed&amp;lt;/code&amp;gt; is capped to &amp;lt;code&amp;gt;max_speed = 1.2 * fuel_top_speed_multiplier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Fuel duration (in seconds) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1 item of !! Burning time in seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wood}} || 3.33&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Coal}} || 6.67&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Rocket fuel}} || 166.67&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Nuclear fuel}} || 2016.67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Driving controls ==&lt;br /&gt;
These are the default bindings, they can be changed in the Settings menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&lt;br /&gt;
! Keyboard and mouse&lt;br /&gt;
! Controller&lt;br /&gt;
|-&lt;br /&gt;
|Enter/Exit&lt;br /&gt;
|{{Keybinding|enter}}&lt;br /&gt;
|{{Keybinding|ZR|X}}&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate&lt;br /&gt;
|{{Keybinding|W}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate/Reverse&lt;br /&gt;
|{{Keybinding|S}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Pick which fork to take at junction (left, right)&lt;br /&gt;
|{{Keybinding|A}},{{Keybinding|D}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Connect/Disconnect train&lt;br /&gt;
|{{Keybinding|G}},{{Keybinding|V}}&lt;br /&gt;
| Not set&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When using a controller, such as on the [[Nintendo Switch version|Nintendo Switch]], the behaviour of the left joystick in vehicles can be switched between two modes:&lt;br /&gt;
* Relative vehicle driving mode (default): Moving the stick in a direction will make vehicles automatically turn and accelerate to that side of the screen.&lt;br /&gt;
* Absolute vehicle driving mode: Moving the stick up/down will make vehicles accelerate/brake. Moving the stick left/right will make vehicles turn in that direction.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Locomotives are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|getting-on-track}}&lt;br /&gt;
{{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px&amp;gt;&lt;br /&gt;
File:trains_colors.png|The player among different colored locomotives.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Locomotive sounds overhauled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Locomotive fuel consumption doubled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.19|&lt;br /&gt;
* Locomotive snaps to a train stop when placing the first locomotive next to the train stop.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Can now be colored.&lt;br /&gt;
* Trains are now regular size in horizontal and vertical orientations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Trains that are moving automatically cannot be rotated.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now show contents in tooltip.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Increased the crafting cost of the cargo wagon and locomotive.&lt;br /&gt;
* Removing and merging the locomotive of a train without any additional locomotives doesn&#039;t clear the schedule anymore.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Copy paste can now be used for train schedules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* Now recalculates path on rotation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Backer names are used for locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Recipe change}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Train can find the path backward when it has locomotives in the back&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Locomotive + wagon + rails are more expensive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Smooth (precise) rolling stock placement.&lt;br /&gt;
* Rotating while building affects the direction of the rolling stock.&lt;br /&gt;
* Rolling stocks can be disconnected from both sides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Locomotive uses fuel.&lt;br /&gt;
* Locomotive and Car are minable&lt;br /&gt;
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)&lt;br /&gt;
* Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Now shows health bar below locomotive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Now emits light if active.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;br /&gt;
{{C|Rolling stock}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=216471</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=216471"/>
		<updated>2025-11-22T12:47:59Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: /* Quality effects */ capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Any quality.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. When Space Age itself is enabled, the two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond ([[File:Quality info.png]]) in the tooltip.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (&#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note that legendary quality represents a 2-tier improvement over epic.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of each level of quality are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +1 robot recharge slot for [[personal roboport]]s (both tiers, but not [[roboport]]s)&lt;br /&gt;
* +30% robot recharge rate (all roboports)&lt;br /&gt;
* +30% positive module effects (rounded down to the nearest 0.1% for [[quality module]]s, rounded down to the nearest 1% for non-quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +10% weapon range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* +30% chest inventory size (rounded down)&lt;br /&gt;
* +30% increased ammo damage&lt;br /&gt;
* +30% inserter rotation speed&lt;br /&gt;
** The power consumption of inserters is defined as energy per angle of turn. A 30% faster inserter can turn 30% more angles in a given space of time, so it consumes 30% more energy.&lt;br /&gt;
* -16.67% (1/6) resource drain on miners and [[pumpjack]]s&lt;br /&gt;
** This is multiplicative with [[productivity]]&lt;br /&gt;
* +30% [[solar panel]] output&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* +30% capacity on [[personal battery|personal batteries]] (all three tiers)&lt;br /&gt;
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s, [[accumulator]]s (also affects input rate), and [[nuclear reactor]]s&lt;br /&gt;
** Note that consumption and pollution are also increased at the same rate&lt;br /&gt;
* +30% reach and efficiency for lightning [[lightning rod|rods]] and [[lightning collector|collectors]]&lt;br /&gt;
* -16.67% (1/6) power consumption on [[beacon]]s&lt;br /&gt;
* +1 to both continuous coverage distance and exploration coverage distance in [[radar]]s&lt;br /&gt;
* +100% durability on consumable items ([[repair pack]]s, [[science pack]]s)&lt;br /&gt;
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun&lt;br /&gt;
* [[Asteroid collector]]s:&lt;br /&gt;
** +5% arm speed&lt;br /&gt;
** +1 arm&lt;br /&gt;
** +10% active power consumption per arm and +10% drain&lt;br /&gt;
** +2 collection area size (both dimensions)&lt;br /&gt;
** +5 storage size&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive: a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings only get increased health, with no special effect. Examples are:&lt;br /&gt;
*Buildings related to [[circuit network]]s and [[rail signal]]s&lt;br /&gt;
*[[Transport belt]]s&lt;br /&gt;
*[[Pipe]]s&lt;br /&gt;
*[[Wall]]s&lt;br /&gt;
*[[Locomotive|Trains]]&lt;br /&gt;
*[[Cargo wagon]]s&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Quality effects&lt;br /&gt;
! Item !! Effect !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_1.png|15px]] [[Assembling machine 1]] || Health || 300 || 390 || 480 || 570 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.5 || 0.65 || 0.8 || 0.95 || 1.25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_2.png|15px]] [[Assembling machine 2]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.75 || 0.975 || 1.2 || 1.425 || 1.875&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_3.png|15px]] [[Assembling machine 3]] || Health || 400 || 520 || 640 || 760 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 1.25 || 1.625 || 2 || 2.375 || 3.125&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:construction_robot.png|15px]] [[Construction robot]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Max flying reach || 571m || 1152m || 1728m || 2305m || 3457m&lt;br /&gt;
|-&lt;br /&gt;
| Energy capacity || 3MJ || 6MJ || 9MJ || 12MJ || 18MJ&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:inserter.png|15px]] [[Inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 15.1kW || 19.51kW || 23.92kW || 28.33kW || 37.15kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 302°/s || 393°/s || 484°/s || 575°/s || 756°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:fast_inserter.png|15px]] [[Fast inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 59.3kW  || 76.94kW || 94.58kW || 112kW || 148kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 864°/s || 1123°/s || 1382°/s || 1642°/s || 2160°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:laser_turret.png|15px]] [[Laser turret]] || Health || 1000  || 1300 || 1600 || 1900 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Range || 24 tiles || 26.4 tiles || 28.8 tiles || 31.2 tiles || 36 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | [[File:pipe.png|15px]] [[Pipe]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:roboport.png|15px]] [[Roboport]] || Health || 500 || 650 || 800 || 950 || 1250&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 2.1MW || 2.7MW || 3.3MW || 3.9MW || 5.1MW&lt;br /&gt;
|-&lt;br /&gt;
| Robot&amp;amp;nbsp;recharge&amp;amp;nbsp;rate || 4 x 500kW || 4 x 650kW || 4 x 800kW || 4 x 950kW || 4 x 1.25MW&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:small_electric_pole.png|15px]] [[Small electric pole]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Supply&amp;amp;nbsp;area || 5x5 || 7x7 || 9x9 || 11x11 || 15x15&lt;br /&gt;
|-&lt;br /&gt;
| Wire&amp;amp;nbsp;reach || 7.5 tiles || 9.5 tiles || 11.5 tiles || 13.5 tiles || 17.5 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:wooden_chest.png|15px]] [[Wooden chest]] || Health || 100  || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 16 || 20 || 25 || 30 || 40&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:iron_chest.png|15px]] [[Iron chest]] || Health || 200 || 260 || 320 || 380 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Storage size || 32 || 41 || 51 || 60 || 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:steel_chest.png|15px]] [[Steel chest]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 48 || 62 || 76 || 91 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that consume items have variations for each quality that the items might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality. Recipes that consume only fluids do not have quality variations. If they produce items, those items will be normal quality unless affected by quality modules. Recipes that fill or empty [[barrel]]s and recipes that produce the same item they consume ([[kovarex enrichment process]] and [[fish breeding]]) do not accept quality modules.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; the same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
{{Main|Quality module}}&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds a quality chance to a machine, depending on its tier and quality. See the following table for all quality chances:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Module|Quality}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module}}&lt;br /&gt;
| +1% || +1.3% || +1.6% || +1.9% || +2.5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_2}}&lt;br /&gt;
| +2% || +2.6% || +3.2% || +3.8% || +5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_3}}&lt;br /&gt;
| +2.5% || +3.2% || +4% || +4.7% || +6.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where Q is quality chance, the following tables present expected outputs for each level of research.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 9/1000 || Q * 1/1000&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 9/100 || Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|16px]]&lt;br /&gt;
| - || - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 2× {{Icon|quality_module_2|[[File:quality_normal.png|Normal|16px]]}} → Q = 4%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 96% || 3.6% || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 96% || 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_normal.png|Normal|16px]]}} → Q = 10%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} → Q = 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 75.2% || 22.32% || 2.232% || 0.2232% || 0.0248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 75.2% || 22.32% || 2.232% || 0.248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 75.2% || 22.32% || 2.48%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 75.2% || 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
{{Main|Tutorial:Quality upcycling math}}&lt;br /&gt;
&lt;br /&gt;
It is optimal to improve quality on the lead-up to the target output item due to the [[recycler]] only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
The following tables summarize the number of normal crafts (rounded up) needed to produce 1 legendary output using ideal ratios of quality module 3s to productivity module 3s, with 4 matching quality module 3 in the recycler.&lt;br /&gt;
&lt;br /&gt;
It is important to emphasize that these ratios maximize return per input material. If input capacity isn&#039;t a concern and the goal is speed rather than material efficiency, then switch out productivity modules for quality modules as needed. Beware, however, that in many cases material inefficiency nearly keeps pace with the legendary output rate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_rare.png|Rare|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_rare.png|Rare|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 891&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 0 || 3 || 533&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 342&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 0 || 4 || 97&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 1 || 4 || 67&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 4 || 4 || 70&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_epic.png|Epic|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_epic.png|Epic|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 608&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 356&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 212&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 1 || 3 || 62&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 2 || 3 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 5 || 3 || 34&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 309&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 153&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 2 || 2 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 3 || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 4 || 1 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 8 || 0 || 7&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
For example, suppose legendary T3 modules are available and the goal is to produce legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing units. If each electromagnetic plant producing epic quality or below has 4 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3 and 1 legendary [[File:quality_module_3.png|link=Quality module 3|20px]]&amp;amp;nbsp;quality module 3, and the electromagnetic plant with the legendary recipe has 5 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3, then on average an input of 280 normal [[File:Electronic_circuit.png|link=Electronic circuit|20px]]&amp;amp;nbsp;electronic circuits and 28 normal [[File:Advanced_circuit.png|link=Advanced circuit|20px]]&amp;amp;nbsp;advanced circuits is expected to produce 1 legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing unit.&lt;br /&gt;
&lt;br /&gt;
===== Derivation =====&lt;br /&gt;
Derivation of the tables above was as follows: Starting with 1 set of common ingredients, with an assembly quality chance of Q and total productivity bonus of P, the statistical expected number of product is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;))|| (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * Q * 9/10 || (1 + P) * Q * 9/100 || (1 + P) * Q * 9/1000 || (1 + P) * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In a similar vein, the same calculations can be done for recycling products, except that there is, in effect, -75% productivity bonus, where only a quarter of the items are returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + -0.75) * (1-Q) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0.25 * (1-Q) || 0.25 * Q * 9/10|| 0.25 * Q * 9/100 || 0.25 * Q * 9/1000 || 0.25 * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, recycling an uncommon ingredient with a Q of 25%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#424242&amp;quot; | [[File:quality_uncommon.png|Uncommon|16px]] || - || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combining these results allows a &#039;Transition Matrix&#039; to be developed (see the Wikipedia article [[Wikipedia:Stochastic matrix|Stochastic matrix]]) which after iteration can generate the expected number of legendary products from 1 set of common ingredients via matrix multiplication. An example matrix for P of 50% and Q of 25% for both recycling and assembly is copied below. Note that since legendary products are the goal, they are not recycled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! !! style=&amp;quot;border-left:2px solid&amp;quot; | I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
! style=&amp;quot;border-left:2px solid&amp;quot; | P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 1.125 || 0.3375 || 0.03375 || 0.003375 || 0.000375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 1.125 || 0.3375 || 0.03375 || 0.00375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 1.125 || 0.3375 || 0.0375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 1.125 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1.5&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0.1875 || 0.05625 || 0.005625 || 0.0005625 || 0.0000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0.1875 || 0.05625 || 0.00625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0.1875 || 0.0625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To iterate this matrix (M) apply the matrix to itself. For example, M&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; would indicate 6 iterations, corresponding to 3 crafting steps and 3 recycling steps. To see how much 1 ingredient set produces after a given iteration, x, multiply an input vector by M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;. The vector format follows that of the matrix labels, so with the table arranged as above, left multiply a row vector of ingredient(s) by the matrix. In order to see the expected product of 1 set of normal ingredients, the vector will have &#039;1&#039; in the first column and &#039;0&#039;s everywhere else. Likewise, a set of uncommon ingredients will correspond to &#039;1&#039; in the second column of the vector.&lt;br /&gt;
&lt;br /&gt;
It is important to note that since the recycling step has a material loss of 75% most recycling loops will be well behaved and converge quickly.&lt;br /&gt;
&lt;br /&gt;
Extreme productivity from research breaks this pattern and will prevent convergence, but this simply means that there is a positive material cycle, so 1 set of ingredients will produce infinite legendary crafts, on average. The closer the total productivity is to 400%, the slower the convergence of the matrix iteration and the higher you need to calculate x in M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;!--[[File:Quality_Transition_Matrix.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
=== Using quality to increase production ===&lt;br /&gt;
There are four ways in which quality can increase the output of a single production machine:&lt;br /&gt;
* Increasing the quality of the machine itself will improve its base crafting speed.&lt;br /&gt;
* Increasing the quality of [[speed module]]s will increase the effect of their speed improvements.&lt;br /&gt;
* Increasing the quality of [[productivity module]]s will increase their productivity bonus without reducing crafting speed. Since extra items obtained from the productivity bonus do not take extra time to produce, this will also increase the number of items produced over time.&lt;br /&gt;
* Increasing the quality of [[beacon]]s will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased.&lt;br /&gt;
&lt;br /&gt;
These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where [[electronic circuit]]s are made using one [[electromagnetic plant]] with five [[productivity module 3]]s, which is surrounded by 12 [[beacon]]s with two [[speed module 3]]s, each. With normal quality, this will achieve an output rate of almost 45 items per second (almost enough to saturate one non-layered [[express transport belt]]). However, if the electromagnetic plant and all beacons and modules have legendary quality, the output rate becomes slightly more than 600 items per second (enough to saturate two and a half [[turbo transport belt]]s with four layers of items). This is more than 13 times as many items as without quality.&lt;br /&gt;
&lt;br /&gt;
It should be noted that quality beacons are the only one of these factors that may increase energy consumption over time, as the transmission effect is also applied to the energy cost of speed modules. However, this is offset or even negated by the reduced energy consumption of the beacons themselves (which is also affected by quality), especially with high beacon counts wherein the transmission effect is subject to diminishing returns. For speed modules, productivity modules, and the machine itself, only the speed increase, productivity bonus, and base crafting speed are affected, respectively.&lt;br /&gt;
&lt;br /&gt;
The increased transmission effect of high-quality beacons is also notable because unlike when increasing the number of beacons, there are no diminishing returns for increasing their quality (aside from the exponentially increasing cost of producing those higher-quality beacons in the first place). This means that, despite a legendary beacon only being 1.66 times as powerful as a normal-quality beacon, one would need 0.36 times as many legendary beacons as normal ones to achieve the same effect. Aside from making more powerful beacon setups, this can also be used to save space by achieving the same effect with fewer beacons, thereby leaving more room for machines and belts.&lt;br /&gt;
&lt;br /&gt;
Higher-quality machines are also particularly useful for producing quality items as, unlike speed modules, machine quality does not reduce the chance of increasing a product&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
=== Using quality to save space ===&lt;br /&gt;
Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a [[space platform]], where small, compact designs are rewarded with increased speed, as well as needing fewer rockets to build the platform.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* In the below circumstances, quality modules have no useful effects. &lt;br /&gt;
** Placed in a [[Rocket silo]]&lt;br /&gt;
** Placed in a [[Lab]] or [[Biolab]]&lt;br /&gt;
** Used with recipes that only output fluids (e.g [[holmium solution]])&lt;br /&gt;
* [[Barrel]]s cannot accept quality modules, most likely to stop quality upcycling with no loss.&lt;br /&gt;
* The [[Kovarex enrichment process]] recipe and [[raw fish|fish breeding]] cannot accept quality modules.&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|make-it-better}}&lt;br /&gt;
{{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
{{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
{{Achievement|crafting-with-quality}}&lt;br /&gt;
{{Achievement|my-modules-are-legendary}}&lt;br /&gt;
{{Achievement|no-room-for-more}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captive biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters choose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Destroyer_capsule&amp;diff=215807</id>
		<title>Infobox:Destroyer capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Destroyer_capsule&amp;diff=215807"/>
		<updated>2025-09-13T19:57:17Z</updated>

		<summary type="html">&lt;p&gt;Thrawcheld: total raw in Space Age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = projectile&lt;br /&gt;
|internal-name = destroyer-capsule&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|rocket-capacity = 25 (0.25 {{Translation|stacks}})&lt;br /&gt;
|category = Combat&lt;br /&gt;
|image = destroyer_capsule_entity&lt;br /&gt;
|health = {{Quality|60|78|96|114|150}}&lt;br /&gt;
|resistance = {{Translation|Acid}}: 0/90%&amp;lt;br&amp;gt;{{Translation|Fire}}: 0/95%&lt;br /&gt;
|lifespan = 120&lt;br /&gt;
|damage = {{Quality|20|26|32|38|50}} {{Translation|electric}}&lt;br /&gt;
|range = {{Quality|25|27.5|30|32.5|37.5}} ({{Translation|Capsule}})&amp;lt;br/&amp;gt;{{Quality|20|22|24|26|30}} ({{Translation|Destroyer}})&lt;br /&gt;
|shooting-speed = 2{{Translation|/s}} ({{Translation|Capsule}})&amp;lt;br/&amp;gt;3{{Translation|/s}} ({{Translation|Destroyer}})&lt;br /&gt;
|recipe = Time, 15 + Distractor capsule, 4 + Speed module, 1&lt;br /&gt;
|total-raw = Time, 661.75 + Copper plate, 212.5 + Iron plate, 375 + Plastic bar, 34 + Steel plate, 24&lt;br /&gt;
|required-technologies = Destroyer&lt;br /&gt;
|boosting-technologies = Energy weapons damage + Follower robot count&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-recipe = Time, 15 + Distractor capsule, 4 + Steel plate, 4 + Processing unit, 1&lt;br /&gt;
|space-age-total-raw = Time, 611 + Processing unit, 1 + Copper plate, 180 + Iron plate, 360 + Plastic bar, 24 + Steel plate, 28&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thrawcheld</name></author>
	</entry>
</feed>