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		<id>https://wiki.factorio.com/index.php?title=Module&amp;diff=183888</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module&amp;diff=183888"/>
		<updated>2020-12-06T09:39:20Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: /* Speed module */ ‘items produced per watt’ units don’t make sense. Changed to ‘items produced per joule’ (‘items per second per watt’ would also work)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate [[research]], and are produced slowly, but can eventually greatly improve the efficiency of a factory.&lt;br /&gt;
&lt;br /&gt;
Quick usage summary:&lt;br /&gt;
*For more products per second a speed module should be used.&lt;br /&gt;
*For more products per input resource a productivity module should be used.&lt;br /&gt;
*For more products per watt of energy an efficiency module should be used (except in rare cases when productivity modules are also used - then a speed module might be better).&lt;br /&gt;
&lt;br /&gt;
Note that changing a machine&#039;s energy consumption directly affects how much pollution the machine generates. This is the case because the pollution production rate is directly linked to the machine&#039;s energy consumption, so this applies even when power is produced in a pollution-free way.&lt;br /&gt;
&lt;br /&gt;
== Types of modules ==&lt;br /&gt;
&lt;br /&gt;
There are three types of modules in &#039;&#039;Factorio&#039;&#039;, each with 3 tiers of effect. Higher tiers have stronger effects but are more expensive. Note that the machine&#039;s properties (speed, energy consumption and pollution) cannot be reduced below 20% of the original value.&lt;br /&gt;
&lt;br /&gt;
=== Speed module ===&lt;br /&gt;
Speed modules increase the speed and energy consumption of a machine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Speed bonus !! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Speed module}} || +20% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Speed module 2}} || +30% || +60%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Speed module 3}} || +50% || +70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Increases speed of machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; If used with productivity modules, it can increase the efficiency of the machine in terms of items produced per joule (or items produced per pollution generated). &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Increases energy use per cycle (exceptions exist). &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Increased energy usage means increased pollution generation (pollution depends on power usage). &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Productivity module ===&lt;br /&gt;
&lt;br /&gt;
Productivity modules add a purple &amp;quot;productivity bar&amp;quot; when placed inside item-producing buildings and [[lab]]s. If the productivity bar is already present through completed research, the modules will simply speed up the bar. Each time the machine finishes crafting the recipe it is set to, an amount is added to the bar equal to the percentages of the productivity modules inside the machine. When the bar reaches 100%, an extra set of products is immediately generated without consuming any resources.&lt;br /&gt;
&lt;br /&gt;
Productivity modules can only be used in machines that are set to make [[:Category:Intermediate_products|intermediate products]]. These are all the ores mined by electric drills, the stone brick (and anything else smelted in a furnace) and some of the items listed in the intermediate products tab. Exceptions to the items listed in this tab are: the satellite, the recipes that fill/empty a barrel, nuclear fuel, and nuclear fuel reprocessing. Productivity modules cannot be placed in [[beacon]]s either.  When a recipe uses the same item as an input and output (e.g. [[coal liquefaction]] and the [[kovarex enrichment process]]) the productivity bonus only applies to the net product [https://www.factorio.com/blog/post/fff-256].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Productivity&amp;lt;br \&amp;gt; bonus !! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption !! Speed !! [[Pollution]]&amp;lt;br/&amp;gt; multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Productivity module}} || +4% || +40% || -5% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Productivity module 2}} || +6% || +60% || -10% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Productivity module 3}} || +10% || +80% || -15% || +10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Creates an additional free item occasionally. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Increases pollution generated. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Slows the machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Efficiency module ===&lt;br /&gt;
Efficiency modules reduce the required electricity to run the machine. The lowest amount of energy that efficiency modules can be used to achieve is 20% of the machine&#039;s base energy usage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module!! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Efficiency module}} || -30%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Efficiency module 2}} || -40%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Efficiency module 3}} || -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Reduces energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#66CC66&amp;quot;&amp;gt; Decreased energy usage means decreased pollution generation (pollution depends on power usage). &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; Cannot lower energy usage below 20%. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF5F5F&amp;quot;&amp;gt; If used with productivity modules, sometimes the efficiency gain is lower than what a speed module could achieve. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
&lt;br /&gt;
As a rule modules do not have diminishing returns (except that consumption is capped to -80%), that is if an assembler is making 2 items per second, adding 1 speed 3 module (+50% speed) will increase item production by 1/s, a second speed3 module will increase production by the same 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency 1 module will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting 2 speed 1 modules in one machine and 2 efficiency 1 modules in a second machine, than putting 1 of each in both machines - in both cases the total items produced per second and average energy required per item is identical.&lt;br /&gt;
&lt;br /&gt;
There is however synergy between productivity modules and speed modules, productivity modules reduce crafting speed which lowers the production rate of items and increases the energy consumed per item, the speed bonus from speed modules increases production rate of items and lowers the energy consumed per item - in fact when dealing with productivity modules, the reduction in energy consumption from the increased speed from speed modules can be greater than the increased energy consumption. For detailed calculations on the synergy between productivity modules and speed modules refer to [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 this discussion] as well as [https://forums.factorio.com/viewtopic.php?f=16&amp;amp;t=59989 this warning].&lt;br /&gt;
&lt;br /&gt;
Filling the device with &#039;&#039;&#039;speed modules&#039;&#039;&#039; is useful when a resource is infinite but the amount of resource pools is low. The best example would be &#039;&#039;&#039;oil deposits&#039;&#039;&#039;. Another good place to use speed modules would be for assembly machines which make products that take a long time to make, for example engine units. Using speed modules allows more compact setups, because one machine can provide materials to more consumers than normal. If used together with productivity modules, they can also increase efficiency (in terms of items produced per watt or per pollution generated) of a machine.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;productivity modules&#039;&#039;&#039; is recommended when resources are scarce. An example would be more advanced products not being produced enough due to bottlenecks. It will take longer and more energy, but the overall amount of products per time will be higher. Productivity is especially useful in recipes that consume a lot of resources per second such as [[electronic circuit]]s, as this will result in a lot of free items being created and quickly cover the cost of the module. Also by saving the need to mine ore, smelt plates and process intermediates for those free items the additional energy cost can be easily covered.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;efficiency modules&#039;&#039;&#039; is recommended for electric furnaces as these use a lot of power. Note that making higher level efficiency modules are not worth it in terms of power saved vs materials used to build a [[solar panel]] setup with same power output so the only incentive is to further reduce pollution or space utilization. Modules are also able to control [[pollution]], as &#039;&#039;&#039;pollution depends also on [[Electric system|energy]] usage&#039;&#039;&#039;. So reducing a machine&#039;s energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa! Also note that if you&#039;re using productivity modules, a speed module can sometimes provide better efficiency gains due to the fact that the machine will now be producing much more items per second. Efficiency modules also generally don&#039;t work well in beacons.&lt;br /&gt;
&lt;br /&gt;
=== Examples of usage ===&lt;br /&gt;
[[Electric furnace]]s are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (−30%) – almost a [[solar panel]] worth of power. [[Electric mining drill]]s normally create 10 units of [[pollution]], using 3 basic efficiency modules on them reduces their pollution production by 80% to 2 units per minute.&lt;br /&gt;
&lt;br /&gt;
Using productivity module 3s in the [[rocket silo]] reduces the total resource cost for 1 rocket launch by almost 30%, saving 26k copper ore per rocket launch.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Beacon]]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=16&amp;amp;t=59989 Speed modules are sometimes more efficient than Efficiencies]&lt;br /&gt;
&lt;br /&gt;
{{C|Modules}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=180094</id>
		<title>Electric mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=180094"/>
		<updated>2020-06-05T16:12:36Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Slightly reword first sentence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric mining drill}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;electric mining drill&#039;&#039;&#039; mines out [[iron ore]], [[copper ore]], [[uranium ore]], [[stone]] and [[coal]], and places it in front of the output tile, on a [[transport belt|belt]] or in a machine or chest that covers the output tile.&lt;br /&gt;
&lt;br /&gt;
The machine is 3×3, but mines in a 5×5 area, extending 1 tile away on each side.&lt;br /&gt;
Mines copper ore, iron ore, coal, or stone at a rate of 0.5/s and uranium ore at a rate of 0.25/s.&lt;br /&gt;
&lt;br /&gt;
When placed over [[uranium ore]], which requires [[sulfuric acid]] to mine, three fluid connectors will appear on the mining drill. The mining drills will pass excess sulfuric acid to each other when these connectors are aligned, allowing multiple drills to be placed right next to each other with only one pipe input necessary to feed all of them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Unified and rounded mining speed and times for ores and drills.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.2|&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Mining drill now has fluid input when placed over [[uranium ore]].&lt;br /&gt;
* Mining drills can be turned on and off using the [[circuit network]]. They can also output the remaining expected resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Mining drill now ignores resources that can&#039;t be mined because of the higher hardness.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Shows area of effect when highlighted.&lt;br /&gt;
* Mining drill evenly mines from every tile in its area.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.&lt;br /&gt;
* Added support for modules to electric mining drills.&lt;br /&gt;
* Mining drills deactivate when out of resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Show output arrows when alt mode is on.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Shows count of available resources.}}&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;
* [[Mining]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Applied_power_math&amp;diff=172581</id>
		<title>Tutorial:Applied power math</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Applied_power_math&amp;diff=172581"/>
		<updated>2019-04-19T16:26:15Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Spaces between units&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
In this tutorial we&#039;ll be answering the question: &#039;&#039;&#039;how much coal is needed to power a factory?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First off, we need to know: how much power does our factory use? That&#039;s easy - you can check the electricity tab by clicking on a power pole.&lt;br /&gt;
&lt;br /&gt;
[[File:power-details.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Here we see one radar using 300 kW (the 299 kW is a rounding error). Factorio uses real science here. A Watt (W) is a measure of energy transfer. A kilowatt (kW) is 1000 W, a megawatt (MW) is 1000 kW, and if you&#039;re lucky enough to ever make a factory big enough, a gigawatt (GW) is 1000 MW.&lt;br /&gt;
&lt;br /&gt;
So that answers the question of how much power our factory uses. To keep our factory running at full speed we need to maintain 300 kW. For ease of comparison, we&#039;ll convert that to 0.3 MW.&lt;br /&gt;
&lt;br /&gt;
Next question! How much power is stored in coal? That&#039;s also easy, because it tells us when we hover over it: 8 MJ.&lt;br /&gt;
&lt;br /&gt;
[[File:coal-joules.png|300px]]&lt;br /&gt;
&lt;br /&gt;
A Joule is another standard measure of stored energy. As with Watts a kilojoule (kJ) is 1000 J, and so on. There is a fixed relationship between Joules and Watts. &#039;&#039;&#039;1 Joule can provide 1 Watt of power for 1 second.&#039;&#039;&#039; As a formula:&lt;br /&gt;
&lt;br /&gt;
    J = W × s&lt;br /&gt;
&lt;br /&gt;
So to run our factory at 0.3 MW, we need to consume 0.3 MJ every second.&lt;br /&gt;
&lt;br /&gt;
== Quiz ==&lt;br /&gt;
&lt;br /&gt;
Assuming perfect efficiency, how long could one piece of coal (8 MJ) run&lt;br /&gt;
our single radar (0.3 MW)?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    8 MJ = 0.3 MW × s&lt;br /&gt;
       s = 8 MJ ÷ 0.3 MW&lt;br /&gt;
       s = 26.67&lt;br /&gt;
&lt;br /&gt;
Nearly 27 seconds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming perfect efficiency, what is the maximum size factory (in watts)&lt;br /&gt;
a single piece of coal could run for 5 seconds?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    8 MJ = MW × 5&lt;br /&gt;
      MW = 8 MJ ÷ 5&lt;br /&gt;
      MW = 1.6&lt;br /&gt;
&lt;br /&gt;
1.6 megawatts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BONUS!&#039;&#039;&#039; A ton of real world coal [http://hypertextbook.com/facts/2006/LunChen.shtml contains about 21 GJ]. How much does a&lt;br /&gt;
piece of Factorio coal weigh?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The energy ratios will match the weight ratios, so:&lt;br /&gt;
&lt;br /&gt;
    8 MJ / 21000 MJ = weight ÷ 1000 kG&lt;br /&gt;
             weight = (8 MJ ÷ 21000 MJ) × 1000 kG&lt;br /&gt;
             weight = 0.38 kG&lt;br /&gt;
&lt;br /&gt;
About 400g! Still doesn&#039;t explain how our character can carry so much of it...&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Efficiency == &lt;br /&gt;
&lt;br /&gt;
Let&#039;s test it! We should be able to run a radar for 27 seconds, right? Using a setup with a single boiler, steam engine, and radar, we can drop a single piece of coal in the boiler and see how long the radar runs.&lt;br /&gt;
&lt;br /&gt;
[[File:radar-example.png|800px]]&lt;br /&gt;
&lt;br /&gt;
We barely got 20s! What&#039;s wrong? We are generating less power than expected.&lt;br /&gt;
Let&#039;s measure using an accumulator.&lt;br /&gt;
&lt;br /&gt;
[[File:Accumulator-example.png|800px]]&lt;br /&gt;
&lt;br /&gt;
We started with 8 MJ in the coal, but only 4 MJ ended up in the accumulator.&lt;br /&gt;
This is because, like in the real world, some energy is lost along the way as&lt;br /&gt;
waste. In this case, only 50% is making it into our accumulator. In Factorio,&lt;br /&gt;
this loss happens in the boiler, and it actually tells us this in the item details! You can think of the waste 50% as going into the pollution it generates...&lt;br /&gt;
&lt;br /&gt;
[[File:boiler-details.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have everything we need to answer our initial question: &#039;&#039;&#039;how much coal do we need to power our factory?&#039;&#039;&#039; Well, the question actually needs to be a bit&lt;br /&gt;
more precise: how much coal do we need &#039;&#039;per second&#039;&#039; to power our factory?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aside: why did the radar run for 20s and not 13.5s (50% of 27s)?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Because it doesn&#039;t turn on and off instantly. As you can see in the graph, it ramps up then ramps down. Technically, if you measured the area under the curve it would give you the expected 4 MJ.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quiz ==&lt;br /&gt;
&lt;br /&gt;
How much coal per second is needed to power a 20 MW factory?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Since &amp;lt;code&amp;gt;J = W × s&amp;lt;/code&amp;gt;, a 20 MW factory will consume 20 MJ/s. We&#039;ll need 40 MJ/s input due to the 50% boiler efficiency loss. Since coal contains 8 MJ, we&#039;ll need &#039;&#039;&#039;5 coal per second&#039;&#039;&#039; (&amp;lt;code&amp;gt;5 × 8 MJ = 40 MJ&amp;lt;/code&amp;gt;).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BONUS!&#039;&#039;&#039; How many [[Mining|mining drills]] are needed to produce that much coal?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Per the linked page, an electric mining drill produces ~0.5/s, so we&#039;ll need &#039;&#039;&#039;10 electric mining drills&#039;&#039;&#039; (&amp;lt;code&amp;gt;10 × 0.5 = 5&amp;lt;/code&amp;gt;).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SECOND BONUS!&#039;&#039;&#039; The average American household uses [https://www.eia.gov/tools/faqs/faq.php?id=97&amp;amp;t=3 3.2 GJ in a month] (typically expressed as &#039;&#039;888 kilowatt hours&#039;&#039;). How much Factorio coal would be needed to power one of these homes for that period, and how many homes could a steam engine support ([[Steam_engine|900 kW]]), assuming the power is used at a constant rate? (Assume 30 days in a month.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    3.2 GJ = 3,200 MJ&lt;br /&gt;
    3200 MJ ÷ (8 MJ × 50%) = 800&lt;br /&gt;
&lt;br /&gt;
    3200 MJ ÷ 30 days ÷ 24 hours ÷ 60 minutes ÷ 60 seconds = 1,235 W&lt;br /&gt;
    900,000 ÷ 1235 = 728&lt;br /&gt;
&lt;br /&gt;
800 pieces of coal per household, and a single steam engine could power 728 households by approximate.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Flamethrower_damage_(research)&amp;diff=165105</id>
		<title>Archive:Flamethrower damage (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Flamethrower_damage_(research)&amp;diff=165105"/>
		<updated>2018-11-05T16:47:44Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Missed one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Flamethrower damage (research)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;flamethrower damage&#039;&#039;&#039; technologies affects the [[flamethrower turret]] damage directly as a bonus, and fire damage in general as a seperate bonus. This means that flamethrower turrets are impacted by the research bonus, the fire damage bonus, and the individual fuel damage bonus; they apply independently (multiplicative), similar to how gun turrets are impacted by both bullet damage and gun turret damage researches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|1}} Flamethrower damage 1 || {{Icon|Time|45}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 100&amp;lt;/big&amp;gt; || 20% || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|2}} Flamethrower damage 2 || {{Icon|Time|45}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 200&amp;lt;/big&amp;gt; || 20% || 40%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|3}} Flamethrower damage 3 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 250&amp;lt;/big&amp;gt; || 30% || 70%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|4}} Flamethrower damage 4 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 250&amp;lt;/big&amp;gt; || 30% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|5}} Flamethrower damage 5 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;✖ 400&amp;lt;/big&amp;gt; || 40% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|6}} Flamethrower damage 6 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;✖ 500&amp;lt;/big&amp;gt; || 20% || 160%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|7-&amp;amp;infin;}} Flamethrower damage 7-&amp;amp;infin; || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} {{Icon|Space science pack|1}} &amp;lt;big&amp;gt;✖ &amp;lt;br/&amp;gt;{{Key|2^(Level-7)*1000}}&amp;lt;/big&amp;gt; (e.g. 1000 for level 7) || 20% per level || 160% + &amp;lt;pre class=&amp;quot;keyboard-key&amp;quot;&amp;gt;20%×(Level-6)&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
*Introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Flamethrower]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Flamethrower_damage_(research)&amp;diff=165104</id>
		<title>Archive:Flamethrower damage (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Flamethrower_damage_(research)&amp;diff=165104"/>
		<updated>2018-11-05T16:47:17Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: ✖ and × instead of X and *&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Flamethrower damage (research)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;flamethrower damage&#039;&#039;&#039; technologies affects the [[flamethrower turret]] damage directly as a bonus, and fire damage in general as a seperate bonus. This means that flamethrower turrets are impacted by the research bonus, the fire damage bonus, and the individual fuel damage bonus; they apply independently (multiplicative), similar to how gun turrets are impacted by both bullet damage and gun turret damage researches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|1}} Flamethrower damage 1 || {{Icon|Time|45}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 100&amp;lt;/big&amp;gt; || 20% || 20%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|2}} Flamethrower damage 2 || {{Icon|Time|45}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 200&amp;lt;/big&amp;gt; || 20% || 40%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|3}} Flamethrower damage 3 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 250&amp;lt;/big&amp;gt; || 30% || 70%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|4}} Flamethrower damage 4 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 250&amp;lt;/big&amp;gt; || 30% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|5}} Flamethrower damage 5 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;✖ 400&amp;lt;/big&amp;gt; || 40% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|6}} Flamethrower damage 6 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;✖ 500&amp;lt;/big&amp;gt; || 20% || 160%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Flamethrower damage (research)|7-&amp;amp;infin;}} Flamethrower damage 7-&amp;amp;infin; || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} {{Icon|Space science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|2^(Level-7)*1000}}&amp;lt;/big&amp;gt; (eg. 1000 for level 7) || 20% per level || 160% + &amp;lt;pre class=&amp;quot;keyboard-key&amp;quot;&amp;gt;20%×(Level-6)&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
*Introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Flamethrower]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=165103</id>
		<title>Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=165103"/>
		<updated>2018-11-05T16:45:53Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: /* Notes */ Spaces between 1 and MW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Solar panel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solar panel&#039;&#039;&#039;s are an unlimited source of free energy that produce no pollution. During daylight hours every panel provides the maximum power level, 60kW. Generated power will increase/decrease linearly during dusk and dawn, and no power is produced at night. This means one solar panel produces an average of 42 kW over one day and night cycle.&lt;br /&gt;
&lt;br /&gt;
== Energy management ==&lt;br /&gt;
&lt;br /&gt;
As already stated, solar panels produce energy only during the day, but you are likely to want your factory running at night as well. &lt;br /&gt;
&lt;br /&gt;
[[Accumulator]]s can be charged up with solar panels during the day to power the base at night. [https://youtu.be/FXzKoKGtaVU This video] shows a way to lay out Accumulators and Solar Panels in a space-efficient way.&lt;br /&gt;
&lt;br /&gt;
[[Accumulator]]s are not the only way to work with solar energy. Sometimes it is more economical to just avoid consuming energy at night. For example, if you power a bunch of [[Electric mining drill]]s and [[Electric furnace]]s to produce [[Iron plate|iron]] and [[copper plate]]s, you could build more drills and furnaces than you actually need, and store the excess metal production during the day. At night you can shut down the drills and furnaces, and let your factory run with the stored plates. Instead of storing energy, you would be storing what the energy is used for. The easiest way to achieve this is by connecting all your extractors and furnaces to an electric network with exactly enough solar panels to make them work during the day, and keeping this network away from your factory&#039;s main electric network.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* It takes 23.8 solar panels to operate 1 MW of factory &#039;&#039;&#039;and&#039;&#039;&#039; charge enough accumulators to sustain that 1 MW through the night.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|solaris}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Changed tech requirement from Adv. Electronics to Electronics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Energy of the solar panel is now fractioned between all the networks it&#039;s connected to.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Massive optimisations to solar panel logic.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Significantly slowed crafting speed to 10 secs from 0.5 sec.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Made solar panels pre-science pack 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Unplugged icon shown when not connected to any power transfer device.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New solar panel graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Priority of power consumption changed to consume from solar panel first.}}&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;
* [[Electric system]]&lt;br /&gt;
* [[Accumulator]]&lt;br /&gt;
* [[Power_production#Optimal_ratio|Calculating the optimal ratio of accumulators to solar panels]]&lt;br /&gt;
* A [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9314 Solar Power Excel sheet]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=8&amp;amp;t=8949 (Forum topic) The way I solar]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gate_(research)&amp;diff=165102</id>
		<title>Gate (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gate_(research)&amp;diff=165102"/>
		<updated>2018-11-05T16:45:20Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: A bit cleared&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Gates (research)}}&lt;br /&gt;
&lt;br /&gt;
Provides access to [[Gate]]s which create a option to have walls which can be passed through by players.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Arithmetic_combinator&amp;diff=165101</id>
		<title>Arithmetic combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Arithmetic_combinator&amp;diff=165101"/>
		<updated>2018-11-05T16:43:06Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Hyphen-minus replaced with minus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Arithmetic combinator}}&lt;br /&gt;
The arithmetic combinator is part of the [[circuit network]] and one of three types of combinators available in the game (along with the [[constant combinator]] and [[decider combinator]]). Each arithmetic combinator can perform any one of the following mathematical operations on signals, and will show the corresponding symbol on its top:&lt;br /&gt;
&lt;br /&gt;
* addition (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;)&lt;br /&gt;
* subtraction (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt;)&lt;br /&gt;
* multiplication (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt;)&lt;br /&gt;
* division (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt;)&lt;br /&gt;
* modulo (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;%&amp;lt;/span&amp;gt;)&lt;br /&gt;
* exponentiation (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;^&amp;lt;/span&amp;gt;)&lt;br /&gt;
* left bit shift (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;&amp;lt;&amp;lt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* right bit shift (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;&amp;gt;&amp;gt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bitwise AND (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;&amp;amp;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bitwise OR (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;|&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bitwise XOR (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;^&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
The arithmetic combinator accepts two input connections (red and green wires), and sends its output to both output connections. The input wires connect to the nubs on the left side of the sprite in the sidebar, while the outputs connect to the right side.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The internal logic process has three steps:&lt;br /&gt;
&lt;br /&gt;
# All input signals on the red and green wires are summed within the combinator.&lt;br /&gt;
# The specified operation is performed on the selected signal(s).&lt;br /&gt;
# The result of this operation is output as the selected output signal.&lt;br /&gt;
&lt;br /&gt;
The left operand of the operation can be any single signal or the [[Virtual signals#Each|&#039;&#039;each&#039;&#039; virtual signal]], and the right operand can be any single signal or a constant value.&lt;br /&gt;
&lt;br /&gt;
If the left operand is a single signal, the output must be a single signal. The operation is performed on the values of the chosen left and right signals, and the result is sent to the output on the specified signal.&lt;br /&gt;
&lt;br /&gt;
If the left operand is the &#039;&#039;each&#039;&#039; signal, then the output can be a single signal or the &#039;&#039;each&#039;&#039; signal. If the output is the &#039;&#039;each&#039;&#039; signal, then the operation is performed individually on the value of each input signal along with the value of the right operand, and each result is sent to the output on the same signal. If the output is a single signal, the operation is done on each of the input signals, the individual results are all added together, and that result is sent to the output on the specified signal.&lt;br /&gt;
&lt;br /&gt;
== Notes on operations ==&lt;br /&gt;
When using &#039;&#039;&#039;division&#039;&#039;&#039;, the result is truncated:&lt;br /&gt;
* 21 / 10 = 2&lt;br /&gt;
* 19 / 10 = 1&lt;br /&gt;
* −21 / 10 = −2&lt;br /&gt;
* −19 / 10 = −1&lt;br /&gt;
* 21 / −10 = −2&lt;br /&gt;
* 19 / −10 = −1&lt;br /&gt;
* −21 / −10 = 2&lt;br /&gt;
* −19 / −10 = 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modulo&#039;&#039;&#039;, indicated using % as it is in most programming languages, is the remainder after division. For example, 13 % 3 is 1 (13 = 4 * 3 + 1). This can be used, for example, to separate out individual digits of a number for use in building visual indicators, along with division:&lt;br /&gt;
* (24321 / 10000) % 10  = 2&lt;br /&gt;
* (24321 / 1000) % 10  = 4&lt;br /&gt;
* (24321 / 100) % 10  = 3&lt;br /&gt;
* (24321 / 10) % 10  = 2&lt;br /&gt;
* (24321 / 1) % 10  = 1&lt;br /&gt;
&lt;br /&gt;
Negating the left operand of a modulo negates the result, while negating the right operand does nothing:&lt;br /&gt;
* 13 % 3 = 1&lt;br /&gt;
* 13 % −3 = 1&lt;br /&gt;
* −13 % 3 = −1&lt;br /&gt;
* −13 % −3 = −1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left bit shift&#039;&#039;&#039; and &#039;&#039;&#039;Right bit shift&#039;&#039;&#039; are not arithmetic. Instead these options deals with numbers in the binary state. The 0&#039;s and 1&#039;s that make up a number are shifted in the specified direction which can result in a completely different number, due to the change in the binary value.&lt;br /&gt;
&lt;br /&gt;
[[File:Bitshiftleft.png|none|thumb|200px|Example of a &#039;left bit shift&#039;.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected wires are highlighted when hovering over a combinator connected to the [[circuit network]].&lt;br /&gt;
* Combinators show input and output in alt mode.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* Decider combinator &amp;quot;input count&amp;quot; option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition.&lt;br /&gt;
* New combinator graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Combinators now emit light.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Combinators no longer turn off when no wires are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Decider combinator]]&lt;br /&gt;
*[[Constant combinator]]&lt;br /&gt;
*[[Tutorial:Combinator tutorial|Combinator tutorial]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
*[[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Personal_laser_defense&amp;diff=164200</id>
		<title>Infobox:Personal laser defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Personal_laser_defense&amp;diff=164200"/>
		<updated>2018-09-04T18:02:31Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = active-defense-equipment&lt;br /&gt;
|internal-name = personal-laser-defense-equipment&lt;br /&gt;
|expensive-total-raw = Time, 410 + Battery, 60 + Copper plate, 500 + Iron plate, 200 + Processing unit, 1 + Steel plate, 105&lt;br /&gt;
|category = Combat&lt;br /&gt;
|stack-size=20&lt;br /&gt;
|shooting-speed = 3/s&lt;br /&gt;
|damage = 75 laser&lt;br /&gt;
|range = 15&lt;br /&gt;
|dimensions = 2×2&lt;br /&gt;
|equipped-in = Modular armor + Power armor + Power armor MK2&lt;br /&gt;
|energy = 600kW&lt;br /&gt;
|recipe = Time, 10 + Laser turret, 5 + Processing unit, 1 + Steel plate, 5&lt;br /&gt;
|total-raw = Time, 235 + Battery, 60 + Copper plate, 150 + Iron plate, 100 + Processing unit, 1 + Steel plate, 105&lt;br /&gt;
|required-technologies = Personal laser defense&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163685</id>
		<title>User:TomFryers</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163685"/>
		<updated>2018-08-17T13:27:26Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For some reason all of my edits seem to be punctuation and maths symbol corrections, probably because I love having a [https://en.wikipedia.org/wiki/Compose_key Compose key].&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163684</id>
		<title>User:TomFryers</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163684"/>
		<updated>2018-08-17T13:27:19Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For some reason all of my edits seem to be punctuation and maths symbol corrections, probably because I love having a [https://en.wikipedia.org/wiki/Compose_key Compose Key].&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163683</id>
		<title>User:TomFryers</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163683"/>
		<updated>2018-08-17T13:27:08Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For some reason all of my edits seem to be punctuation and maths symbol corrections, probably because I love having a [https://en.wikipedia.org/wiki/Compose_key| Compose Key].&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163682</id>
		<title>User:TomFryers</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163682"/>
		<updated>2018-08-17T13:26:54Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For some reason all of my edits seem to be punctuation and maths symbol corrections, probably because I love having a [https://en.wikipedia.org/wiki/Compose_key|&#039;compose key].&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163681</id>
		<title>User:TomFryers</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163681"/>
		<updated>2018-08-17T13:26:47Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For some reason all of my edits seem to be punctuation and maths symbol corrections, probably because I love having a [https://en.wikipedia.org/wiki/Compose_key|&#039;compose key&#039;].&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163680</id>
		<title>User:TomFryers</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163680"/>
		<updated>2018-08-17T13:26:35Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For some reason all of my edits seem to be punctuation and maths symbol corrections, probably because I love having a [https://en.wikipedia.org/wiki/Compose_key|&amp;quot;compose key&amp;quot;].&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163679</id>
		<title>User:TomFryers</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:TomFryers&amp;diff=163679"/>
		<updated>2018-08-17T13:26:22Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For some reason all of my edits seem to be punctuation and maths symbol corrections, probably because I love having a [https://en.wikipedia.org/wiki/Compose_key|compose key].&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Plastics_(research)&amp;diff=163362</id>
		<title>Plastics (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Plastics_(research)&amp;diff=163362"/>
		<updated>2018-08-10T07:35:48Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Slightly more descriptive.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{about|the technology|the intermediate product|plastic bar}}&lt;br /&gt;
{{:Infobox:Plastics (research)}}&lt;br /&gt;
&lt;br /&gt;
A small research that allows the crafting of [[Plastic bar]]s in [[Chemical plant]]s from [[Petroleum gas]] and [[Coal]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roadmap&amp;diff=163139</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roadmap&amp;diff=163139"/>
		<updated>2018-07-31T14:23:20Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: /* Low priority */ Added spidertron link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a copy of the official roadmap which can be found on [https://forums.factorio.com/678 the forums].&lt;br /&gt;
&lt;br /&gt;
Refer to [[Roadmap/History]] for past versions of the roadmap and to [[upcoming features]] for a more detailed list of upcoming features.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Roadmap has been updated for one release upfront.&lt;br /&gt;
&lt;br /&gt;
Please keep in mind that Wube will release updates when they are ready, usually later than the date on their roadmap. There may be more features than there are on this roadmap. It&#039;s also not guaranteed everything will be implemented (Golden rule: everything takes longer than expected).&lt;br /&gt;
&lt;br /&gt;
== [[Upcoming features|Factorio 0.17]] ==&lt;br /&gt;
&lt;br /&gt;
=== Planned ===&lt;br /&gt;
&lt;br /&gt;
* Mini tutorials&lt;br /&gt;
** Improved quality&lt;br /&gt;
** Cover the rest of the game mechanics&lt;br /&gt;
* Improved First Steps campaign and new main campaign&lt;br /&gt;
* GUI rewrite&lt;br /&gt;
** Improve the looks of the GUI&lt;br /&gt;
** Change the way it works&lt;br /&gt;
* New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders&lt;br /&gt;
* Recipe tree GUI&lt;br /&gt;
** Foundation of some kind of in-game &amp;quot;factoriopedia&amp;quot;&lt;br /&gt;
** Should provide the player fast ways to get the answer to questions like:&lt;br /&gt;
***&amp;quot;What is this item used in?&amp;quot;&lt;br /&gt;
***&amp;quot;What is the graph of recipe dependencies for this?&amp;quot;&lt;br /&gt;
* Mod integration improvements&lt;br /&gt;
** Syncing mods with multiplayer game&lt;br /&gt;
** Mod browsing improvements&lt;br /&gt;
*** Show the mod picture and more smaller things&lt;br /&gt;
* Map editor improvements, both technical and usability wise&lt;br /&gt;
* Map generator improvements and fixes, autoplace specification improvements and documentation&lt;br /&gt;
* High-resolution sprites for the rest of the game, including few changes to some entities&lt;br /&gt;
* Final game balancing&lt;br /&gt;
&lt;br /&gt;
=== Low priority ===&lt;br /&gt;
&lt;br /&gt;
* Spidertron [https://www.factorio.com/blog/post/fff-120]&lt;br /&gt;
* Better car handling and car in latency state&lt;br /&gt;
* Better fluid physics&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Roadmap/History|Previous versions]]&lt;br /&gt;
** [[Version history|Detailed changelogs]]&lt;br /&gt;
* [[Upcoming features]]&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tile&amp;diff=163138</id>
		<title>Tile</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tile&amp;diff=163138"/>
		<updated>2018-07-31T14:21:12Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is the smallest piece of the world map. The whole [[Factorio]] world is made out of them.&lt;br /&gt;
&lt;br /&gt;
Tiles are used as a [[Units|unit]] for measuring area and distance.&lt;br /&gt;
&lt;br /&gt;
A [[Chunk]] (32×32 tiles) is the next largest unit for area/distance.&lt;br /&gt;
&lt;br /&gt;
=== How to see tiles and chunks? ===&lt;br /&gt;
&lt;br /&gt;
You can either &lt;br /&gt;
* pause the game (by default with [[Keyboard bindings|Shift-Space]]) or&lt;br /&gt;
* you can use the [[Debug mode]] to turn the tile-layer on.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[Chunk]], read about [[Radar]] to understand this)&lt;br /&gt;
* Speed of a basic [[Transport belt]]: about 1.8 tiles/sec.&lt;br /&gt;
* It takes about 1 minutes and 52 seconds to run 1000 tiles without speed up. &amp;lt;sup&amp;gt;[https://wiki.factorio.com/Talk:Exoskeleton#Movement%20speed%20experiments]&amp;lt;/sup&amp;gt; (As a side note, this would mean that the character is a very healthy person.)&lt;br /&gt;
&lt;br /&gt;
== Real size of tiles ==&lt;br /&gt;
&lt;br /&gt;
1 tile is generally assumed to be 1 square meter in size (like Minecraft). According to [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=9182&amp;amp;p=73352#p73349 this discussion], this assumption seems to be true.&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=163137</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=163137"/>
		<updated>2018-07-31T14:19:23Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: /* Lane balance */ Explained gifs better.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], makes up the systems of item transportation in&lt;br /&gt;
Factorio.&lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport items and run without using energy. Belts can also interact with other moving entities such as [[player]]s, [[vehicle]]s and [[enemies|biters]], also allowing for faster or slower movement speed.&lt;br /&gt;
&lt;br /&gt;
== All types of Transport belts ==&lt;br /&gt;
&lt;br /&gt;
Below is a chart of all the Transport Belts present and available for use in Factorio. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput (Items per [[game-second|second]])&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Needed research !! Raw materials (per belt)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt}}&lt;br /&gt;
| {{Imagelink|Underground belt}}&lt;br /&gt;
| {{Imagelink|Splitter|Splitter}} &lt;br /&gt;
| 13.333&lt;br /&gt;
| [[Logistics (research)]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast transport belt}}&lt;br /&gt;
| {{Imagelink|Fast underground belt}}&lt;br /&gt;
| {{Imagelink|Fast splitter}} &lt;br /&gt;
| 26.666&lt;br /&gt;
| [[Logistics 2 (research)]]&lt;br /&gt;
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Express transport belt}}&lt;br /&gt;
| {{Imagelink|Express underground belt}}&lt;br /&gt;
| {{Imagelink|Express splitter}} &lt;br /&gt;
| 40.0 &lt;br /&gt;
| [[Logistics 3 (research)]]&lt;br /&gt;
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(1) See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
(2) Only for the underground belt and splitter. The basic transport belt is available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
== Tiers of belts ==&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. The [[Transport belt]] has a yellow color and is&lt;br /&gt;
the slowest, as well as the cheapest to craft. The next tier up, the [[Fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[Express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Belt mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[high tech science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_2_lanes.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the &#039;&#039;&#039;[[Belt_transport_system#Separating_belt_lanes|Underground Belt]]&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
=== Lane balance ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[Balancers#Lane_Balancers|Lane Balancers]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt throughput ===&lt;br /&gt;
[[File:Stack inserters fill express belt.gif|frame|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 7 for the right inserters.]]&lt;br /&gt;
Maximizing the throughput is important since it will keep belts efficient. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves.  &lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts.  &lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed × density. It describes how many items pass by at a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
; More density &lt;br /&gt;
:Sometimes items have small gaps in between each other that aren&#039;t big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.&lt;br /&gt;
; More speed &lt;br /&gt;
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
; More belts &lt;br /&gt;
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add [[balancers]] to balance items between them.&lt;br /&gt;
&lt;br /&gt;
=== Belt tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts&lt;br /&gt;
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.&lt;br /&gt;
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.&lt;br /&gt;
* Splitters can also take two inputs and one output.&lt;br /&gt;
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.&lt;br /&gt;
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.&lt;br /&gt;
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.&lt;br /&gt;
&lt;br /&gt;
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will&lt;br /&gt;
become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
==== Priority ====&lt;br /&gt;
For both the input and output side of the splitter it is possible to set the priority to either left or right.&lt;br /&gt;
&lt;br /&gt;
A splitter where the input priority has been set will first try to consume the specified input side, and will only&lt;br /&gt;
consume the other input once there is a gap on the prioritized input belt.&lt;br /&gt;
&lt;br /&gt;
Similarly a splitter where the output priority has been set will try to redirect all incoming items&lt;br /&gt;
to the specified output, and will only output on the other output once the specified output is full.&lt;br /&gt;
&lt;br /&gt;
==== Filter ====&lt;br /&gt;
If a specific item is set in the splitter&#039;s filter slot, the slider for the output priority will&lt;br /&gt;
be used for the filter instead. All items of the set type will be redirected to that specific output&lt;br /&gt;
and all other items are directed to the other output. The input priority can be set independently of the filter.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Balancers}}&lt;br /&gt;
&lt;br /&gt;
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.&lt;br /&gt;
&lt;br /&gt;
=== Manipulating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.&lt;br /&gt;
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)&lt;br /&gt;
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.&lt;br /&gt;
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
=== Separating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).&lt;br /&gt;
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitters]]&lt;br /&gt;
* [[Transport belts]]&lt;br /&gt;
* [[Underground belts]]&lt;br /&gt;
&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Express_transport_belt&amp;diff=163136</id>
		<title>Infobox:Express transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Express_transport_belt&amp;diff=163136"/>
		<updated>2018-07-31T14:17:34Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = transport-belt&lt;br /&gt;
|internal-name = express-transport-belt&lt;br /&gt;
|expensive-total-raw = Time, 14 + Iron plate, 102.5 + Lubricant, 20&lt;br /&gt;
|total-raw = Time, 9 + Iron plate, 31.5 + Lubricant, 20&lt;br /&gt;
|expensive-recipe = Time, 0.5 + Fast transport belt, 1 + Iron gear wheel, 20 + Lubricant, 20&lt;br /&gt;
| category = Machinery&lt;br /&gt;
| category-name = Machine&lt;br /&gt;
|health = 170&lt;br /&gt;
|dimensions=1×1&lt;br /&gt;
|belt-speed = 40 Items/s&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|recipe = Time, 0.5 + Fast transport belt, 1 + Iron gear wheel, 10 + Lubricant, 20&lt;br /&gt;
|required-technologies = Logistics 3&lt;br /&gt;
|producers=Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Transport_belt&amp;diff=163135</id>
		<title>Infobox:Transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Transport_belt&amp;diff=163135"/>
		<updated>2018-07-31T14:17:08Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = transport-belt&lt;br /&gt;
|internal-name = transport-belt&lt;br /&gt;
|expensive-total-raw = Time, 1 + Iron plate, 5&lt;br /&gt;
|recipe = Time, 0.5 + Iron gear wheel, 1 + Iron plate, 1 = Transport belt, 2&lt;br /&gt;
| category = Machinery&lt;br /&gt;
| category-name = Machine&lt;br /&gt;
|health = 150&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|dimensions=1×1&lt;br /&gt;
|belt-speed = 13.33 Items/s&lt;br /&gt;
|total-raw = Time, 1 + Iron plate, 3&lt;br /&gt;
|producers=Manual + Assembling machine&lt;br /&gt;
|consumers = Fast transport belt + Lab + Science pack 2 + Splitter + Underground belt&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=163134</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=163134"/>
		<updated>2018-07-31T14:16:53Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: /* All types of Transport belts */ Added Raw materials column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], makes up the systems of item transportation in&lt;br /&gt;
Factorio.&lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport items and run without using energy. Belts can also interact with other moving entities such as [[player]]s, [[vehicle]]s and [[enemies|biters]], also allowing for faster or slower movement speed.&lt;br /&gt;
&lt;br /&gt;
== All types of Transport belts ==&lt;br /&gt;
&lt;br /&gt;
Below is a chart of all the Transport Belts present and available for use in Factorio. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput (Items per [[game-second|second]])&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Needed research !! Raw materials (per belt)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt}}&lt;br /&gt;
| {{Imagelink|Underground belt}}&lt;br /&gt;
| {{Imagelink|Splitter|Splitter}} &lt;br /&gt;
| 13.333&lt;br /&gt;
| [[Logistics (research)]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast transport belt}}&lt;br /&gt;
| {{Imagelink|Fast underground belt}}&lt;br /&gt;
| {{Imagelink|Fast splitter}} &lt;br /&gt;
| 26.666&lt;br /&gt;
| [[Logistics 2 (research)]]&lt;br /&gt;
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Express transport belt}}&lt;br /&gt;
| {{Imagelink|Express underground belt}}&lt;br /&gt;
| {{Imagelink|Express splitter}} &lt;br /&gt;
| 40.0 &lt;br /&gt;
| [[Logistics 3 (research)]]&lt;br /&gt;
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(1) See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
(2) Only for the underground belt and splitter. The basic transport belt is available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
== Tiers of belts ==&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. The [[Transport belt]] has a yellow color and is&lt;br /&gt;
the slowest, as well as the cheapest to craft. The next tier up, the [[Fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[Express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Belt mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[high tech science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_2_lanes.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the &#039;&#039;&#039;[[Belt_transport_system#Separating_belt_lanes|Underground Belt]]&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
=== Lane balance ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[Balancers#Lane_Balancers|Lane Balancers]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show a few ways how to do this:&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt throughput ===&lt;br /&gt;
[[File:Stack inserters fill express belt.gif|frame|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 7 for the right inserters.]]&lt;br /&gt;
Maximizing the throughput is important since it will keep belts efficient. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves.  &lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts.  &lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed × density. It describes how many items pass by at a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
; More density &lt;br /&gt;
:Sometimes items have small gaps in between each other that aren&#039;t big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.&lt;br /&gt;
; More speed &lt;br /&gt;
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
; More belts &lt;br /&gt;
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add [[balancers]] to balance items between them.&lt;br /&gt;
&lt;br /&gt;
=== Belt tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts&lt;br /&gt;
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.&lt;br /&gt;
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.&lt;br /&gt;
* Splitters can also take two inputs and one output.&lt;br /&gt;
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.&lt;br /&gt;
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.&lt;br /&gt;
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.&lt;br /&gt;
&lt;br /&gt;
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will&lt;br /&gt;
become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
==== Priority ====&lt;br /&gt;
For both the input and output side of the splitter it is possible to set the priority to either left or right.&lt;br /&gt;
&lt;br /&gt;
A splitter where the input priority has been set will first try to consume the specified input side, and will only&lt;br /&gt;
consume the other input once there is a gap on the prioritized input belt.&lt;br /&gt;
&lt;br /&gt;
Similarly a splitter where the output priority has been set will try to redirect all incoming items&lt;br /&gt;
to the specified output, and will only output on the other output once the specified output is full.&lt;br /&gt;
&lt;br /&gt;
==== Filter ====&lt;br /&gt;
If a specific item is set in the splitter&#039;s filter slot, the slider for the output priority will&lt;br /&gt;
be used for the filter instead. All items of the set type will be redirected to that specific output&lt;br /&gt;
and all other items are directed to the other output. The input priority can be set independently of the filter.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Balancers}}&lt;br /&gt;
&lt;br /&gt;
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.&lt;br /&gt;
&lt;br /&gt;
=== Manipulating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.&lt;br /&gt;
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)&lt;br /&gt;
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.&lt;br /&gt;
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
=== Separating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).&lt;br /&gt;
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitters]]&lt;br /&gt;
* [[Transport belts]]&lt;br /&gt;
* [[Underground belts]]&lt;br /&gt;
&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=163132</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=163132"/>
		<updated>2018-07-31T14:09:08Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: /* Tiers of belts */ Reworded and added the names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], makes up the systems of item transportation in&lt;br /&gt;
Factorio.&lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport items and run without using energy. Belts can also interact with other moving entities such as [[player]]s, [[vehicle]]s and [[enemies|biters]], also allowing for faster or slower movement speed.&lt;br /&gt;
&lt;br /&gt;
== All types of Transport belts ==&lt;br /&gt;
&lt;br /&gt;
Below is a chart of all the Transport Belts present and available for use in Factorio. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput (Items per [[game-second]])&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt}}&lt;br /&gt;
| {{Imagelink|Underground belt}}&lt;br /&gt;
| {{Imagelink|Splitter|Splitter}} &lt;br /&gt;
| 13.333&lt;br /&gt;
| [[Logistics (research)]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast transport belt}}&lt;br /&gt;
| {{Imagelink|Fast underground belt}}&lt;br /&gt;
| {{Imagelink|Fast splitter}} &lt;br /&gt;
| 26.666&lt;br /&gt;
| [[Logistics 2 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Express transport belt}}&lt;br /&gt;
| {{Imagelink|Express underground belt}}&lt;br /&gt;
| {{Imagelink|Express splitter}} &lt;br /&gt;
| 40.0 &lt;br /&gt;
| [[Logistics 3 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(1) See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
(2) Only for the underground belt and splitter. The basic transport belt is available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
== Tiers of belts ==&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. The [[Transport belt]] has a yellow color and is&lt;br /&gt;
the slowest, as well as the cheapest to craft. The next tier up, the [[Fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[Express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Belt mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[high tech science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_2_lanes.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the &#039;&#039;&#039;[[Belt_transport_system#Separating_belt_lanes|Underground Belt]]&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
=== Lane balance ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[Balancers#Lane_Balancers|Lane Balancers]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show a few ways how to do this:&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt throughput ===&lt;br /&gt;
[[File:Stack inserters fill express belt.gif|frame|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 7 for the right inserters.]]&lt;br /&gt;
Maximizing the throughput is important since it will keep belts efficient. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves.  &lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts.  &lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed × density. It describes how many items pass by at a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
; More density &lt;br /&gt;
:Sometimes items have small gaps in between each other that aren&#039;t big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.&lt;br /&gt;
; More speed &lt;br /&gt;
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
; More belts &lt;br /&gt;
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add [[balancers]] to balance items between them.&lt;br /&gt;
&lt;br /&gt;
=== Belt tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts&lt;br /&gt;
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.&lt;br /&gt;
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.&lt;br /&gt;
* Splitters can also take two inputs and one output.&lt;br /&gt;
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.&lt;br /&gt;
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.&lt;br /&gt;
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.&lt;br /&gt;
&lt;br /&gt;
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will&lt;br /&gt;
become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
==== Priority ====&lt;br /&gt;
For both the input and output side of the splitter it is possible to set the priority to either left or right.&lt;br /&gt;
&lt;br /&gt;
A splitter where the input priority has been set will first try to consume the specified input side, and will only&lt;br /&gt;
consume the other input once there is a gap on the prioritized input belt.&lt;br /&gt;
&lt;br /&gt;
Similarly a splitter where the output priority has been set will try to redirect all incoming items&lt;br /&gt;
to the specified output, and will only output on the other output once the specified output is full.&lt;br /&gt;
&lt;br /&gt;
==== Filter ====&lt;br /&gt;
If a specific item is set in the splitter&#039;s filter slot, the slider for the output priority will&lt;br /&gt;
be used for the filter instead. All items of the set type will be redirected to that specific output&lt;br /&gt;
and all other items are directed to the other output. The input priority can be set independently of the filter.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Balancers}}&lt;br /&gt;
&lt;br /&gt;
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.&lt;br /&gt;
&lt;br /&gt;
=== Manipulating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.&lt;br /&gt;
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)&lt;br /&gt;
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.&lt;br /&gt;
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
=== Separating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).&lt;br /&gt;
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitters]]&lt;br /&gt;
* [[Transport belts]]&lt;br /&gt;
* [[Underground belts]]&lt;br /&gt;
&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Productivity_module&amp;diff=160869</id>
		<title>Infobox:Productivity module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Productivity_module&amp;diff=160869"/>
		<updated>2018-07-07T11:58:39Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = module&lt;br /&gt;
|internal-name = productivity-module&lt;br /&gt;
|expensive-total-raw = Time, 100 + Copper plate, 95 + Iron plate, 30 + Plastic bar, 20&lt;br /&gt;
|category = Items&lt;br /&gt;
|category-name = Item&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|energy = +40%&lt;br /&gt;
|speed = −15%&lt;br /&gt;
|productivity = +4%&lt;br /&gt;
|pollution = +5%&lt;br /&gt;
|recipe = Time, 15 + Advanced circuit, 5 + Electronic circuit, 5&lt;br /&gt;
|total-raw = Time, 68.75 + Copper plate, 32.5 + Iron plate, 15 + Plastic bar, 10&lt;br /&gt;
|required-technologies = Productivity module&lt;br /&gt;
|producers = Manual + Assembling machine&lt;br /&gt;
|consumers = Productivity module 2&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>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Productivity_module_2&amp;diff=160868</id>
		<title>Infobox:Productivity module 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Productivity_module_2&amp;diff=160868"/>
		<updated>2018-07-07T11:58:25Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Minus sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = module&lt;br /&gt;
|internal-name = productivity-module-2&lt;br /&gt;
|expensive-total-raw = Time, 500 + Copper plate, 450 + Iron plate, 140 + Plastic bar, 100 + Processing unit, 5&lt;br /&gt;
|category = Items&lt;br /&gt;
|category-name = Item&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|energy = +60%&lt;br /&gt;
|speed = −15%&lt;br /&gt;
|productivity = +6%&lt;br /&gt;
|pollution = +7.5%&lt;br /&gt;
|recipe = Time, 30 + Advanced circuit, 5 + Processing unit, 5 + Productivity module, 4&lt;br /&gt;
|total-raw = Time, 352.5 + Copper plate, 155 + Iron plate, 70 + Plastic bar, 50 + Processing unit, 5&lt;br /&gt;
|required-technologies = Productivity module 2&lt;br /&gt;
|producers = Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers = Productivity module 3&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>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Productivity_module_3&amp;diff=160867</id>
		<title>Infobox:Productivity module 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Productivity_module_3&amp;diff=160867"/>
		<updated>2018-07-07T11:58:00Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Minus sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = module&lt;br /&gt;
|internal-name = productivity-module-3&lt;br /&gt;
|expensive-total-raw = Time, 2630 + Copper plate, 2320 + Iron plate, 720 + Plastic bar, 520 + Processing unit, 30&lt;br /&gt;
|category = Items&lt;br /&gt;
|category-name = Item&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|energy = +80%&lt;br /&gt;
|speed = −15%&lt;br /&gt;
|productivity = +10%&lt;br /&gt;
|pollution = +10%&lt;br /&gt;
|recipe = Time, 60 + Advanced circuit, 5 + Processing unit, 5 + Productivity module 2, 5&lt;br /&gt;
|total-raw = Time, 1870 + Copper plate, 800 + Iron plate, 360 + Plastic bar, 260 + Processing unit, 30&lt;br /&gt;
|required-technologies = Productivity module 3&lt;br /&gt;
|producers = Manual + Assembling machine 2 + Assembling machine 3&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>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Lab&amp;diff=160866</id>
		<title>Infobox:Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Lab&amp;diff=160866"/>
		<updated>2018-07-07T11:57:19Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = lab&lt;br /&gt;
|internal-name = lab&lt;br /&gt;
|expensive-total-raw = Time, 39 + Copper plate, 50 + Iron plate, 70&lt;br /&gt;
|category = Machinery&lt;br /&gt;
|category-name = Machine&lt;br /&gt;
|health = 150&lt;br /&gt;
|stack-size = 10&lt;br /&gt;
|dimensions=3×3&lt;br /&gt;
|energy = 60 kW electric&lt;br /&gt;
|drain = &lt;br /&gt;
|modules = 2&lt;br /&gt;
|recipe = Time, 2 + Electronic circuit, 10 + Iron gear wheel, 10 + Transport belt, 4&lt;br /&gt;
|total-raw = Time, 21.5 + Copper plate, 15 + Iron plate, 36&lt;br /&gt;
|producers = Manual + Assembling machine 2 + Assembling machine 3&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>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lab&amp;diff=160865</id>
		<title>Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lab&amp;diff=160865"/>
		<updated>2018-07-07T11:57:03Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lab}}&lt;br /&gt;
[[File:Simplescience.png|thumb|right|Science packs put into the front lab will be passed to labs behind it.]]&lt;br /&gt;
&#039;&#039;&#039;Labs&#039;&#039;&#039; are buildings that perform [[research]] for [[technologies]] by consuming [[science pack]]s. Use of a lab is required to progress in Factorio.&lt;br /&gt;
&lt;br /&gt;
The player can only research one technology at a time, but can use multiple labs for faster results. The speed bonus of labs when [[Lab research speed (research)|Lab research speed]] is researched and modules are present can be calculated using this formula: &amp;lt;code&amp;gt;research_bonus × module_bonus = speed_bonus&amp;lt;/code&amp;gt;; the percentage bonuses have to be converted to decimals (e.g. +140% = 2.4) before the formula is used.&lt;br /&gt;
&lt;br /&gt;
When [[productivity module]]s are used in labs, the productivity bonus is directly calculated and applied each [[game-tick|tick]] so the productivity bar is simply cosmetic. This means that it does not matter that the productivity bar resets when the research is changed, no productivity bonus is lost. [https://forums.factorio.com/26860]&lt;br /&gt;
&lt;br /&gt;
==Production requirements==&lt;br /&gt;
Calculating the number of science packs needed per second is straightforward:&lt;br /&gt;
* &amp;lt;code&amp;gt;Effective Lab Research Speed = 1 + &amp;lt;in-game Lab Research Speed bonus %&amp;gt;/100&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Adjusted Cycle Time = &amp;lt;in-game Cycle Time&amp;gt; /&amp;lt;Effective Lab Research Speed&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Packs per Second = 1 ÷ (Adjusted Cycle Time ÷ &amp;lt;# of labs&amp;gt;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, for a 10 lab setup, researching Nuclear Power (30 second cycle time) with Lab Research Speed 4 (140% bonus), the math would be:&lt;br /&gt;
* ELRS = 1 + 140/100&lt;br /&gt;
**= 2.4&lt;br /&gt;
* ACT = 30 ÷ 2.4&lt;br /&gt;
**= 12.5 seconds, adjusted cycle time&lt;br /&gt;
* PPS = 1 ÷ (12.5 ÷ 10)&lt;br /&gt;
**= 0.8 Science per second&lt;br /&gt;
&lt;br /&gt;
This means 0.8 science packs per second, of each type, would need to be produced to continuously supply the labs.&lt;br /&gt;
&lt;br /&gt;
=== Equation simplification ===&lt;br /&gt;
The above calculations can be combined into one equation provided all labs have the same &amp;lt;in-game Lab Research Speed Bonus&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;Packs per Second = &amp;lt;# of labs&amp;gt; × ((&amp;lt;in-game Lab Research Speed Bonus %&amp;gt; ÷ 100) + 1) / &amp;lt;in-game Cycle Time&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* PPS = 10 × (1 + (140/100)) ÷ 30&lt;br /&gt;
**= 10 ÷ 30 × (1 + 1.4) &lt;br /&gt;
**= 1 ÷ 3 × 2.4&lt;br /&gt;
**= 0.8 packs per second&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.6|&lt;br /&gt;
* The research speed of a lab is now not dependent on its electricity consumption, and can be scripted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Lab research is now continuous; Science packs now have progress bars.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Labs are now named after early access backers when built from [[blueprint]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Changed the recipe of Lab to require 4 transport belts, down from 5.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
* Contents of the Lab is now shown in the entity info. }}&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;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lab&amp;diff=160864</id>
		<title>Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lab&amp;diff=160864"/>
		<updated>2018-07-07T11:56:00Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication and division signs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lab}}&lt;br /&gt;
[[File:Simplescience.png|thumb|right|Science packs put into the front lab will be passed to labs behind it.]]&lt;br /&gt;
&#039;&#039;&#039;Labs&#039;&#039;&#039; are buildings that perform [[research]] for [[technologies]] by consuming [[science pack]]s. Use of a lab is required to progress in Factorio.&lt;br /&gt;
&lt;br /&gt;
The player can only research one technology at a time, but can use multiple labs for faster results. The speed bonus of labs when [[Lab research speed (research)|Lab research speed]] is researched and modules are present can be calculated using this formula: &amp;lt;code&amp;gt;research_bonus * module_bonus = speed_bonus&amp;lt;/code&amp;gt;; the percentage bonuses have to be converted to decimals (e.g. +140% = 2.4) before the formula is used.&lt;br /&gt;
&lt;br /&gt;
When [[productivity module]]s are used in labs, the productivity bonus is directly calculated and applied each [[game-tick|tick]] so the productivity bar is simply cosmetic. This means that it does not matter that the productivity bar resets when the research is changed, no productivity bonus is lost. [https://forums.factorio.com/26860]&lt;br /&gt;
&lt;br /&gt;
==Production requirements==&lt;br /&gt;
Calculating the number of science packs needed per second is straightforward:&lt;br /&gt;
* &amp;lt;code&amp;gt;Effective Lab Research Speed = 1 + &amp;lt;in-game Lab Research Speed bonus %&amp;gt;/100&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Adjusted Cycle Time = &amp;lt;in-game Cycle Time&amp;gt; /&amp;lt;Effective Lab Research Speed&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Packs per Second = 1 ÷ (Adjusted Cycle Time ÷ &amp;lt;# of labs&amp;gt;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, for a 10 lab setup, researching Nuclear Power (30 second cycle time) with Lab Research Speed 4 (140% bonus), the math would be:&lt;br /&gt;
* ELRS = 1 + 140/100&lt;br /&gt;
**= 2.4&lt;br /&gt;
* ACT = 30 ÷ 2.4&lt;br /&gt;
**= 12.5 seconds, adjusted cycle time&lt;br /&gt;
* PPS = 1 ÷ (12.5 ÷ 10)&lt;br /&gt;
**= 0.8 Science per second&lt;br /&gt;
&lt;br /&gt;
This means 0.8 science packs per second, of each type, would need to be produced to continuously supply the labs.&lt;br /&gt;
&lt;br /&gt;
=== Equation simplification ===&lt;br /&gt;
The above calculations can be combined into one equation provided all labs have the same &amp;lt;in-game Lab Research Speed Bonus&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;Packs per Second = &amp;lt;# of labs&amp;gt; × ((&amp;lt;in-game Lab Research Speed Bonus %&amp;gt; ÷ 100) + 1) / &amp;lt;in-game Cycle Time&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* PPS = 10 × (1 + (140/100)) ÷ 30&lt;br /&gt;
**= 10 ÷ 30 × (1 + 1.4) &lt;br /&gt;
**= 1 ÷ 3 × 2.4&lt;br /&gt;
**= 0.8 packs per second&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.6|&lt;br /&gt;
* The research speed of a lab is now not dependent on its electricity consumption, and can be scripted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Lab research is now continuous; Science packs now have progress bars.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Labs are now named after early access backers when built from [[blueprint]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Changed the recipe of Lab to require 4 transport belts, down from 5.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
* Contents of the Lab is now shown in the entity info. }}&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;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_mining_drill&amp;diff=160863</id>
		<title>Burner mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_mining_drill&amp;diff=160863"/>
		<updated>2018-07-07T11:54:14Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication sign and added 0 in front of .3673&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Burner mining drill}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Burner mining drill&#039;&#039;&#039; is the first type of drill accessible to the player. It burns [[fuel]] to [[Mining|mine]] the ore underneath the 2×2 area it is placed on.&lt;br /&gt;
&lt;br /&gt;
It mines about 7 items per single unit of coal used to fuel it, producing 0.28 items/s for [[Copper ore]], [[Coal]] or [[Iron ore]] and 0.3675 items/s for [[Stone]]. Burner miners create a lot of [[pollution]] per item.&lt;br /&gt;
&lt;br /&gt;
Burner drills are usually used until the player has built an [[Electric system|electrical network]], at which point the larger and faster [[Electric mining drill]] becomes more useful, though they can still provide some use as extra drills that take up less space.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
[[File:Interface_of_Burner-Mining-Drill.png|upright=2]]&lt;br /&gt;
# Amount of [[Fuel]] in the Mining Drill&lt;br /&gt;
# Depletion of 1 Unit of [[Fuel]]&lt;br /&gt;
# Progress of Mining&lt;br /&gt;
# Product&lt;br /&gt;
==Self-Sustaining Coal Mines==&lt;br /&gt;
Both methods require no electricity.&lt;br /&gt;
=== Method 1 ===&lt;br /&gt;
Two burner mining drills can refuel each other when placed next to each other on a coal deposit as long as they&#039;re facing each other. Each drill fuels the other and coal gradually accumulates in their [[Stack]]s, so you have effectively a storage of 100 coal (2 stack, 50 coal, one in each burner miner, together 100). You can do this also for 4 or any other even number of miners.&lt;br /&gt;
&lt;br /&gt;
[[File:Early_coal_mining_1.png‎|200px]]&lt;br /&gt;
&lt;br /&gt;
Note that it takes slightly less than 3 minutes for the mining drills to completely fill each other&#039;s fuel inventory. Once full, the drills will sit idle until the accumulated coal is removed. It&#039;s possible to extend that time by having the drills output their coal into a buffer [[Chest]] rather than directly into another drill&#039;s fuel stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Early_coal_mining_1b.png‎|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Method 2 ===&lt;br /&gt;
This method can be used for any number of burner mining drills in a coal deposit. Place a burner mining drill, then place at least three [[Transport belt]]s from the output in a mirrored &amp;quot;L&amp;quot; like shape so that the third belt has a gap between it and the miner. Fill the gap with a [[Burner inserter]] in a way that the inserter can insert coal to the miner. When placing this array of entities opposite of each other, ensure that no two burner inserters are trying to take coal from the same piece of belt or one of them might run out of fuel.&lt;br /&gt;
&lt;br /&gt;
[[File:Early_coal_mining_3.png‎|400x400px|upright=2]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Mining drill now ignores resources that can&#039;t be mined because of the higher hardness.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player starts with one burner mining drill and one furnace in the freeplay.&lt;br /&gt;
* Increased mining speed of burner mining drill.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Shows area of effect when highlighted.&lt;br /&gt;
* Mining drill evenly mines from every tile in it&#039;s area.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added support for modules to Electric mining drills.&lt;br /&gt;
* Mining drills deactivate when out of resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Show output arrows when alt mode is on.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Shows count of available resources.}}&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;
* [[Mining drills]]&lt;br /&gt;
* [[Coal]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Electric_mining_drill&amp;diff=160862</id>
		<title>Infobox:Electric mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Electric_mining_drill&amp;diff=160862"/>
		<updated>2018-07-07T11:52:55Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = mining-drill&lt;br /&gt;
|internal-name = electric-mining-drill&lt;br /&gt;
|expensive-total-raw = Time, 22 + Copper plate, 25 + Iron plate, 70&lt;br /&gt;
|expensive-recipe = Time, 2 + Electronic circuit, 5 + Iron gear wheel, 10 + Iron plate, 20&lt;br /&gt;
|category=Machinery&lt;br /&gt;
|category-name=Machine&lt;br /&gt;
|image=Electric mining drill entity&lt;br /&gt;
|health=300&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|dimensions=3×3&lt;br /&gt;
|energy=90 {{Translation|kW}} electric&lt;br /&gt;
|mining-power=3&lt;br /&gt;
|mining-speed=0.5&lt;br /&gt;
|mining-area=5x5&lt;br /&gt;
|pollution=9&lt;br /&gt;
|modules=3&lt;br /&gt;
|recipe = Time, 2 + Electronic circuit, 3 + Iron gear wheel, 5 + Iron plate, 10&lt;br /&gt;
|total-raw = Time, 8.25 + Copper plate, 4.5 + Iron plate, 23&lt;br /&gt;
|producers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers = Science pack 3&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>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=160861</id>
		<title>Electric mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=160861"/>
		<updated>2018-07-07T11:52:39Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication signs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric mining drill}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric mining drill&#039;&#039;&#039; mines out [[Iron ore]], [[Copper ore]], [[Stone]] and/or [[Coal]], and places it in front of the output tile, on a [[Transport belt|belt]] or in a machine/chest that covers the output tile.&lt;br /&gt;
&lt;br /&gt;
The machine is 3×3, but mines in a 5×5 area, extending 1 tile away on each side.&lt;br /&gt;
Mines copper, iron and coal at a rate of 0.525/s and stone at a rate of 0.65/s.&lt;br /&gt;
&lt;br /&gt;
When placed over [[Uranium ore]], which requires [[Sulfuric acid]] to mine, three fluid inputs will appear on the mining drill.  The mining drills will pass excess sulfuric acid to each other when these inputs are aligned, allowing multiple drills to be placed right next to each other with only one pipe input necessary to feed all of them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.2|&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Mining drill now has fluid input when placed over [[Uranium ore]].&lt;br /&gt;
* Mining drills can be turned on and off using the [[circuit network]]. They can also output the remaining expected resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Mining drill now ignores resources that can&#039;t be mined because of the higher hardness.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Shows area of effect when highlighted.&lt;br /&gt;
* Mining drill evenly mines from every tile in its area.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added support for modules to Electric mining drills.&lt;br /&gt;
* Mining drills deactivate when out of resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Show output arrows when alt mode is on.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Shows count of available resources.}}&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;
* [[Mining]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo_(research)&amp;diff=160799</id>
		<title>Rocket silo (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo_(research)&amp;diff=160799"/>
		<updated>2018-07-06T06:47:37Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Essential and necessary mean the same.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket silo (research)}}&lt;br /&gt;
&lt;br /&gt;
The rocket silo technology is the final technology required to win the game. Because the Rocket silo is at the end of a deep research tree, researching it and the techs leading up to it is a significant fraction of the cost of winning the game. To actually finish the rocket, the following additional technologies are needed, which are no prerequisites according to the technology tree:&lt;br /&gt;
* [[Concrete_(research)|Concrete]] - required to build the [[Rocket silo]]&lt;br /&gt;
* [[Electric_engine_(research)|Electric engine]] - required to build the [[Production science pack]]s&lt;br /&gt;
* [[Advanced material processing 2 (research)|Advanced material processing 2]] - needed to build the production science packs&lt;br /&gt;
* [[Electric_energy_accumulators_(research)|Electric energy accumulators]] - needed for the [[satellite]]&lt;br /&gt;
* [[Solar_energy_(research)|Solar energy]] - needed for the satellite&lt;br /&gt;
&lt;br /&gt;
In total, researching these and their prerequisites requires the following science packs (with normal science cost):&lt;br /&gt;
{{Icon|Science pack 1}} X 5925, {{Icon|Science pack 2}} X 5735, {{Icon|Science pack 3}} X 3100&lt;br /&gt;
{{Icon|Military science pack}} X 2320, {{Icon|Production science pack}} X 1300, {{Icon|High tech science pack}} X 1300&lt;br /&gt;
&lt;br /&gt;
Note: This does not include the [[Logistics (research)]] and [[Fluid handling (research)]], but these (although not strictly necessary) are pretty much essential to winning the game.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
The following lists the raw resources required to craft the science packs above. Note that the following information depends on a large part of the game&#039;s recipes and hence any version that changes the recipes might affect this data. The following is correct for version 0.15.33. &lt;br /&gt;
There is a distinction to be made for whether the player decides to use [[Advanced oil processing]] or not, the value in brackets is the value without advanced oil processing.&lt;br /&gt;
&lt;br /&gt;
 {{Icon|Crude oil}} X 552955(760313), {{Icon|Water}} X 356103(79625), {{Icon|Iron ore}} X 329538, {{Icon|Copper ore}} X 192028, {{Icon|Coal}} X 25250, {{Icon|Stone}} X 13000, &lt;br /&gt;
&lt;br /&gt;
This would also produce an additional 56296(228094) [[Heavy oil]] and 248830 (228094) [[Light oil]] which go unused. We did not add the cost of advanced oil processing in the calculation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Complete list of all intermediate products&#039;&#039;&#039; (using advanced oil processing):&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
     650 [[Electric furnace]]&lt;br /&gt;
     650 [[Battery]]&lt;br /&gt;
     650 [[Assembling machine 1]]&lt;br /&gt;
     650 [[Electric engine unit]]&lt;br /&gt;
     650 [[Speed module]]&lt;br /&gt;
   1 160 [[Grenade]]&lt;br /&gt;
   1 160 [[Gun turret]]&lt;br /&gt;
   1 160 [[Piercing rounds magazine]]&lt;br /&gt;
   1 160 [[Firearm magazine]]&lt;br /&gt;
   1 300 [[Production science pack]]&lt;br /&gt;
   1 300 [[High tech science pack]]&lt;br /&gt;
   1 950 [[Processing unit]]&lt;br /&gt;
   2 275 [[Sulfur]]&lt;br /&gt;
   2 320 [[Military science pack]]&lt;br /&gt;
   3 100 [[Electric mining drill]]&lt;br /&gt;
   3 100 [[Science pack 3]]&lt;br /&gt;
   3 750 [[Engine unit]]&lt;br /&gt;
   5 735 [[Science pack 2]]&lt;br /&gt;
   5 735 [[Inserter]]&lt;br /&gt;
   5 735 [[Transport belt]]&lt;br /&gt;
   5 925 [[Science pack 1]]&lt;br /&gt;
   6 500 [[Stone brick]]&lt;br /&gt;
   7 500 [[Pipe]]&lt;br /&gt;
   9 750 [[Lubricant]]&lt;br /&gt;
  11 410 [[Steel plate]]&lt;br /&gt;
  13 500 [[Advanced circuit]]&lt;br /&gt;
  22 750 [[Sulfuric acid]]&lt;br /&gt;
  26 500 [[Plastic bar]]&lt;br /&gt;
  48 628 [[Iron gear wheel]]&lt;br /&gt;
  54 387 [[Heavy oil]]&lt;br /&gt;
  87 535 [[Electronic circuit]]&lt;br /&gt;
 189 028 [[Copper plate]]&lt;br /&gt;
 244 793 [[Light oil]]&lt;br /&gt;
 299 125 [[Petroleum gas]]&lt;br /&gt;
 192 028 [[Copper cable]]&lt;br /&gt;
 329 538 [[Iron plate]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This also doesn&#039;t include any military or advanced logistics tech, products needed for the actual rocket, or production facilities (belts, assemblers, inserters etc.).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Rocket_shooting_speed_(research)&amp;diff=160798</id>
		<title>Archive:Rocket shooting speed (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Rocket_shooting_speed_(research)&amp;diff=160798"/>
		<updated>2018-07-06T06:45:25Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication signs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket shooting speed (research)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|1}} Rocket shooting speed 1 || {{Icon|Time|30}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 100&amp;lt;/big&amp;gt; || 30% || 30%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|2}} Rocket shooting speed 2 || {{Icon|Time|30}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 200&amp;lt;/big&amp;gt; || 30% || 60%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|3}} Rocket shooting speed 3 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 200&amp;lt;/big&amp;gt; || 40% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|4}} Rocket shooting speed 4 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 300&amp;lt;/big&amp;gt; || 40% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|5}} Rocket shooting speed 5 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;✖ 300&amp;lt;/big&amp;gt; || 40% || 180%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|6}} Rocket shooting speed 6 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;✖ 300&amp;lt;/big&amp;gt; || 60% || 240%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket shooting speed (research)|7}} Rocket shooting speed 7 || {{Icon|Time|60}} {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;✖ 500&amp;lt;/big&amp;gt; || 100% || 340%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rocket shooting speed 5 is a prerequisite for researching the [[Rocket silo (research)|Rocket silo]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Applied_power_math&amp;diff=160718</id>
		<title>Tutorial:Applied power math</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Applied_power_math&amp;diff=160718"/>
		<updated>2018-07-04T09:09:52Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: /* Quiz */ Muliplication and division signs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
In this tutorial we&#039;ll be answering the question: &#039;&#039;&#039;how much coal is needed to power a factory?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First off, we need to know: how much power does our factory use? That&#039;s easy - you can check the electricity tab by clicking on a power pole.&lt;br /&gt;
&lt;br /&gt;
[[File:power-details.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Here we see one radar using 300kW (the 299kW is a rounding error). Factorio uses real science here. A Watt (W) is a measure of energy transfer. A kilowatt (kW) is 1000 W, a megawatt (MW) is 1000 kW, and if you&#039;re lucky enough to ever make a factory big enough, a gigawatt (GW) is 1000 MW.&lt;br /&gt;
&lt;br /&gt;
So that answers the question of how much power our factory uses. To keep our factory running at full speed we need to maintain 300 kW. For ease of comparison, we&#039;ll convert that to 0.3 MW.&lt;br /&gt;
&lt;br /&gt;
Next question! How much power is stored in coal? That&#039;s also easy, because it tells us when we hover over it: 8 MJ.&lt;br /&gt;
&lt;br /&gt;
[[File:coal-joules.png|300px]]&lt;br /&gt;
&lt;br /&gt;
A Joule is another standard measure of stored energy. As with Watts a kilojoule (kJ) is 1000 J, and so on. There is a fixed relationship between Joules and Watts. &#039;&#039;&#039;1 Joule can provide 1 Watt of power for 1 second.&#039;&#039;&#039; As a formula:&lt;br /&gt;
&lt;br /&gt;
    J = W × s&lt;br /&gt;
&lt;br /&gt;
So to run our factory at 0.3 MW, we need to consume 0.3 MJ every second.&lt;br /&gt;
&lt;br /&gt;
== Quiz ==&lt;br /&gt;
&lt;br /&gt;
Assuming perfect efficiency, how long could one piece of coal (8 MJ) run&lt;br /&gt;
our single radar (0.3 MW)?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    8 MJ = 0.3 MW × s&lt;br /&gt;
       s = 8 MJ ÷ 0.3 MW&lt;br /&gt;
       s = 26.67&lt;br /&gt;
&lt;br /&gt;
Nearly 27 seconds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming perfect efficiency, what is the maximum size factory (in watts)&lt;br /&gt;
a single piece of coal could run for 5 seconds?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    8 MJ = MW × 5&lt;br /&gt;
      MW = 8 MJ ÷ 5&lt;br /&gt;
      MW = 1.6&lt;br /&gt;
&lt;br /&gt;
1.6 megawatts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BONUS!&#039;&#039;&#039; A ton of real world coal [http://hypertextbook.com/facts/2006/LunChen.shtml contains about 21 GJ]. How much does a&lt;br /&gt;
piece of Factorio coal weigh?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The energy ratios will match the weight ratios, so:&lt;br /&gt;
&lt;br /&gt;
    8 MJ / 21000 MJ = weight ÷ 1000 kG&lt;br /&gt;
             weight = (8 MJ ÷ 21000 MJ) × 1000 kG&lt;br /&gt;
             weight = 0.38 kG&lt;br /&gt;
&lt;br /&gt;
About 400g! Still doesn&#039;t explain how our character can carry so much of it...&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Efficiency == &lt;br /&gt;
&lt;br /&gt;
Let&#039;s test it! We should be able to run a radar for 27 seconds, right? Using a setup with a single boiler, steam engine, and radar, we can drop a single piece of coal in the boiler and see how long the radar runs.&lt;br /&gt;
&lt;br /&gt;
[[File:radar-example.png|800px]]&lt;br /&gt;
&lt;br /&gt;
We barely got 20s! What&#039;s wrong? We are generating less power than expected.&lt;br /&gt;
Let&#039;s measure using an accumulator.&lt;br /&gt;
&lt;br /&gt;
[[File:Accumulator-example.png|800px]]&lt;br /&gt;
&lt;br /&gt;
We started with 8 MJ in the coal, but only 4 MJ ended up in the accumulator.&lt;br /&gt;
This is because, like in the real world, some energy is lost along the way as&lt;br /&gt;
waste. In this case, only 50% is making it into our accumulator. In Factorio,&lt;br /&gt;
this loss happens in the boiler, and it actually tells us this in the item details! You can think of the waste 50% as going into the pollution it generates...&lt;br /&gt;
&lt;br /&gt;
[[File:boiler-details.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have everything we need to answer our initial question: &#039;&#039;&#039;how much coal do we need to power our factory?&#039;&#039;&#039; Well, the question actually needs to be a bit&lt;br /&gt;
more precise: how much coal do we need &#039;&#039;per second&#039;&#039; to power our factory?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aside: why did the radar run for 20s and not 13.5s (50% of 27s)?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Because it doesn&#039;t turn on and off instantly. As you can see in the graph, it ramps up then ramps down. Technically, if you measured the area under the curve it would give you the expected 4 MJ.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quiz ==&lt;br /&gt;
&lt;br /&gt;
How much coal per second is needed to power a 20 MW factory?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Since &amp;lt;code&amp;gt;J = W × s&amp;lt;/code&amp;gt;, a 20 MW factory will consume 20 MJ/s. We&#039;ll need 40 MJ/s input due to the 50% boiler efficiency loss. Since coal contains 8 MJ, we&#039;ll need &#039;&#039;&#039;5 coal per second&#039;&#039;&#039; (&amp;lt;code&amp;gt;5 × 8 MJ = 40 MJ&amp;lt;/code&amp;gt;).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BONUS!&#039;&#039;&#039; How many [[Mining|mining drills]] are needed to produce that much coal?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Per the linked page, an electric mining drill produces ~0.5/s, so we&#039;ll need &#039;&#039;&#039;10 electric mining drills&#039;&#039;&#039; (&amp;lt;code&amp;gt;10 × 0.5 = 5&amp;lt;/code&amp;gt;).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SECOND BONUS!&#039;&#039;&#039; The average American household uses [https://www.eia.gov/tools/faqs/faq.php?id=97&amp;amp;t=3 3.2 GJ in a month] (typically expressed as &#039;&#039;888 kilowatt hours&#039;&#039;). How much Factorio coal would be needed to power one of these homes for that period, and how many homes could a steam engine support ([[Steam_engine|900 kW]]), assuming the power is used at a constant rate? (Assume 30 days in a month.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    3.2 GJ = 3,200 MJ&lt;br /&gt;
    3200 MJ ÷ (8 MJ × 50%) = 800&lt;br /&gt;
&lt;br /&gt;
    3200 MJ ÷ 30 days ÷ 24 hours ÷ 60 minutes ÷ 60 seconds = 1,235 W&lt;br /&gt;
    900,000 ÷ 1235 = 728&lt;br /&gt;
&lt;br /&gt;
800 pieces of coal per household, and a single steam engine could power 728 households by approximate.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Applied_power_math&amp;diff=160717</id>
		<title>Tutorial:Applied power math</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Applied_power_math&amp;diff=160717"/>
		<updated>2018-07-04T09:08:35Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: /* Quiz */ Multiplication and division signs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
In this tutorial we&#039;ll be answering the question: &#039;&#039;&#039;how much coal is needed to power a factory?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First off, we need to know: how much power does our factory use? That&#039;s easy - you can check the electricity tab by clicking on a power pole.&lt;br /&gt;
&lt;br /&gt;
[[File:power-details.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Here we see one radar using 300kW (the 299kW is a rounding error). Factorio uses real science here. A Watt (W) is a measure of energy transfer. A kilowatt (kW) is 1000 W, a megawatt (MW) is 1000 kW, and if you&#039;re lucky enough to ever make a factory big enough, a gigawatt (GW) is 1000 MW.&lt;br /&gt;
&lt;br /&gt;
So that answers the question of how much power our factory uses. To keep our factory running at full speed we need to maintain 300 kW. For ease of comparison, we&#039;ll convert that to 0.3 MW.&lt;br /&gt;
&lt;br /&gt;
Next question! How much power is stored in coal? That&#039;s also easy, because it tells us when we hover over it: 8 MJ.&lt;br /&gt;
&lt;br /&gt;
[[File:coal-joules.png|300px]]&lt;br /&gt;
&lt;br /&gt;
A Joule is another standard measure of stored energy. As with Watts a kilojoule (kJ) is 1000 J, and so on. There is a fixed relationship between Joules and Watts. &#039;&#039;&#039;1 Joule can provide 1 Watt of power for 1 second.&#039;&#039;&#039; As a formula:&lt;br /&gt;
&lt;br /&gt;
    J = W × s&lt;br /&gt;
&lt;br /&gt;
So to run our factory at 0.3 MW, we need to consume 0.3 MJ every second.&lt;br /&gt;
&lt;br /&gt;
== Quiz ==&lt;br /&gt;
&lt;br /&gt;
Assuming perfect efficiency, how long could one piece of coal (8 MJ) run&lt;br /&gt;
our single radar (0.3 MW)?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    8 MJ = 0.3 MW × s&lt;br /&gt;
       s = 8 MJ ÷ 0.3 MW&lt;br /&gt;
       s = 26.67&lt;br /&gt;
&lt;br /&gt;
Nearly 27 seconds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming perfect efficiency, what is the maximum size factory (in watts)&lt;br /&gt;
a single piece of coal could run for 5 seconds?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    8 MJ = MW × 5&lt;br /&gt;
      MW = 8 MJ ÷ 5&lt;br /&gt;
      MW = 1.6&lt;br /&gt;
&lt;br /&gt;
1.6 megawatts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BONUS!&#039;&#039;&#039; A ton of real world coal [http://hypertextbook.com/facts/2006/LunChen.shtml contains about 21 GJ]. How much does a&lt;br /&gt;
piece of Factorio coal weigh?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The energy ratios will match the weight ratios, so:&lt;br /&gt;
&lt;br /&gt;
    8 MJ / 21000 MJ = weight ÷ 1000 kG&lt;br /&gt;
             weight = (8 MJ ÷ 21000 MJ) × 1000 kG&lt;br /&gt;
             weight = 0.38 kG&lt;br /&gt;
&lt;br /&gt;
About 400g! Still doesn&#039;t explain how our character can carry so much of it...&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Efficiency == &lt;br /&gt;
&lt;br /&gt;
Let&#039;s test it! We should be able to run a radar for 27 seconds, right? Using a setup with a single boiler, steam engine, and radar, we can drop a single piece of coal in the boiler and see how long the radar runs.&lt;br /&gt;
&lt;br /&gt;
[[File:radar-example.png|800px]]&lt;br /&gt;
&lt;br /&gt;
We barely got 20s! What&#039;s wrong? We are generating less power than expected.&lt;br /&gt;
Let&#039;s measure using an accumulator.&lt;br /&gt;
&lt;br /&gt;
[[File:Accumulator-example.png|800px]]&lt;br /&gt;
&lt;br /&gt;
We started with 8 MJ in the coal, but only 4 MJ ended up in the accumulator.&lt;br /&gt;
This is because, like in the real world, some energy is lost along the way as&lt;br /&gt;
waste. In this case, only 50% is making it into our accumulator. In Factorio,&lt;br /&gt;
this loss happens in the boiler, and it actually tells us this in the item details! You can think of the waste 50% as going into the pollution it generates...&lt;br /&gt;
&lt;br /&gt;
[[File:boiler-details.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have everything we need to answer our initial question: &#039;&#039;&#039;how much coal do we need to power our factory?&#039;&#039;&#039; Well, the question actually needs to be a bit&lt;br /&gt;
more precise: how much coal do we need &#039;&#039;per second&#039;&#039; to power our factory?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aside: why did the radar run for 20s and not 13.5s (50% of 27s)?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Because it doesn&#039;t turn on and off instantly. As you can see in the graph, it ramps up then ramps down. Technically, if you measured the area under the curve it would give you the expected 4 MJ.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quiz ==&lt;br /&gt;
&lt;br /&gt;
How much coal per second is needed to power a 20 MW factory?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Since &amp;lt;code&amp;gt;J = W × s&amp;lt;/code&amp;gt;, a 20 MW factory will consume 20 MJ/s. We&#039;ll need 40 MJ/s input due to the 50% boiler efficiency loss. Since coal contains 8 MJ, we&#039;ll need &#039;&#039;&#039;5 coal per second&#039;&#039;&#039; (&amp;lt;code&amp;gt;5 × 8 MJ = 40 MJ&amp;lt;/code&amp;gt;).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BONUS!&#039;&#039;&#039; How many [[Mining|mining drills]] are needed to produce that much coal?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Per the linked page, an electric mining drill produces ~0.5/s, so we&#039;ll need &#039;&#039;&#039;10 electric mining drills&#039;&#039;&#039; (&amp;lt;code&amp;gt;10 × 0.5 = 5&amp;lt;/code&amp;gt;).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SECOND BONUS!&#039;&#039;&#039; The average American household uses [https://www.eia.gov/tools/faqs/faq.php?id=97&amp;amp;t=3 3.2 GJ in a month] (typically expressed as &#039;&#039;888 kilowatt hours&#039;&#039;). How much Factorio coal would be needed to power one of these homes for that period, and how many homes could a steam engine support ([[Steam_engine|900 kW]]), assuming the power is used at a constant rate? (Assume 30 days in a month.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expand to reveal answer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    3.2 GJ = 3,200 MJ&lt;br /&gt;
    3200 MJ / (8 MJ * 50%) = 800&lt;br /&gt;
&lt;br /&gt;
    3200 MJ / 30 days / 24 hours / 60 minutes / 60 seconds = 1,235 W&lt;br /&gt;
    900,000 / 1235 = 728&lt;br /&gt;
&lt;br /&gt;
800 pieces of coal per household, and a single steam engine could power 728 households by approximate.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Beacon&amp;diff=160713</id>
		<title>Infobox:Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Beacon&amp;diff=160713"/>
		<updated>2018-07-04T08:58:54Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox&lt;br /&gt;
|prototype-type = beacon&lt;br /&gt;
|internal-name = beacon&lt;br /&gt;
|expensive-total-raw = Time, 357.5 + Copper plate, 385 + Iron plate, 120 + Plastic bar, 80 + Steel plate, 10&lt;br /&gt;
|category = Machinery&lt;br /&gt;
|health       =200&lt;br /&gt;
|dimensions   =3×3&lt;br /&gt;
|energy       =480 kW electric&lt;br /&gt;
|supply-area  =9&lt;br /&gt;
|stack-size   =10&lt;br /&gt;
|modules      =2&lt;br /&gt;
|efficiency   =50%&lt;br /&gt;
|recipe = Time, 15 + Advanced circuit, 20 + Copper cable, 10 + Electronic circuit, 20 + Steel plate, 10&lt;br /&gt;
|total-raw = Time, 232.5 + Copper plate, 135 + Iron plate, 60 + Plastic bar, 40 + Steel plate, 10&lt;br /&gt;
|required-technologies = Effect transmission&lt;br /&gt;
|producers    =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
|extra2       =Overall effect stacks with multiple beacons covering the same machine.&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Steam_engine&amp;diff=159912</id>
		<title>Infobox:Steam engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Steam_engine&amp;diff=159912"/>
		<updated>2018-06-16T19:57:15Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = generator&lt;br /&gt;
|internal-name = steam-engine&lt;br /&gt;
|expensive-total-raw = Time, 8 + Iron plate, 100&lt;br /&gt;
|expensive-recipe = Time, 0.5 + Iron gear wheel, 10 + Iron plate, 50 + Pipe, 5&lt;br /&gt;
|category=Machinery&lt;br /&gt;
|category-name=Machine&lt;br /&gt;
|image = Steam engine entity&lt;br /&gt;
|health = 400&lt;br /&gt;
|stack-size   =10&lt;br /&gt;
|dimensions   =3×5&lt;br /&gt;
|power-output  =900 {{Translation|kW}}&lt;br /&gt;
|maximum-temperature = 165 °C&lt;br /&gt;
|recipe = Time, 0.5 + Iron gear wheel, 8 + Iron plate, 10 + Pipe, 5&lt;br /&gt;
|total-raw = Time, 7 + Iron plate, 31&lt;br /&gt;
|producers    =manual + assembling machine 2 + assembling machine 3&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>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Centrifuge&amp;diff=159911</id>
		<title>Infobox:Centrifuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Centrifuge&amp;diff=159911"/>
		<updated>2018-06-16T17:41:53Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = assembling-machine&lt;br /&gt;
|internal-name = centrifuge&lt;br /&gt;
|image = Centrifuge entity&lt;br /&gt;
|expensive-total-raw = Time, 1454 + Concrete, 100 + Copper plate, 1400 + Iron plate, 800 + Plastic bar, 400 + Steel plate, 50&lt;br /&gt;
|category = Machinery&lt;br /&gt;
|category-name = Machine&lt;br /&gt;
|health        =350&lt;br /&gt;
|stack-size    =50&lt;br /&gt;
|dimensions    =3×3&lt;br /&gt;
|energy        =350 kW electric&lt;br /&gt;
|drain = 11.6 kW electric&lt;br /&gt;
|crafting-speed =0.75&lt;br /&gt;
|pollution     =5.6&lt;br /&gt;
|modules    =2&lt;br /&gt;
|required-technologies = Nuclear power&lt;br /&gt;
|recipe = Time, 4 + Advanced circuit, 100 + Concrete, 100 + Iron gear wheel, 100 + Steel plate, 50&lt;br /&gt;
|total-raw = Time, 1004 + Concrete, 100 + Copper plate, 500 + Iron plate, 400 + Plastic bar, 200 + Steel plate, 50&lt;br /&gt;
|producers     =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&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>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Fast_transport_belt&amp;diff=159646</id>
		<title>Infobox:Fast transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Fast_transport_belt&amp;diff=159646"/>
		<updated>2018-05-28T09:34:11Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = transport-belt&lt;br /&gt;
|internal-name = fast-transport-belt&lt;br /&gt;
|expensive-total-raw = Time, 3.5 + Iron plate, 22.5&lt;br /&gt;
| category = Machinery&lt;br /&gt;
| category-name = Machine&lt;br /&gt;
|health = 160&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|dimensions=1×1&lt;br /&gt;
|belt-speed = 26.67 Items/s&lt;br /&gt;
|recipe = Time, 0.5 + Iron gear wheel, 5 + Transport belt, 1&lt;br /&gt;
|total-raw = Time, 3.5 + Iron plate, 11.5&lt;br /&gt;
|required-technologies = Logistics 2&lt;br /&gt;
|producers=Manual + Assembling machine 1 + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers = Express transport belt&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=158925</id>
		<title>Debug mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=158925"/>
		<updated>2018-05-07T11:43:43Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Added mouseover explanations for UPS and FPS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;debug mode&#039;&#039; is used mainly by developers and modders to analyze the running state of the game. It can be enabled to show detailed information about the game world, and its information varies based on which level is active. The default keys to enable debug mode are f5 through f7.&lt;br /&gt;
&lt;br /&gt;
For example, one can:&lt;br /&gt;
* See the path the [[Biter]]s are coming from and where they plan to target,&lt;br /&gt;
* See the position / coordinates of the cursor,&lt;br /&gt;
* See a grid-overlay for the [[Tile]]s and [[Chunk]]s,&lt;br /&gt;
* See the blocks in a railway network,&lt;br /&gt;
* See additional non-game related information, such as Updates Per Second and FPS.&lt;br /&gt;
&lt;br /&gt;
== Activate the debug mode ==&lt;br /&gt;
&lt;br /&gt;
There are 4 debug-levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Always&#039;&#039;&#039; - This is the default mode, if no mode is active. Keep very few things active here.&lt;br /&gt;
* &#039;&#039;&#039;Basic&#039;&#039;&#039; - The first mode, accessed by pressing {{keybinding|F5}}. What power users often use.&lt;br /&gt;
* &#039;&#039;&#039;Detailed&#039;&#039;&#039; - The second mode, accessed by pressing {{keybinding|F6}}. The most commonly used for modders and developers.&lt;br /&gt;
* &#039;&#039;&#039;Full&#039;&#039;&#039; - The third mode, accessed by pressing {{keybinding|F7}}. Shows literally everything, tends to be unreadable.&lt;br /&gt;
&lt;br /&gt;
To switch back to &amp;quot;always&amp;quot; you need to press the previous key again. Example: Press F5 to go to &amp;quot;basic&amp;quot;, then press F6 to watch &amp;quot;detailed&amp;quot; and then press F6 again to switch back to &amp;quot;always&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Configuring the debug mode ==&lt;br /&gt;
&lt;br /&gt;
To configure the 4 modes, press {{keybinding|F4}}. This opens up a menu with many options. You can move this menu with the mouse, if it hides some interesting underlying thing. You can switch between 4 folders, which reflects the option for that debug-mode (&amp;quot;always&amp;quot;, &amp;quot;basic&amp;quot;, &amp;quot;detailed&amp;quot;, &amp;quot;full&amp;quot;). The options are the same for each mode. Each mode can be configured to the user&#039;s liking, the different modes are only for convenience. A search function ({{Keybinding|ctrl|F}}) is available.&lt;br /&gt;
&lt;br /&gt;
== List of debug-options and their function ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Description&lt;br /&gt;
|-&lt;br /&gt;
| show-fps || Will show the current frames-per-second and updates per second, short &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt; and &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt;. Should be normally about 60.&lt;br /&gt;
|-&lt;br /&gt;
| show-detailed-info ||&lt;br /&gt;
* Shows the cursor position in [[Tile]]s (and subdivisions of that), [[Chunk]]s and [[Region]]&lt;br /&gt;
* Current resolution and zoom&lt;br /&gt;
* How many objects are on the screen (painted by the graphic card)&lt;br /&gt;
* How many entities, chunks and paths are in the game and used.&lt;br /&gt;
|-&lt;br /&gt;
| show-tile-properties-in-detailed-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-time-usage || Many important internal statistics about how much time each calculation takes.&lt;br /&gt;
|-&lt;br /&gt;
| show-sprite-counts || The counts of each sprite rendered on screen.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-waiting-icon || When in a multiplayer game: if the game is currently waiting for the server to process.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-statistics || The latency information when in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-selection-rectangles || Allows to view selection rectangles of other players in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
| show-tile-grid || Shows the borders of the [[Tile]]s and [[Chunk]]s.&lt;br /&gt;
|-&lt;br /&gt;
| show-collision-rectangles || Shows the collision boxes of each entity (red).&lt;br /&gt;
|-&lt;br /&gt;
| show-selection-rectangles || Shows the a blue box over each entity, if you hover over it, it will be selected.&lt;br /&gt;
|-&lt;br /&gt;
| show-paths || The calculated paths for the biters in different colors.&lt;br /&gt;
|-&lt;br /&gt;
| show-next-waypoint-bb || Shows waypoints for biters (in green), nearly the same info as the next.&lt;br /&gt;
|-&lt;br /&gt;
| show-target || Shows the current target of the biters (red).&lt;br /&gt;
|-&lt;br /&gt;
| show-unit-group-info || Biter groups, which belong together (circles and lines belonging together)&lt;br /&gt;
|-&lt;br /&gt;
| show-unit-behavior-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-last-path-detail || The A*-algorithm at work, calculating new paths.&lt;br /&gt;
|-&lt;br /&gt;
| show-path-cache || The source-positions of a path and about the length (?)&lt;br /&gt;
|-&lt;br /&gt;
| show-path-cache-paths ||&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-paths || Which path a train will follow.&lt;br /&gt;
|-&lt;br /&gt;
| show-rolling-stock-count || Shows inserter positions&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-connections || Shows rail connections.&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-joints ||&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-signal-states ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-stop-point || When a train slows down it shows the calculated point where it should halt&lt;br /&gt;
|-&lt;br /&gt;
| show-train-braking-distance || The distance a train will take to stop at its current speed&lt;br /&gt;
|-&lt;br /&gt;
| show-train-signals ||&lt;br /&gt;
|-&lt;br /&gt;
| show-network-connected-entities || Displays the network-id of the electric network that a pole is connected to&lt;br /&gt;
|-&lt;br /&gt;
| show-circuit-network-numbers || Shows the number (and color) of circuit networks&lt;br /&gt;
|-&lt;br /&gt;
| show-energy-sources-networks || Which network-id an entity is connected to.&lt;br /&gt;
|-&lt;br /&gt;
| show-active-state || Inserters, fish, turrets are turned to passive, if not used; Red = inactive, Purple = inactive until enemies aren&#039;t around (turrets etc), Green = inactive until player isn&#039;t around (fish). Passive entities consume less CPU power.&lt;br /&gt;
|-&lt;br /&gt;
| show-wakeup-lists || When an entity is sleeping in another entity it shows which entities it&#039;s sleeping in.&lt;br /&gt;
|-&lt;br /&gt;
| show-transport-lines ||&lt;br /&gt;
|-&lt;br /&gt;
| show-transport-line-gaps ||&lt;br /&gt;
|-&lt;br /&gt;
| show-pollution-values || Shows the numeric pollution amount on each chunk.&lt;br /&gt;
|-&lt;br /&gt;
| show-active-entities-on-chunk-counts ||&lt;br /&gt;
Shows counts of active entities per chunk. They are devided into three categories:&lt;br /&gt;
* Red = active (e.g. furnaces)&lt;br /&gt;
* Blue = active when a player is around (e.g. fish)&lt;br /&gt;
* Green = active when enemies are around (e.g. turrets)&lt;br /&gt;
|-&lt;br /&gt;
| show-active-chunks || Shows in the map view, which chunks are &amp;quot;on&amp;quot;, unmarked chunks are not calculated.&lt;br /&gt;
|-&lt;br /&gt;
| show-polluted-chunks || Shows which chunks have pollution.&lt;br /&gt;
|-&lt;br /&gt;
| show-enemy-expansion-candidate-chunks || Where is space left to spread the brood?. Goes from red (nearly no space) to green (space to expand).&lt;br /&gt;
|-&lt;br /&gt;
| show-enemy-expansion-candidate-chunk-values || Which chunks the enemies will try to expand into.&lt;br /&gt;
|-&lt;br /&gt;
| show-bad-attack-chunks ||&lt;br /&gt;
|-&lt;br /&gt;
| show-tile-variations || Shows, which tile-variation (1, 2 or 4 tile sized) is painted for which area of the map. Quite confusing, zoom in to see the meaning.&lt;br /&gt;
|-&lt;br /&gt;
| show-raw-tile-transitions || Turns connected textures for land and water off, so the distinction can easily be made.&lt;br /&gt;
|-&lt;br /&gt;
| show-tile-correction-previews || When in the map editor it shows what tiles will be corrected to what variations when painting tiles.&lt;br /&gt;
|-&lt;br /&gt;
| show-fluid-box-fluid-info || How much fluid is in a pipe/storage tank, shows flow of liquid in pipes.&lt;br /&gt;
|-&lt;br /&gt;
| show-environment-sound-info || Displays which sound of which entity is played and how loud.&lt;br /&gt;
|-&lt;br /&gt;
| show-logistic-robot-targets ||&lt;br /&gt;
|-&lt;br /&gt;
| show-fire-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-sticker-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-map-generator-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-decorative-names ||&lt;br /&gt;
|-&lt;br /&gt;
| allow-increased-zoom ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Time&amp;diff=158924</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Time&amp;diff=158924"/>
		<updated>2018-05-07T11:42:53Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Added mouseover explanations for UPS; removed &amp;quot;it&amp;#039;s&amp;quot; apostrophe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Time.png|128px|left]]&lt;br /&gt;
&lt;br /&gt;
The concept of &#039;&#039;Time&#039;&#039; in Factorio is used for many different implements, most notably crafting time and game time. When hovering over an item recipe, the player may see a clock symbol and a number. This is the amount of time needed to craft the item in [[Game-second|game seconds]]. [[Assembling machine|Assembling machines]] have a multiplier that determines their crafting speed. [[Module|Modules]] may also affect crafting time, either speeding it up or slowing it down for some other benefit. The player, when handcrafting, crafts with a multiplier of 1, so items that claim to take 10 seconds to craft will take 10 seconds, but an [[assembling machine 1]] with a multiplier of 0.5 will take 20 seconds. It is important to take this into consideration when creating set&amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt; with proper ratios.&lt;br /&gt;
&lt;br /&gt;
Time in Factorio may also refer to:&lt;br /&gt;
&lt;br /&gt;
* [http://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.tick Game time]: measured in [[Game-tick]]s or [[Game-second]]s.&lt;br /&gt;
* [http://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.speed Game speed factor]: The factor that is used to multiply real time to achieve game time. When game.speed is set lower, everything in the game happens slower, and the [[Glossary#U|&amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt;]] will drop. For example, the game normally simulates at 60 &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt;, at game.speed 1. When this is set to 0.5 via the [[console]], &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt; will become 30, and everything will move 50% slower. On the other hand, game speed may be set higher than 1, which results in &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt; climbing beyond 60, and everything being faster.&lt;br /&gt;
&lt;br /&gt;
Game speed will be automatically adjusted by the game if it cannot keep up, due to a laggy system or busy script. This will be denoted by a lowered &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Ratios of time ==&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt; is directly tied to its tick rate, which means that when running on optimal conditions, there are 60 ticks per second. As an example, a minute converted down:&lt;br /&gt;
&lt;br /&gt;
* 1 Minute&lt;br /&gt;
* 60 Seconds&lt;br /&gt;
* 3600 Ticks&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [http://lua-api.factorio.com/latest/LuaGameScript.html The game scripting interface]&lt;br /&gt;
* [[Game-tick]]&lt;br /&gt;
* [[Game-second]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=158923</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=158923"/>
		<updated>2018-05-07T11:41:15Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Added mouseover explanations for UPS and FPS; multiplication signs; division sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Radar}}&lt;br /&gt;
The radar triggers charting of the map of the force it belongs to.&lt;br /&gt;
&lt;br /&gt;
It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. The Radar has a high [[Electric system|power]] demand (300kW) so a radar indirectly contributes to [[Pollution]] when powered by [[Boiler]]s and [[Steam engine|steam engines]]. A radar can be continuously powered by eight solar panels and six accumulators. Seven solar panels and five accumulators is the most efficient; it gives the radar full power all but a short time in the morning, but never dips below the 20% power threshold for nearby scanning. The radar will be attacked by enemies that come within very close range, like turrets, due to its status as a military building, but will not attract biters from long range like polluting structures do. The radar will show enemy lifeforms and structures, as well as [[Train|trains]], [[Car|cars]], and other [[player]]s in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar continuously charts an area of 7×7 [[Chunk]]s (224×224 [[Tile]]s), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations.&lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. 20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar charts one distant [[Chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the Radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored chunks first, represented by the black areas on the map. Note that it also generates the chunks if they weren&#039;t generated at the time of the scan.&lt;br /&gt;
* One chunk scan takes 10 MJ of energy to complete. Since the Radar draws 300 kW of power, it takes 10 MJ ÷ 300 kW = 33.333 seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29×29 chunks around the Radar, excluding the nearby 7×7 chunks.&lt;br /&gt;
** With a total number of 797 chunks (29×29 − 7×7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.&lt;br /&gt;
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.&lt;br /&gt;
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that a new alien nest will appear in a previously scanned chunk; just because you don&#039;t see it on the map, doesn&#039;t mean it is not there.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Something easily missed is that Radars grant sight of a square area around them. This is good for keeping tabs on distant bases if they get attacked and to see how big the attack is. The radar&#039;s displayed area updates once every second, so keeping one or two around your base could prove to be an early warning system. Keep in mind the update rate for the displayed area of the radar is not the same as the rate at which the radar will reveal unexplored terrain, which updates once every ~30 seconds. You can see the displayed area coloured lighter in the image below, taken from map view.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Coverage.jpg|upright=3]]&lt;br /&gt;
&lt;br /&gt;
== Charting ==&lt;br /&gt;
&lt;br /&gt;
If a [[chunk]] is &#039;&#039;&#039;scanned&#039;&#039;&#039; by a radar or player, the image of that chunk that is copied into the map of the players of this surface force (every force has its own map).&lt;br /&gt;
&lt;br /&gt;
This procedure is called &amp;quot;charting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Charting Process ===&lt;br /&gt;
&lt;br /&gt;
If the contents of a chunk changes between two ticks, the content of that chunk is &amp;quot;charted&amp;quot; into the map. The map is just a bitmap, a picture. See below. You can see the entities moving, you can see enemies walking. Every entity is represented by one or more pixels. Not every entity is drawn. Users can recognize what is drawn because of the color.&lt;br /&gt;
&lt;br /&gt;
Charting of several chunks that change each tick might have an impact on game performance, manifesting in the form of lowered &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt; or &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Charting Decay Time / Fog of War ===&lt;br /&gt;
&lt;br /&gt;
Once a scan for a chunk is triggered, it keeps actively charted for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;. This effect can also be seen in the map of the chunk highlighted and dims within 10 seconds to a greyed out version of the chunk.&lt;br /&gt;
&lt;br /&gt;
If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is not longer updated. What you see after that time is the last charted picture for that chunk (also called &amp;quot;fog of war&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Charting of Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Even in the fog of war you can see the last charted position of vehicles. Trains last positions are not charted, because they normally always move after the charting stops.&lt;br /&gt;
&lt;br /&gt;
Vehicles are shown as a circle, with an arrow pointing in the direction that they&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
=== Invisible (black) parts of the Map ===&lt;br /&gt;
&lt;br /&gt;
The [[World_generator#Generating_new_Chunks|World Generator]] creates a &amp;quot;border&amp;quot; of invisible chunks around each chunk, that becomes active at some time. Active chunks are those that become charted or those that are active because the pollution spreads onto them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Radar now allows remote view via map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New Graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|Unknown, presumed 0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3925 Self sufficient radar outpost].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5793 Self defending independent radar layout].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;p=53660#p53660 Forum Radar Build Thread].&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=158922</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=158922"/>
		<updated>2018-05-07T11:37:41Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Multiplication signs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
&lt;br /&gt;
In Factorio, every item on screen is a real object in memory and follows the rules of the Game engine. For simulation games, this is not typical; it&#039;s much more common to generalize. Best examples are the older versions of SimCity, where the simulation doesn&#039;t simulate every inhabitant of the city.&lt;br /&gt;
&lt;br /&gt;
The reason for that is CPU-performance. Real-time game-physics for up to tens of thousands of objects at the same time is not typical for a simulation game. The Factorio Game engine creates an exact and reproducible simulation of the Factorio world, so exact that it can be used to measure some astonishing behavior of belts.&lt;br /&gt;
&lt;br /&gt;
== What to measure ==&lt;br /&gt;
Some stats can be measured for belts:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039; (or area). Items have a collision box of 0.28125 × 0.28125 [[tile]]s. So, 10 items laying in a single row on a belt non moving take the length of 2.8125 tiles.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles/sec or tiles/min. Note that internally it&#039;s measured in tiles per tick (1/60 sec). The speed of basic belt is 0.03125 tiles per tick (1/32) or 1.875 [[tile]]s per [[Game-second]].&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. The density is &#039;&#039;items per tile&#039;&#039;. How many items can lay on a tile or in conjunction with belts: how many items can lay in a row/lane. There are in average 3.5555556 items per lane or 7.11 (32/9*2) on a tile of belt (2 lanes). Which means in practical terms that on a fully compressed belt there can be either 6, 7 or 8 items during one tick.&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per minute are moved from one tile to the next. Measured in items/sec or better items/min. That is for basic belt density (items per tile) multiplied with speed (tiles per second): (1/32 tiles/tick) / (9/32 items/tile) = 0.111111111 items per tick or 6.666666667 items per second for one lane. For two lanes it is then 13.33 items/second.&lt;br /&gt;
&lt;br /&gt;
== How to calculate these numbers yourself ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
Belts have two &#039;&#039;lanes&#039;&#039;: The left and right lane.&lt;br /&gt;
&lt;br /&gt;
Each lane of a belt consists out of 32 &#039;&#039;&#039;slots&#039;&#039;&#039;. A slot is just a virtual position on the belt with the width of 1/32 tiles (= 0.03125 tiles).&lt;br /&gt;
&lt;br /&gt;
An item that is put on a belt (on a lane) takes 9 slots of space. This shows the size of items: 0.28125 × 0.28125 [[tile]]s (9/32 = 0.28125). 32/9 items (3.55 items) can fit on one lane of one belt. Essentially, up to 8 items can fit on one belt at any tick.&lt;br /&gt;
&amp;lt;pre&amp;gt; &lt;br /&gt;
Step by step movement of an item on a belt-lane. &amp;lt;---*---&amp;gt; represents an item, and the slots it consumes.&lt;br /&gt;
  &lt;br /&gt;
   |==============================|  &amp;lt;-----  32 slots&lt;br /&gt;
1  &amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---* 4 items&lt;br /&gt;
2  &amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;--- 3 items&lt;br /&gt;
3  -&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;-- 3 items&lt;br /&gt;
4  --&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;- 3 items&lt;br /&gt;
5  ---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt; 3 items&lt;br /&gt;
6  *---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt; 4 items&lt;br /&gt;
7  -*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*--- 4 items&lt;br /&gt;
8  --*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*-- 4 items&lt;br /&gt;
9  ---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*---&amp;gt;&amp;lt;---*- 4 items&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Speed: Each [[Game-tick|tick]] an item on a belt (the 9 slots it takes) is moved by one slot. The least common multiple of 9 and 32 is 288. After 9 tiles, the slots are repeating their positions. &lt;br /&gt;
&lt;br /&gt;
=== Curves ===&lt;br /&gt;
The inner lane has 13.5 slots, compared to the outer 37 slots. In the end, 6 or 7 items can be in a curving belt at once.&lt;br /&gt;
&lt;br /&gt;
Yes, the interior has a fractional slot: every odd interior curve is 14 slots and every even interior curve is 13 slots.&lt;br /&gt;
&lt;br /&gt;
=== The faster belts ===&lt;br /&gt;
To obtain higher speeds on higher tier belts, the quantity of slots that each item moves per tick is multiplied. For [[Fast transport belt]]s two slots, for [[Express transport belt]]s 3 slots. That explains why fast belts are exactly 2 times faster, than basic and express belt is 3 times faster than basic.&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
The data here is taken from the transport-belt prototypes (Version 13.3 and above).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (two lanes) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.33&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |800.00&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.66&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1600.00&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.556&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |7.111&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.00&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2400.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
We assume here that the density of items is always equal and maximum compressed (see above), so the transported amount should reflect the speed.&lt;br /&gt;
&lt;br /&gt;
For measured results see &#039;&#039;&#039;[[Transport_belt_experiments|Transport belt experiments]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;&#039;This is outdated and should be outsourced from this article but not deleted, because it is an interesting fact.&#039;&#039;&#039;&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;
Kept for historical purposes, expand to view&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
; Theory &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.2 or older&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.39125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |803.475&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.7825&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1606.95&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.17375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2410.425&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Measured Results for v0.11 or Older &lt;br /&gt;
&lt;br /&gt;
With Factorio v0.12 new belt physics was introduced. Before that the items where moved as real objects (which means, they need to look forward, if there is space to move), with 0.12 the items are moved &amp;quot;per lane&amp;quot;. Also the physics in curves changed so that curves are now not longer have lower throughput.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a &amp;quot;timer&amp;quot; which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1144&amp;amp;start=10#p8361 forum article]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple straight belt&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| percent of awaited&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 719&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11.98&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1184&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 19.73&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|This is NOT double as fast as basic! it&#039;s only 1.65 times faster&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1775&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 29.58&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|About 2.5 times faster than basic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right, see down into next chapter)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 477-486&lt;br /&gt;
| About 1.5 times slower. This is because the &#039;&#039;&#039;inner lane&#039;&#039;&#039; of a belt in a turn has only the half speed.&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 786-792&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1038-1042&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right), but faster belt at the edges&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic with fast edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 674-683&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast with express edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1058-1061&lt;br /&gt;
|The fast belt with express edge seems to be faster, than pure express belt!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Comments to the results&lt;br /&gt;
&lt;br /&gt;
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).&lt;br /&gt;
&lt;br /&gt;
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.&lt;br /&gt;
&lt;br /&gt;
The reaction-distance for items on a basic belt is&lt;br /&gt;
  (1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles&lt;br /&gt;
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer&lt;br /&gt;
&lt;br /&gt;
Overview for all belts:&lt;br /&gt;
  Basic:   0.28 tiles + 0.03125 tiles = 0.31125 tiles =&amp;gt; 11.2%&lt;br /&gt;
  Fast:    0.28 tiles + 0.0625 tiles  = 0.3425 tiles  =&amp;gt; 22.3%&lt;br /&gt;
  Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles =&amp;gt; 33.5%&lt;br /&gt;
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn&#039;t explain the results for express belt. This is part of further research.&lt;br /&gt;
&lt;br /&gt;
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.&lt;br /&gt;
&lt;br /&gt;
(This may explain the discrepancy in transported items, but don&#039;t use the numbers for real calculations, because they need to be redone!)&lt;br /&gt;
(This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3630 )&lt;br /&gt;
&lt;br /&gt;
A possible reason for this: http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685 Factorio: a quantitative guide]&lt;br /&gt;
&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=158921</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=158921"/>
		<updated>2018-05-07T11:31:39Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: /* Calculations */ Multiplication signs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
&lt;br /&gt;
There may be situations where any of the solutions described below is desired to be the primary power source for a facility, but it may collide with default behaviour of related machines. See [[Electric system#Network priorities|Network priorities]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Steam power ==&lt;br /&gt;
&lt;br /&gt;
Each [[Steam engine]] needs exactly 0.5 [[Boiler]]s when running at full capacity. One [[offshore pump]] can supply 20 boilers and 40 steam engines.&lt;br /&gt;
&lt;br /&gt;
[[File:steamSetupExample.png|center|600px|thumb|A possible setup]]&lt;br /&gt;
&lt;br /&gt;
== Solar Panels/Accumulators ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;close enough&amp;quot; ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 20 extra solar panels, which is negligible but remember that the difference between the &amp;quot;close enough&amp;quot; ratio and the optimal ratio increases as you add more solar panels). &lt;br /&gt;
&lt;br /&gt;
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 blueprint demonstrating the 20:24 &amp;quot;close enough&amp;quot; ratio above.]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:28x28_accumulator_solar_panel_example.jpg|300px|thumb|top|A medium 28x28 blueprint with a nearly optimal ratio.]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:48x48_accumulator_solar_panel_example.jpg|300px|thumb|top|A large 48x48 blueprint with a nearly optimal ratio. It also contains a roboport in the center to repair itself and automatically construct adjacent blueprint copies.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels =&lt;br /&gt;
    (day + dawn) × (night + dawn × (day + dawn) / game_day) / game_day&lt;br /&gt;
    × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
which, given the default time lengths of: day = 17500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; the length of days, a simplified version of this equation can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 0.002016 /s × game_day &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where game_day is the number of seconds in the game day which is 25000/60 s by default.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619&lt;br /&gt;
&lt;br /&gt;
== Nuclear power ==&lt;br /&gt;
:&#039;&#039;See also: [[Tutorial:Nuclear power]]&#039;&#039;&lt;br /&gt;
In general, nuclear power is produced by the following production chain: [[Uranium ore]] is mined and [[Uranium processing|processed]] to [[uranium-235]] and [[uranium-238]], then [[uranium fuel cell]]s are created from the two. These fuel cells are then burned in a [[nuclear reactor]] to create heat. The heat can be used to convert [[water]] to [[steam]] using a [[heat exchanger]] and the steam can be consumed by [[steam turbine]]s to produce power.&lt;br /&gt;
&lt;br /&gt;
A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ideal Ratio !! Simple Ratio !! Building&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1 ||{{imagelink|Offshore pump}}&lt;br /&gt;
|-&lt;br /&gt;
| 291 || 12 || {{imagelink|Heat exchanger}}&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 20 || {{imagelink|Steam turbine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ensuring enough energy is produced ==&lt;br /&gt;
&lt;br /&gt;
Try this checklist before you completely revamp your power source. You may also use this to rectify negative feedback loops.&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[Electric system]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any size will work.&lt;br /&gt;
* Is steam able to reach all steam engines?&lt;br /&gt;
* Do your pipes have water? Look at the glass windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [https://wiki.factorio.com/index.php?title=Pipe-to-Ground underground pipes] are connected together.&lt;br /&gt;
&lt;br /&gt;
See also the [[Tutorial:Applied_Power_Math|applied power math tutorial]] to answer the question &#039;&#039;how much coal do I need?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Energy Storage ==&lt;br /&gt;
&lt;br /&gt;
See [[Accumulator]].&lt;br /&gt;
&lt;br /&gt;
Energy is available (or storable) from/to:&lt;br /&gt;
* [[Fuel]].&lt;br /&gt;
* Capacity in the [[Accumulator]]s.&lt;br /&gt;
* [[Steam]]. It can be created in [[boiler]]s or [[heat exchanger]]s and stored in the [[Storage tank]]. See below.&lt;br /&gt;
&lt;br /&gt;
See [[Units#Power]] for info on energy units.&lt;br /&gt;
&lt;br /&gt;
=== Storing steam in tanks ===&lt;br /&gt;
&lt;br /&gt;
A storage tank filled with [[heat exchanger]] 500°C steam stores around 2.4GJ; a storage tank filled with [[boiler]] 165°C Steam stores 750MJ.&lt;br /&gt;
&lt;br /&gt;
There are several advantages to storing energy in storage tanks vs. storing it in an [[accumulator]]:&lt;br /&gt;
* You don&#039;t need to produce electrical energy first.&lt;br /&gt;
* The energy density per tile is much higher than it is with batteries.&lt;br /&gt;
* You won&#039;t get sudden blackouts when you&#039;re out of power. Instead, power goes out gradually as pressure drops.&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=158920</id>
		<title>Accumulator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=158920"/>
		<updated>2018-05-07T11:28:43Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: Reworded third sentence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Accumulator}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Accumulator&#039;&#039;&#039; stores a limited amount of energy when available production exceeds demand, and releases it in the opposite case. The accumulator can store up to 5 MJ of energy. Its maximum charge/discharge rate is 300 kW. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 5MJ of stored energy takes approximately 17s to fully charge/discharge at the maximum rate of 300kW. Read [[Game-second]] for further time related calculations.&lt;br /&gt;
* It takes 20 accumulators (100MJ) to maintain 1MW through the night, because the accumulators don&#039;t immediately start discharging at the beginning of dusk, see the graph in [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=5594 this post.]&lt;br /&gt;
* When discharged above maximum speed by multiple unconnected poles, energy will not be distributed equally (some loads may get 100% demand, others 0%)&lt;br /&gt;
* May be used to provide a limited amount of power (multiples of maximum charge rate) to a section of the grid.&lt;br /&gt;
* Produces light when charging and discharging.&lt;br /&gt;
* Can act as an emergency backup for the factory in case of blackout, until main power supply is restored.&lt;br /&gt;
* Can be used to power the base at night if it relies heavily on [[solar panel]]s.&lt;br /&gt;
* Can act to satisfy surging demands of certain loads. If the power usage of one device exceeds production for a few seconds or so, the accumulator can provide power to the grid until said device shuts down or requires a lesser power requirement.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network ==&lt;br /&gt;
&lt;br /&gt;
If connected to a [[circuit network]], an accumulator will output its level of charge, as an integer from 0 to 100, to a specified signal.&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
Note that if you don&#039;t want to limit throughput you can use a [[power switch]] instead.&lt;br /&gt;
&lt;br /&gt;
=== Isolation of Power Networks ===&lt;br /&gt;
&lt;br /&gt;
[[Electric system#Storage|Accumulator]]s can be used to isolate two separate power networks, which has a number of uses. Since accumulators have a lower delivery priority than any other entity, this guarantees that they only receive energy when you have enough left over after powering all other entities in a network. At the same time, accumulators can also be used to deliver energy in another electrical network, and can charge and discharge at the same time. Consider the following example:&lt;br /&gt;
&lt;br /&gt;
[[File:Accumulator_Network_Isolation.png]]&lt;br /&gt;
&lt;br /&gt;
The two power networks A and B are not directly connected to each other: They are connected only through the accumulators, which are shared by both networks. This is accomplished by setting up electric poles for each network connected to the accumulators, then ensuring the sets of poles are not connected to each other (which can be done by crafting a copper wire then dragging it between two connected poles to sever the connection, exactly as is done for disconnecting circuit wires). &lt;br /&gt;
&lt;br /&gt;
In the above example:&lt;br /&gt;
&lt;br /&gt;
* The accumulators will only charge if extra power is being produced by network A or B.&lt;br /&gt;
* The accumulators will discharge as needed into either network if one is not producing enough power.&lt;br /&gt;
* Since the maximum input/output rate of an accumulator is 300 kW, power flow between the two networks will be limited to 300 kW times the number of accumulators (1.5 MW in the example).&lt;br /&gt;
* Note that this isolation is bidirectional: Either network can charge the accumulators, and the accumulators can discharge into either network.&lt;br /&gt;
&lt;br /&gt;
This technique can be used whenever this type of isolation is desired.&lt;br /&gt;
&lt;br /&gt;
==== Reduction of Energy Consumption in Critical Situations ====&lt;br /&gt;
&lt;br /&gt;
In particular, one good use for the above technique is to limit electricity consumption in low power situations by isolating non-critical parts of your factory (such as [[Radar]], [[Lab]]s, [[Electric furnace]]s, [[Electric mining drill|electric miner]]s, [[Beacon]]s, etc.) from critical parts (such as lasers, ammo production, or whatever your priorities are).&lt;br /&gt;
&lt;br /&gt;
To do this, place your main generators and critical components on one network and place your non-critical components on another network, isolating the two as above. Now, two things will happen:&lt;br /&gt;
&lt;br /&gt;
* Power will &#039;&#039;only&#039;&#039; flow to the non-critical network when you are generating a surplus on the main network, and&lt;br /&gt;
* The rate will always be limited to 300 kW per accumulator.&lt;br /&gt;
&lt;br /&gt;
Because the accumulators will only receive power if you have a surplus on the main network, this will in effect deactivate the low-priority network when electricity is in short supply. This will also limit power consumption of the low priority network if its usage becomes high, for example if you have two factories on a low priority network and usually only one of them runs at a time, if both happen to run they won&#039;t consume more than the total limit, they&#039;ll just slow down.&lt;br /&gt;
&lt;br /&gt;
Essentially you are saying &amp;quot;only deliver power to these systems if I have enough to spare, and even then don&#039;t exceed this delivery rate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In general this is a technique which works well when you&#039;ve just researched accumulators and solar panels, but don&#039;t have enough resources to build big solar farms and accumulator farms yet.&lt;br /&gt;
&lt;br /&gt;
=== Minimizing need for Steam power ===&lt;br /&gt;
&lt;br /&gt;
See http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5585.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
[[File:electrical-network-example-2.png|frame|384px|High density accumulator array consisting of 48 accumulators and a [[Substation]] providing 240 MJ capacity.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.3|&lt;br /&gt;
* Reduced collision box of [[big electric pole]] to allow squeezing between it and an accumulator.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Now connectible to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Heavy optimisations by merging them into groups.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Drastically slowed crafting to 10 secs.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capacity doubled, increase I/O to 300 watts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Added charging animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Solar panel]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Units&amp;diff=158919</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Units&amp;diff=158919"/>
		<updated>2018-05-07T11:22:35Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: /* Density */ Changed to real superscript 2 instead of ²&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The following units are important in Factorio.&lt;br /&gt;
&lt;br /&gt;
Not all game elements are simulated physical correctly (for example the weight of items, currently no entity has a weight, the weight is measured in how many items can fetch into one stack), but those on this pages are!&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 8 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 energy, 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;
=== [[Game-tick|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;
=== [[Game-second|Second (s)]] ===&lt;br /&gt;
One [[Game-second|second in-game]]. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire [[Game-tick|tick]] during the corresponding real time frame of 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== [[Game-day|Day]] ===&lt;br /&gt;
&lt;br /&gt;
A [[Game-day|day]] has 25000 [[Game-tick]]s or 416.67 game-seconds (= 6.94 Game-minutes).&lt;br /&gt;
&lt;br /&gt;
== 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 [[Tile]]s. 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)&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;
==== ... on Belts ====&lt;br /&gt;
&lt;br /&gt;
 Throughput = speed × density&lt;br /&gt;
&lt;br /&gt;
See [[Transport_belts#Speed.2C_Density_and_Througput:_About_finding_the_bottlenecks|Transport belts]].&lt;br /&gt;
&lt;br /&gt;
For comparison: A [[Transport belt]] transports normally about 700 items per [[Game-second|game-minute]]. A [[Fast transport belt]] up to 1200 items/min and [[Express transport belt]] nearly 1800 items / min.&lt;br /&gt;
See [[Transport belts/Physics|physic of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== ... for 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;
==== ... for train ====&lt;br /&gt;
&lt;br /&gt;
(Unfinished. Needs to consider also the loading and unloading time, needs to consider maximum speed...)&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
&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 for 1000 items for ore, or 2000 for steel- or copper-plates.&lt;br /&gt;
&lt;br /&gt;
==== ... in stacks ====&lt;br /&gt;
A [[Cargo wagon]] has for example 20 stacks. The capacity of the wagon is 20 stacks. But the capacity of a stack depends on, what type of item you put into, so when stacks come into play, you need to say &amp;quot;Capacity of 20 stack iron-ore&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Density === &lt;br /&gt;
&lt;br /&gt;
Is 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;
See also [[Transport belts/Physics|physic of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== ... for Belts ====&lt;br /&gt;
&lt;br /&gt;
For belts this is the same: We have two lanes on a belt, 3.571 items per lane or 7.143 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;
&lt;br /&gt;
=== ... for stacks/chests ===&lt;br /&gt;
&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;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5316&amp;amp;start=20#p54495 about calculation of throughput on a belt]&lt;br /&gt;
(Missing here: Capacity, which is either the volume of something or Productive capacity; Load, which is a measurement about the tightest bottleneck (waiting or running items))&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Units&amp;diff=158918</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Units&amp;diff=158918"/>
		<updated>2018-05-07T11:21:01Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: /* ... for stacks/chests */ Multiplication sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The following units are important in Factorio.&lt;br /&gt;
&lt;br /&gt;
Not all game elements are simulated physical correctly (for example the weight of items, currently no entity has a weight, the weight is measured in how many items can fetch into one stack), but those on this pages are!&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 8 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 energy, 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;
=== [[Game-tick|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;
=== [[Game-second|Second (s)]] ===&lt;br /&gt;
One [[Game-second|second in-game]]. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire [[Game-tick|tick]] during the corresponding real time frame of 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== [[Game-day|Day]] ===&lt;br /&gt;
&lt;br /&gt;
A [[Game-day|day]] has 25000 [[Game-tick]]s or 416.67 game-seconds (= 6.94 Game-minutes).&lt;br /&gt;
&lt;br /&gt;
== 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 [[Tile]]s. 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)&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;
==== ... on Belts ====&lt;br /&gt;
&lt;br /&gt;
 Throughput = speed × density&lt;br /&gt;
&lt;br /&gt;
See [[Transport_belts#Speed.2C_Density_and_Througput:_About_finding_the_bottlenecks|Transport belts]].&lt;br /&gt;
&lt;br /&gt;
For comparison: A [[Transport belt]] transports normally about 700 items per [[Game-second|game-minute]]. A [[Fast transport belt]] up to 1200 items/min and [[Express transport belt]] nearly 1800 items / min.&lt;br /&gt;
See [[Transport belts/Physics|physic of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== ... for 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;
==== ... for train ====&lt;br /&gt;
&lt;br /&gt;
(Unfinished. Needs to consider also the loading and unloading time, needs to consider maximum speed...)&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
&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 for 1000 items for ore, or 2000 for steel- or copper-plates.&lt;br /&gt;
&lt;br /&gt;
==== ... in stacks ====&lt;br /&gt;
A [[Cargo wagon]] has for example 20 stacks. The capacity of the wagon is 20 stacks. But the capacity of a stack depends on, what type of item you put into, so when stacks come into play, you need to say &amp;quot;Capacity of 20 stack iron-ore&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Density === &lt;br /&gt;
&lt;br /&gt;
Is measured in items per tile. &lt;br /&gt;
&lt;br /&gt;
An item, that lays on ground has the size of 0.28 tiles². 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;
See also [[Transport belts/Physics|physic of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== ... for Belts ====&lt;br /&gt;
&lt;br /&gt;
For belts this is the same: We have two lanes on a belt, 3.571 items per lane or 7.143 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;
&lt;br /&gt;
=== ... for stacks/chests ===&lt;br /&gt;
&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;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5316&amp;amp;start=20#p54495 about calculation of throughput on a belt]&lt;br /&gt;
(Missing here: Capacity, which is either the volume of something or Productive capacity; Load, which is a measurement about the tightest bottleneck (waiting or running items))&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Units&amp;diff=158917</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Units&amp;diff=158917"/>
		<updated>2018-05-07T11:20:24Z</updated>

		<summary type="html">&lt;p&gt;TomFryers: /* ... for logistic robots */ ½&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The following units are important in Factorio.&lt;br /&gt;
&lt;br /&gt;
Not all game elements are simulated physical correctly (for example the weight of items, currently no entity has a weight, the weight is measured in how many items can fetch into one stack), but those on this pages are!&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 8 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 energy, 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;
=== [[Game-tick|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;
=== [[Game-second|Second (s)]] ===&lt;br /&gt;
One [[Game-second|second in-game]]. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire [[Game-tick|tick]] during the corresponding real time frame of 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== [[Game-day|Day]] ===&lt;br /&gt;
&lt;br /&gt;
A [[Game-day|day]] has 25000 [[Game-tick]]s or 416.67 game-seconds (= 6.94 Game-minutes).&lt;br /&gt;
&lt;br /&gt;
== 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 [[Tile]]s. 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)&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;
==== ... on Belts ====&lt;br /&gt;
&lt;br /&gt;
 Throughput = speed × density&lt;br /&gt;
&lt;br /&gt;
See [[Transport_belts#Speed.2C_Density_and_Througput:_About_finding_the_bottlenecks|Transport belts]].&lt;br /&gt;
&lt;br /&gt;
For comparison: A [[Transport belt]] transports normally about 700 items per [[Game-second|game-minute]]. A [[Fast transport belt]] up to 1200 items/min and [[Express transport belt]] nearly 1800 items / min.&lt;br /&gt;
See [[Transport belts/Physics|physic of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== ... for 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;
==== ... for train ====&lt;br /&gt;
&lt;br /&gt;
(Unfinished. Needs to consider also the loading and unloading time, needs to consider maximum speed...)&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
&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 for 1000 items for ore, or 2000 for steel- or copper-plates.&lt;br /&gt;
&lt;br /&gt;
==== ... in stacks ====&lt;br /&gt;
A [[Cargo wagon]] has for example 20 stacks. The capacity of the wagon is 20 stacks. But the capacity of a stack depends on, what type of item you put into, so when stacks come into play, you need to say &amp;quot;Capacity of 20 stack iron-ore&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Density === &lt;br /&gt;
&lt;br /&gt;
Is measured in items per tile. &lt;br /&gt;
&lt;br /&gt;
An item, that lays on ground has the size of 0.28 tiles². 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;
See also [[Transport belts/Physics|physic of transport belts]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== ... for Belts ====&lt;br /&gt;
&lt;br /&gt;
For belts this is the same: We have two lanes on a belt, 3.571 items per lane or 7.143 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;
&lt;br /&gt;
=== ... for stacks/chests ===&lt;br /&gt;
&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;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5316&amp;amp;start=20#p54495 about calculation of throughput on a belt]&lt;br /&gt;
(Missing here: Capacity, which is either the volume of something or Productive capacity; Load, which is a measurement about the tightest bottleneck (waiting or running items))&lt;/div&gt;</summary>
		<author><name>TomFryers</name></author>
	</entry>
</feed>