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		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=212250</id>
		<title>Quality</title>
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		<updated>2025-03-07T17:55:43Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: Just tested this to confirm: If you play with the Quality mod but not the Space Age mod enabled, Epic quality just require 5000 of all prerocket sciences, and Legendary is the same but requires Space Science also&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Any quality.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. When Space Age itself is enabled, the two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond ([[File:Quality info.png]]) in the tooltip.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (&#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note that legendary quality represents a 2-tier improvement over epic.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of each level of quality are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +10% weapon range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* +30% chest inventory size (rounded down)&lt;br /&gt;
* +30% increased ammo damage&lt;br /&gt;
* +30% inserter rotation speed&lt;br /&gt;
** The power consumption of inserters is defined as energy per angle of turn. A 30% faster inserter can turn 30% more angles in a given space of time, so it consumes 30% more energy.&lt;br /&gt;
* -16.67% (1/6) resource drain on miners and [[pumpjack]]s&lt;br /&gt;
** This is multiplicative with [[productivity]]&lt;br /&gt;
* +30% [[solar panel]] output&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s, [[accumulator]]s (also affects input rate), and [[nuclear reactor]]s&lt;br /&gt;
** Note that consumption and pollution are also increased at the same rate&lt;br /&gt;
* +30% reach and efficiency for lightning [[lightning rod|rods]] and [[lightning collector|collectors]]&lt;br /&gt;
* −16% power consumption on beacons&lt;br /&gt;
* +1 to both continuous coverage distance and exploration coverage distance in [[radar]]s&lt;br /&gt;
* +100% durability on consumable items ([[repair pack]]s, [[science pack]]s)&lt;br /&gt;
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun&lt;br /&gt;
* +30% power consumption on [[asteroid collector]]s&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive: a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings only get increased health, with no special effect. Examples are:&lt;br /&gt;
*Buildings related to [[Circuit network]]s and [[Rail signal]]s&lt;br /&gt;
*[[Transport belt]]s&lt;br /&gt;
*[[Pipe]]s&lt;br /&gt;
*[[Wall]]s&lt;br /&gt;
*[[Locomotive|Trains]]&lt;br /&gt;
*[[Cargo wagon]]s&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Quality Effects&lt;br /&gt;
! Item !! Effect !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_1.png|15px]] [[Assembling machine 1]] || Health || 300 || 390 || 480 || 570 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.5 || 0.65 || 0.8 || 0.95 || 1.25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_2.png|15px]] [[Assembling machine 2]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.75 || 0.975 || 1.2 || 1.425 || 1.875&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_3.png|15px]] [[Assembling machine 3]] || Health || 400 || 520 || 640 || 760 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 1.25 || 1.625 || 2 || 2.375 || 3.125&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:construction_robot.png|15px]] [[Construction robot]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Max flying reach || 571m || 1152m || 1728m || 2305m || 3457m&lt;br /&gt;
|-&lt;br /&gt;
| Energy capacity || 3MJ || 6MJ || 9MJ || 12MJ || 18MJ&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:inserter.png|15px]] [[Inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 15.1kW || 19.51kW || 23.92kW || 28.33kW || 37.15kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 302°/s || 393°/s || 484°/s || 575°/s || 756°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:fast_inserter.png|15px]] [[Fast inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 59.3kW  || 76.94kW || 94.58kW || 112kW || 148kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 864°/s || 1123°/s || 1382°/s || 1642°/s || 2160°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:laser_turret.png|15px]] [[Laser turret]] || Health || 1000  || 1300 || 1600 || 1900 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Range || 24 tiles || 26.4 tiles || 28.8 tiles || 31.2 tiles || 36 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | [[File:pipe.png|15px]] [[Pipe]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:roboport.png|15px]] [[Roboport]] || Health || 500 || 650 || 800 || 950 || 1250&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 2.1MW || 2.7MW || 3.3MW || 3.9MW || 5.1MW&lt;br /&gt;
|-&lt;br /&gt;
| Robot&amp;amp;nbsp;recharge&amp;amp;nbsp;rate || 4 x 500kW || 4 x 650kW || 4 x 800kW || 4 x 950kW || 4 x 1.25MW&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:small_electric_pole.png|15px]] [[Small electric pole]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Supply&amp;amp;nbsp;area || 5x5 || 7x7 || 9x9 || 11x11 || 15x15&lt;br /&gt;
|-&lt;br /&gt;
| Wire&amp;amp;nbsp;reach || 7.5 tiles || 9.5 tiles || 11.5 tiles || 13.5 tiles || 17.5 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:wooden_chest.png|15px]] [[Wooden chest]] || Health || 100  || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 16 || 20 || 25 || 30 || 40&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:iron_chest.png|15px]] [[Iron chest]] || Health || 200 || 260 || 320 || 380 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Storage size || 32 || 41 || 51 || 60 || 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:steel_chest.png|15px]] [[Steel chest]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 48 || 62 || 76 || 91 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that consume items have variations for each quality that the items might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality. Recipes that consume only fluids do not have quality variations. If they produce items, those items will be normal quality unless affected by quality modules. Recipes that fill or empty [[barrel]]s and recipes that produce the same item they consume ([[kovarex enrichment process]] and [[fish breeding]]) do not accept quality modules.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; the same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
{{Main|Quality module}}&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds a quality chance to a machine, depending on its tier and quality. See the following table for all quality chances:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Module|Quality}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module}}&lt;br /&gt;
| +1% || +1.3% || +1.6% || +1.9% || +2.5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_2}}&lt;br /&gt;
| +2% || +2.6% || +3.2% || +3.8% || +5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_3}}&lt;br /&gt;
| +2.5% || +3.2% || +4% || +4.7% || +6.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where Q is quality chance, the following tables present expected outputs for each level of research.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 9/1000 || Q * 1/1000&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 9/100 || Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|16px]]&lt;br /&gt;
| - || - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 2× {{Icon|quality_module_2|[[File:quality_normal.png|Normal|16px]]}} → Q = 4%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 96% || 3.6% || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 96% || 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_normal.png|Normal|16px]]}} → Q = 10%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} → Q = 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 75.2% || 22.32% || 2.232% || 0.2232% || 0.0248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 75.2% || 22.32% || 2.232% || 0.248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 75.2% || 22.32% || 2.48%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 75.2% || 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
It is optimal to improve quality on the lead-up to the target output item due to the [[recycler]] only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
The following tables summarize the number of normal crafts (rounded up) needed to produce 1 legendary output using ideal ratios of quality module 3s to productivity module 3s, with 4 matching quality module 3 in the recycler.&lt;br /&gt;
&lt;br /&gt;
It is important to emphasize that these ratios maximize return per input material. If input capacity isn&#039;t a concern and the goal is speed rather than material efficiency, then switch out productivity modules for quality modules as needed. Beware, however, that in many cases material inefficiency nearly keeps pace with the legendary output rate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_rare.png|Rare|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_rare.png|Rare|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 891&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 0 || 3 || 533&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 342&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 0 || 4 || 97&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 1 || 4 || 67&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 4 || 4 || 70&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_epic.png|Epic|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_epic.png|Epic|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 608&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 356&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 212&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 1 || 3 || 62&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 2 || 3 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 5 || 3 || 34&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 309&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 153&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 2 || 2 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 3 || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 4 || 1 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 8 || 0 || 7&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
For example, suppose legendary T3 modules are available and the goal is to produce legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing units. If each electromagnetic plant producing epic quality or below has 4 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3 and 1 legendary [[File:quality_module_3.png|link=Quality module 3|20px]]&amp;amp;nbsp;quality module 3, and the electromagnetic plant with the legendary recipe has 5 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3, then on average an input of 280 normal [[File:Electronic_circuit.png|link=Electronic circuit|20px]]&amp;amp;nbsp;electronic circuits and 28 normal [[File:Advanced_circuit.png|link=Advanced circuit|20px]]&amp;amp;nbsp;advanced circuits is expected to produce 1 legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing unit.&lt;br /&gt;
&lt;br /&gt;
===== Derivation =====&lt;br /&gt;
Derivation of the tables above was as follows: Starting with 1 set of common ingredients, with an assembly quality chance of Q and total productivity bonus of P, the statistical expected number of product is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;))|| (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * Q * 9/10 || (1 + P) * Q * 9/100 || (1 + P) * Q * 9/1000 || (1 + P) * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In a similar vein, the same calculations can be done for recycling products, except that there is, in effect, -75% productivity bonus, where only a quarter of the items are returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + -0.75) * (1-Q) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0.25 * (1-Q) || 0.25 * Q * 9/10|| 0.25 * Q * 9/100 || 0.25 * Q * 9/1000 || 0.25 * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, recycling an uncommon ingredient with a Q of 25%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#424242&amp;quot; | [[File:quality_uncommon.png|Uncommon|16px]] || - || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combining these results allows a &#039;Transition Matrix&#039; to be developed (see the Wikipedia article [[Wikipedia:Stochastic matrix|Stochastic matrix]]) which after iteration can generate the expected number of legendary products from 1 set of common ingredients via matrix multiplication. An example matrix for P of 50% and Q of 25% for both recycling and assembly is copied below. Note that since legendary products are the goal, they are not recycled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! !! style=&amp;quot;border-left:2px solid&amp;quot; | I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
! style=&amp;quot;border-left:2px solid&amp;quot; | P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 1.125 || 0.3375 || 0.03375 || 0.003375 || 0.000375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 1.125 || 0.3375 || 0.03375 || 0.00375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 1.125 || 0.3375 || 0.0375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 1.125 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1.5&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0.1875 || 0.05625 || 0.005625 || 0.0005625 || 0.0000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0.1875 || 0.05625 || 0.00625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0.1875 || 0.0625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To iterate this matrix (M) apply the matrix to itself. For example, M&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; would indicate 6 iterations, corresponding to 3 crafting steps and 3 recycling steps. To see how much 1 ingredient set produces after a given iteration, x, multiply an input vector by M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;. The vector format follows that of the matrix labels, so with the table arranged as above, left multiply a row vector of ingredient(s) by the matrix. In order to see the expected product of 1 set of normal ingredients, the vector will have &#039;1&#039; in the first column and &#039;0&#039;s everywhere else. Likewise, a set of uncommon ingredients will correspond to &#039;1&#039; in the second column of the vector.&lt;br /&gt;
&lt;br /&gt;
It is important to note that since the recycling step has a material loss of 75% most recycling loops will be well behaved and converge quickly.&lt;br /&gt;
&lt;br /&gt;
Extreme productivity from research breaks this pattern and will prevent convergence, but this simply means that there is a positive material cycle, so 1 set of ingredients will produce infinite legendary crafts, on average. The closer the total productivity is to 400%, the slower the convergence of the matrix iteration and the higher you need to calculate x in M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;!--[[File:Quality_Transition_Matrix.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
=== Using quality to increase production ===&lt;br /&gt;
There are four ways in which quality can increase the output of a single production machine:&lt;br /&gt;
* Increasing the quality of the machine itself will improve its base crafting speed.&lt;br /&gt;
* Increasing the quality of [[speed module]]s will increase the effect of their speed improvements.&lt;br /&gt;
* Increasing the quality of [[productivity module]]s will increase their productivity bonus without reducing crafting speed. Since extra items obtained from the productivity bonus do not take extra time to produce, this will also increase the number of items produced over time.&lt;br /&gt;
* Increasing the quality of [[beacon]]s will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased.&lt;br /&gt;
&lt;br /&gt;
These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where [[electronic circuit]]s are made using one [[electromagnetic plant]] with five [[productivity module 3]]s, which is surrounded by 12 [[beacon]]s with two [[speed module 3]]s, each. With normal quality, this will achieve an output rate of almost 45 items per second (almost enough to saturate one non-layered [[express transport belt]]). However, if the electromagnetic plant and all beacons and modules have legendary quality, the output rate becomes slightly more than 600 items per second (enough to saturate two and a half [[turbo transport belt]]s with four layers of items). This is more than 13 times as many items as without quality.&lt;br /&gt;
&lt;br /&gt;
It should be noted that quality beacons are the only one of these factors that may increase energy consumption over time, as the transmission effect is also applied to the energy cost of speed modules. However, this is offset or even negated by the reduced energy consumption of the beacons themselves (which is also affected by quality), especially with high beacon counts wherein the transmission effect is subject to diminishing returns. For speed modules, productivity modules, and the machine itself, only the speed increase, productivity bonus, and base crafting speed are affected, respectively.&lt;br /&gt;
&lt;br /&gt;
The increased transmission effect of high-quality beacons is also notable because unlike when increasing the number of beacons, there are no diminishing returns for increasing their quality (aside from the exponentially increasing cost of producing those higher-quality beacons in the first place). This means that, despite a legendary beacon only being 1.66 times as powerful as a normal-quality beacon, one would need 0.36 times as many legendary beacons as normal ones to achieve the same effect. Aside from making more powerful beacon setups, this can also be used to save space by achieving the same effect with fewer beacons, thereby leaving more room for machines and belts.&lt;br /&gt;
&lt;br /&gt;
Higher-quality machines are also particularly useful for producing quality items as, unlike speed modules, machine quality does not reduce the chance of increasing a product&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
=== Using quality to save space ===&lt;br /&gt;
Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a [[space platform]], where small, compact designs are rewarded with increased speed, as well as needing fewer rockets to build the platform.&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In the below circumstances, quality modules have no useful effects. &lt;br /&gt;
** Placed in a [[Rocket silo]]&lt;br /&gt;
** Placed in a [[Lab]]&lt;br /&gt;
** Placed in a [[Biolab]]&lt;br /&gt;
** Fluid recipes (e.g [[holmium solution]]) &lt;br /&gt;
* [[Barrel]]s cannot accept quality modules, most likely to stop quality upcycling with no loss.&lt;br /&gt;
* The [[Kovarex enrichment process]] recipe cannot accept quality modules, most likely to stop quality upcycling with no loss.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|make-it-better}}&lt;br /&gt;
{{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
{{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
{{Achievement|crafting-with-quality}}&lt;br /&gt;
{{Achievement|my-modules-are-legendary}}&lt;br /&gt;
{{Achievement|no-room-for-more}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captive biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=212162</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=212162"/>
		<updated>2025-03-06T06:00:49Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* Optimal module usage */ Made an internal link from the first mention, on this page, of an entity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Any quality.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. The two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond ([[File:Quality info.png]]) in the tooltip.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (&#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note that legendary quality represents a 2-tier improvement over epic.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of each level of quality are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +10% weapon range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* +30% chest inventory size (rounded down)&lt;br /&gt;
* +30% increased ammo damage&lt;br /&gt;
* +30% inserter rotation speed&lt;br /&gt;
** The power consumption of inserters is defined as energy per angle of turn. A 30% faster inserter can turn 30% more angles in a given space of time, so it consumes 30% more energy.&lt;br /&gt;
* -16.67% (1/6) resource drain on miners and [[pumpjack]]s&lt;br /&gt;
** This is multiplicative with [[productivity]]&lt;br /&gt;
* +30% [[solar panel]] output&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s, [[accumulator]]s (also affects input rate), and [[nuclear reactor]]s&lt;br /&gt;
** Note that consumption and pollution are also increased at the same rate&lt;br /&gt;
* +30% reach and efficiency for lightning [[lightning rod|rods]] and [[lightning collector|collectors]]&lt;br /&gt;
* −16% power consumption on beacons&lt;br /&gt;
* +1 to both continuous coverage distance and exploration coverage distance in [[radar]]s&lt;br /&gt;
* +100% durability on consumable items ([[repair pack]]s, [[science pack]]s)&lt;br /&gt;
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun&lt;br /&gt;
* +30% power consumption on [[asteroid collector]]s&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive: a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings only get increased health, with no special effect. Examples are:&lt;br /&gt;
*Buildings related to [[Circuit network]]s and [[Rail signal]]s&lt;br /&gt;
*[[Transport belt]]s&lt;br /&gt;
*[[Pipe]]s&lt;br /&gt;
*[[Wall]]s&lt;br /&gt;
*[[Locomotive|Trains]]&lt;br /&gt;
*[[Cargo wagon]]s&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Quality Effects&lt;br /&gt;
! Item !! Effect !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_1.png|15px]] [[Assembling machine 1]] || Health || 300 || 390 || 480 || 570 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.5 || 0.65 || 0.8 || 0.95 || 1.25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_2.png|15px]] [[Assembling machine 2]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.75 || 0.975 || 1.2 || 1.425 || 1.875&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_3.png|15px]] [[Assembling machine 3]] || Health || 400 || 520 || 640 || 760 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 1.25 || 1.625 || 2 || 2.375 || 3.125&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:construction_robot.png|15px]] [[Construction robot]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Max flying reach || 571m || 1152m || 1728m || 2305m || 3457m&lt;br /&gt;
|-&lt;br /&gt;
| Energy capacity || 3MJ || 6MJ || 9MJ || 12MJ || 18MJ&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:inserter.png|15px]] [[Inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 15.1kW || 19.51kW || 23.92kW || 28.33kW || 37.15kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 302°/s || 393°/s || 484°/s || 575°/s || 756°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:fast_inserter.png|15px]] [[Fast inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 59.3kW  || 76.94kW || 94.58kW || 112kW || 148kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 864°/s || 1123°/s || 1382°/s || 1642°/s || 2160°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:laser_turret.png|15px]] [[Laser turret]] || Health || 1000  || 1300 || 1600 || 1900 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Range || 24 tiles || 26.4 tiles || 28.8 tiles || 31.2 tiles || 36 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | [[File:pipe.png|15px]] [[Pipe]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:roboport.png|15px]] [[Roboport]] || Health || 500 || 650 || 800 || 950 || 1250&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 2.1MW || 2.7MW || 3.3MW || 3.9MW || 5.1MW&lt;br /&gt;
|-&lt;br /&gt;
| Robot&amp;amp;nbsp;recharge&amp;amp;nbsp;rate || 4 x 500kW || 4 x 650kW || 4 x 800kW || 4 x 950kW || 4 x 1.25MW&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:small_electric_pole.png|15px]] [[Small electric pole]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Supply&amp;amp;nbsp;area || 5x5 || 7x7 || 9x9 || 11x11 || 15x15&lt;br /&gt;
|-&lt;br /&gt;
| Wire&amp;amp;nbsp;reach || 7.5 tiles || 9.5 tiles || 11.5 tiles || 13.5 tiles || 17.5 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:wooden_chest.png|15px]] [[Wooden chest]] || Health || 100  || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 16 || 20 || 25 || 30 || 40&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:iron_chest.png|15px]] [[Iron chest]] || Health || 200 || 260 || 320 || 380 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Storage size || 32 || 41 || 51 || 60 || 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:steel_chest.png|15px]] [[Steel chest]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 48 || 62 || 76 || 91 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that consume items have variations for each quality that the items might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality. Recipes that consume only fluids do not have quality variations. If they produce items, those items will be normal quality unless affected by quality modules. Recipes that fill or empty [[barrel]]s and recipes that produce the same item they consume ([[kovarex enrichment process]] and [[fish breeding]]) do not accept quality modules.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; the same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
{{Main|Quality module}}&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds a quality chance to a machine, depending on its tier and quality. See the following table for all quality chances:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Module|Quality}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module}}&lt;br /&gt;
| +1% || +1.3% || +1.6% || +1.9% || +2.5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_2}}&lt;br /&gt;
| +2% || +2.6% || +3.2% || +3.8% || +5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_3}}&lt;br /&gt;
| +2.5% || +3.2% || +4% || +4.7% || +6.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where Q is quality chance, the following tables present expected outputs for each level of research.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 9/1000 || Q * 1/1000&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 9/100 || Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|16px]]&lt;br /&gt;
| - || - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 2× {{Icon|quality_module_2|[[File:quality_normal.png|Normal|16px]]}} → Q = 4%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 96% || 3.6% || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 96% || 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_normal.png|Normal|16px]]}} → Q = 10%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} → Q = 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 75.2% || 22.32% || 2.232% || 0.2232% || 0.0248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 75.2% || 22.32% || 2.232% || 0.248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 75.2% || 22.32% || 2.48%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 75.2% || 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
It is optimal to improve quality on the lead-up to the target output item due to the [[recycler]] only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
The following tables summarize the number of normal crafts (rounded up) needed to produce 1 legendary output using ideal ratios of quality module 3s to productivity module 3s, with 4 matching quality module 3 in the recycler.&lt;br /&gt;
&lt;br /&gt;
It is important to emphasize that these ratios maximize return per input material. If input capacity isn&#039;t a concern and the goal is speed rather than material efficiency, then switch out productivity modules for quality modules as needed. Beware, however, that in many cases material inefficiency nearly keeps pace with the legendary output rate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_rare.png|Rare|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_rare.png|Rare|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 891&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 0 || 3 || 533&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 342&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 0 || 4 || 97&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 1 || 4 || 67&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 4 || 4 || 70&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_epic.png|Epic|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_epic.png|Epic|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 608&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 356&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 212&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 1 || 3 || 62&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 2 || 3 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 5 || 3 || 34&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 309&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 153&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 2 || 2 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 3 || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 4 || 1 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 8 || 0 || 7&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
For example, suppose legendary T3 modules are available and the goal is to produce legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing units. If each electromagnetic plant producing epic quality or below has 4 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3 and 1 legendary [[File:quality_module_3.png|link=Quality module 3|20px]]&amp;amp;nbsp;quality module 3, and the electromagnetic plant with the legendary recipe has 5 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3, then on average an input of 280 normal [[File:Electronic_circuit.png|link=Electronic circuit|20px]]&amp;amp;nbsp;electronic circuits and 28 normal [[File:Advanced_circuit.png|link=Advanced circuit|20px]]&amp;amp;nbsp;advanced circuits is expected to produce 1 legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing unit.&lt;br /&gt;
&lt;br /&gt;
===== Derivation =====&lt;br /&gt;
Derivation of the tables above was as follows: Starting with 1 set of common ingredients, with an assembly quality chance of Q and total productivity bonus of P, the statistical expected number of product is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;))|| (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * Q * 9/10 || (1 + P) * Q * 9/100 || (1 + P) * Q * 9/1000 || (1 + P) * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In a similar vein, the same calculations can be done for recycling products, except that there is, in effect, -75% productivity bonus, where only a quarter of the items are returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + -0.75) * (1-Q) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0.25 * (1-Q) || 0.25 * Q * 9/10|| 0.25 * Q * 9/100 || 0.25 * Q * 9/1000 || 0.25 * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, recycling an uncommon ingredient with a Q of 25%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#424242&amp;quot; | [[File:quality_uncommon.png|Uncommon|16px]] || - || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combining these results allows a &#039;Transition Matrix&#039; to be developed (see the Wikipedia article [[Wikipedia:Stochastic matrix|Stochastic matrix]]) which after iteration can generate the expected number of legendary products from 1 set of common ingredients via matrix multiplication. An example matrix for P of 50% and Q of 25% for both recycling and assembly is copied below. Note that since legendary products are the goal, they are not recycled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! !! style=&amp;quot;border-left:2px solid&amp;quot; | I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
! style=&amp;quot;border-left:2px solid&amp;quot; | P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 1.125 || 0.3375 || 0.03375 || 0.003375 || 0.000375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 1.125 || 0.3375 || 0.03375 || 0.00375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 1.125 || 0.3375 || 0.0375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 1.125 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1.5&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0.1875 || 0.05625 || 0.005625 || 0.0005625 || 0.0000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0.1875 || 0.05625 || 0.00625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0.1875 || 0.0625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To iterate this matrix (M) apply the matrix to itself. For example, M&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; would indicate 6 iterations, corresponding to 3 crafting steps and 3 recycling steps. To see how much 1 ingredient set produces after a given iteration, x, multiply an input vector by M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;. The vector format follows that of the matrix labels, so with the table arranged as above, left multiply a row vector of ingredient(s) by the matrix. In order to see the expected product of 1 set of normal ingredients, the vector will have &#039;1&#039; in the first column and &#039;0&#039;s everywhere else. Likewise, a set of uncommon ingredients will correspond to &#039;1&#039; in the second column of the vector.&lt;br /&gt;
&lt;br /&gt;
It is important to note that since the recycling step has a material loss of 75% most recycling loops will be well behaved and converge quickly.&lt;br /&gt;
&lt;br /&gt;
Extreme productivity from research breaks this pattern and will prevent convergence, but this simply means that there is a positive material cycle, so 1 set of ingredients will produce infinite legendary crafts, on average. The closer the total productivity is to 400%, the slower the convergence of the matrix iteration and the higher you need to calculate x in M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;!--[[File:Quality_Transition_Matrix.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
=== Using quality to increase production ===&lt;br /&gt;
There are four ways in which quality can increase the output of a single production machine:&lt;br /&gt;
* Increasing the quality of the machine itself will improve its base crafting speed.&lt;br /&gt;
* Increasing the quality of [[speed module]]s will increase the effect of their speed improvements.&lt;br /&gt;
* Increasing the quality of [[productivity module]]s will increase their productivity bonus without reducing crafting speed. Since extra items obtained from the productivity bonus do not take extra time to produce, this will also increase the number of items produced over time.&lt;br /&gt;
* Increasing the quality of [[beacon]]s will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased.&lt;br /&gt;
&lt;br /&gt;
These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where [[electronic circuit]]s are made using one [[electromagnetic plant]] with five [[productivity module 3]]s, which is surrounded by 12 [[beacon]]s with two [[speed module 3]]s, each. With normal quality, this will achieve an output rate of almost 45 items per second (almost enough to saturate one non-layered [[express transport belt]]). However, if the electromagnetic plant and all beacons and modules have legendary quality, the output rate becomes slightly more than 600 items per second (enough to saturate two and a half [[turbo transport belt]]s with four layers of items). This is more than 13 times as many items as without quality.&lt;br /&gt;
&lt;br /&gt;
It should be noted that quality beacons are the only one of these factors that may increase energy consumption over time, as the transmission effect is also applied to the energy cost of speed modules. However, this is offset or even negated by the reduced energy consumption of the beacons themselves (which is also affected by quality), especially with high beacon counts wherein the transmission effect is subject to diminishing returns. For speed modules, productivity modules, and the machine itself, only the speed increase, productivity bonus, and base crafting speed are affected, respectively.&lt;br /&gt;
&lt;br /&gt;
The increased transmission effect of high-quality beacons is also notable because unlike when increasing the number of beacons, there are no diminishing returns for increasing their quality (aside from the exponentially increasing cost of producing those higher-quality beacons in the first place). This means that, despite a legendary beacon only being 1.66 times as powerful as a normal-quality beacon, one would need 0.36 times as many legendary beacons as normal ones to achieve the same effect. Aside from making more powerful beacon setups, this can also be used to save space by achieving the same effect with fewer beacons, thereby leaving more room for machines and belts.&lt;br /&gt;
&lt;br /&gt;
Higher-quality machines are also particularly useful for producing quality items as, unlike speed modules, machine quality does not reduce the chance of increasing a product&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
=== Using quality to save space ===&lt;br /&gt;
Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a [[space platform]], where small, compact designs are rewarded with increased speed, as well as needing fewer rockets to build the platform.&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In the below circumstances, quality modules have no useful effects. &lt;br /&gt;
** Placed in a [[Rocket silo]]&lt;br /&gt;
** Placed in a [[Lab]]&lt;br /&gt;
** Placed in a [[Biolab]]&lt;br /&gt;
** Fluid recipes (e.g [[holmium solution]]) &lt;br /&gt;
* [[Barrel]]s cannot accept quality modules, most likely to stop quality upcycling with no loss.&lt;br /&gt;
* The [[Kovarex enrichment process]] recipe cannot accept quality modules, most likely to stop quality upcycling with no loss.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|make-it-better}}&lt;br /&gt;
{{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
{{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
{{Achievement|crafting-with-quality}}&lt;br /&gt;
{{Achievement|my-modules-are-legendary}}&lt;br /&gt;
{{Achievement|no-room-for-more}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captive biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=212095</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=212095"/>
		<updated>2025-03-05T16:51:35Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* Notes */ replaced underscores in a link label with spaces, since either works on mediawiki (the brackets make either option unambiguous, as opposed to how they are &amp;quot;unsafe&amp;quot; in URLs according to RFC-1738). If anything we ought to consider the internal name of the recipe, kovarex-enrichment-process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Any quality.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. The two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond ([[File:Quality info.png]]) in the tooltip.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (&#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note that legendary quality represents a 2-tier improvement over epic.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of each level of quality are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +10% weapon range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* +30% chest inventory size (rounded down)&lt;br /&gt;
* +30% increased ammo damage&lt;br /&gt;
* +30% inserter rotation speed&lt;br /&gt;
** The power consumption of inserters is defined as energy per angle of turn. A 30% faster inserter can turn 30% more angles in a given space of time, so it consumes 30% more energy.&lt;br /&gt;
* -16.67% (1/6) resource drain on miners and [[pumpjack]]s&lt;br /&gt;
** This is multiplicative with [[productivity]]&lt;br /&gt;
* +30% [[solar panel]] output&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s, [[accumulator]]s (also affects input rate), and [[nuclear reactor]]s&lt;br /&gt;
** Note that consumption and pollution are also increased at the same rate&lt;br /&gt;
* +30% reach and efficiency for lightning [[lightning rod|rods]] and [[lightning collector|collectors]]&lt;br /&gt;
* −16% power consumption on beacons&lt;br /&gt;
* +1 to both continuous coverage distance and exploration coverage distance in [[radar]]s&lt;br /&gt;
* +100% durability on consumable items ([[repair pack]]s, [[science pack]]s)&lt;br /&gt;
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun&lt;br /&gt;
* +30% power consumption on [[asteroid collector]]s&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive: a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings only get increased health, with no special effect. Examples are:&lt;br /&gt;
*Buildings related to [[Circuit network]]s and [[Rail signal]]s&lt;br /&gt;
*[[Transport belt]]s&lt;br /&gt;
*[[Pipe]]s&lt;br /&gt;
*[[Wall]]s&lt;br /&gt;
*[[Locomotive|Trains]]&lt;br /&gt;
*[[Cargo wagon]]s&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Quality Effects&lt;br /&gt;
! Item !! Effect !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_1.png|15px]] [[Assembling machine 1]] || Health || 300 || 390 || 480 || 570 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.5 || 0.65 || 0.8 || 0.95 || 1.25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_2.png|15px]] [[Assembling machine 2]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.75 || 0.975 || 1.2 || 1.425 || 1.875&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_3.png|15px]] [[Assembling machine 3]] || Health || 400 || 520 || 640 || 760 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 1.25 || 1.625 || 2 || 2.375 || 3.125&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:construction_robot.png|15px]] [[Construction robot]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Max flying reach || 571m || 1152m || 1728m || 2305m || 3457m&lt;br /&gt;
|-&lt;br /&gt;
| Energy capacity || 3MJ || 6MJ || 9MJ || 12MJ || 18MJ&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:inserter.png|15px]] [[Inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 15.1kW || 19.51kW || 23.92kW || 28.33kW || 37.15kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 302°/s || 393°/s || 484°/s || 575°/s || 756°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:fast_inserter.png|15px]] [[Fast inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 59.3kW  || 76.94kW || 94.58kW || 112kW || 148kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 864°/s || 1123°/s || 1382°/s || 1642°/s || 2160°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:laser_turret.png|15px]] [[Laser turret]] || Health || 1000  || 1300 || 1600 || 1900 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Range || 24 tiles || 26.4 tiles || 28.8 tiles || 31.2 tiles || 36 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | [[File:pipe.png|15px]] [[Pipe]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:roboport.png|15px]] [[Roboport]] || Health || 500 || 650 || 800 || 950 || 1250&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 2.1MW || 2.7MW || 3.3MW || 3.9MW || 5.1MW&lt;br /&gt;
|-&lt;br /&gt;
| Robot&amp;amp;nbsp;recharge&amp;amp;nbsp;rate || 4 x 500kW || 4 x 650kW || 4 x 800kW || 4 x 950kW || 4 x 1.25MW&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:small_electric_pole.png|15px]] [[Small electric pole]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Supply&amp;amp;nbsp;area || 5x5 || 7x7 || 9x9 || 11x11 || 15x15&lt;br /&gt;
|-&lt;br /&gt;
| Wire&amp;amp;nbsp;reach || 7.5 tiles || 9.5 tiles || 11.5 tiles || 13.5 tiles || 17.5 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:wooden_chest.png|15px]] [[Wooden chest]] || Health || 100  || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 16 || 20 || 25 || 30 || 40&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:iron_chest.png|15px]] [[Iron chest]] || Health || 200 || 260 || 320 || 380 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Storage size || 32 || 41 || 51 || 60 || 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:steel_chest.png|15px]] [[Steel chest]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 48 || 62 || 76 || 91 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that consume items have variations for each quality that the items might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality. Recipes that consume only fluids do not have quality variations. If they produce items, those items will be normal quality unless affected by quality modules. Recipes that fill or empty [[barrel]]s and recipes that produce the same item they consume ([[kovarex enrichment process]] and [[fish breeding]]) do not accept quality modules.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; the same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
{{Main|Quality module}}&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds a quality chance to a machine, depending on its tier and quality. See the following table for all quality chances:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Module|Quality}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module}}&lt;br /&gt;
| +1% || +1.3% || +1.6% || +1.9% || +2.5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_2}}&lt;br /&gt;
| +2% || +2.6% || +3.2% || +3.8% || +5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_3}}&lt;br /&gt;
| +2.5% || +3.2% || +4% || +4.7% || +6.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where Q is quality chance, the following tables present expected outputs for each level of research.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 9/1000 || Q * 1/1000&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 9/100 || Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|16px]]&lt;br /&gt;
| - || - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 2× {{Icon|quality_module_2|[[File:quality_normal.png|Normal|16px]]}} → Q = 4%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 96% || 3.6% || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 96% || 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_normal.png|Normal|16px]]}} → Q = 10%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} → Q = 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 75.2% || 22.32% || 2.232% || 0.2232% || 0.0248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 75.2% || 22.32% || 2.232% || 0.248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 75.2% || 22.32% || 2.48%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 75.2% || 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
It is optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
The following tables summarize the number of normal crafts (rounded up) needed to produce 1 legendary output using ideal ratios of quality module 3s to productivity module 3s, with 4 matching quality module 3 in the recycler.&lt;br /&gt;
&lt;br /&gt;
It is important to emphasize that these ratios maximize return per input material. If input capacity isn&#039;t a concern and the goal is speed rather than material efficiency, then switch out productivity modules for quality modules as needed. Beware, however, that in many cases material inefficiency nearly keeps pace with the legendary output rate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_rare.png|Rare|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_rare.png|Rare|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 891&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 0 || 3 || 533&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 342&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 0 || 4 || 97&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 1 || 4 || 67&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 4 || 4 || 70&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_epic.png|Epic|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_epic.png|Epic|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 608&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 356&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 212&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 1 || 3 || 62&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 2 || 3 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 5 || 3 || 34&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 309&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 153&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 2 || 2 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 3 || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 4 || 1 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 8 || 0 || 7&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
For example, suppose legendary T3 modules are available and the goal is to produce legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing units. If each electromagnetic plant producing epic quality or below has 4 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3 and 1 legendary [[File:quality_module_3.png|link=Quality module 3|20px]]&amp;amp;nbsp;quality module 3, and the electromagnetic plant with the legendary recipe has 5 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3, then on average an input of 280 normal [[File:Electronic_circuit.png|link=Electronic circuit|20px]]&amp;amp;nbsp;electronic circuits and 28 normal [[File:Advanced_circuit.png|link=Advanced circuit|20px]]&amp;amp;nbsp;advanced circuits is expected to produce 1 legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing unit.&lt;br /&gt;
&lt;br /&gt;
===== Derivation =====&lt;br /&gt;
Derivation of the tables above was as follows: Starting with 1 set of common ingredients, with an assembly quality chance of Q and total productivity bonus of P, the statistical expected number of product is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;))|| (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * Q * 9/10 || (1 + P) * Q * 9/100 || (1 + P) * Q * 9/1000 || (1 + P) * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In a similar vein, the same calculations can be done for recycling products, except that there is, in effect, -75% productivity bonus, where only a quarter of the items are returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + -0.75) * (1-Q) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0.25 * (1-Q) || 0.25 * Q * 9/10|| 0.25 * Q * 9/100 || 0.25 * Q * 9/1000 || 0.25 * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, recycling an uncommon ingredient with a Q of 25%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#424242&amp;quot; | [[File:quality_uncommon.png|Uncommon|16px]] || - || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combining these results allows a &#039;Transition Matrix&#039; to be developed (see the Wikipedia article [[Wikipedia:Stochastic matrix|Stochastic matrix]]) which after iteration can generate the expected number of legendary products from 1 set of common ingredients via matrix multiplication. An example matrix for P of 50% and Q of 25% for both recycling and assembly is copied below. Note that since legendary products are the goal, they are not recycled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! !! style=&amp;quot;border-left:2px solid&amp;quot; | I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
! style=&amp;quot;border-left:2px solid&amp;quot; | P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 1.125 || 0.3375 || 0.03375 || 0.003375 || 0.000375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 1.125 || 0.3375 || 0.03375 || 0.00375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 1.125 || 0.3375 || 0.0375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 1.125 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1.5&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0.1875 || 0.05625 || 0.005625 || 0.0005625 || 0.0000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0.1875 || 0.05625 || 0.00625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0.1875 || 0.0625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To iterate this matrix (M) apply the matrix to itself. For example, M&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; would indicate 6 iterations, corresponding to 3 crafting steps and 3 recycling steps. To see how much 1 ingredient set produces after a given iteration, x, multiply an input vector by M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;. The vector format follows that of the matrix labels, so with the table arranged as above, left multiply a row vector of ingredient(s) by the matrix. In order to see the expected product of 1 set of normal ingredients, the vector will have &#039;1&#039; in the first column and &#039;0&#039;s everywhere else. Likewise, a set of uncommon ingredients will correspond to &#039;1&#039; in the second column of the vector.&lt;br /&gt;
&lt;br /&gt;
It is important to note that since the recycling step has a material loss of 75% most recycling loops will be well behaved and converge quickly.&lt;br /&gt;
&lt;br /&gt;
Extreme productivity from research breaks this pattern and will prevent convergence, but this simply means that there is a positive material cycle, so 1 set of ingredients will produce infinite legendary crafts, on average. The closer the total productivity is to 400%, the slower the convergence of the matrix iteration and the higher you need to calculate x in M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;!--[[File:Quality_Transition_Matrix.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
=== Using quality to increase production ===&lt;br /&gt;
There are four ways in which quality can increase the output of a single production machine:&lt;br /&gt;
* Increasing the quality of the machine itself will improve its base crafting speed.&lt;br /&gt;
* Increasing the quality of [[speed module]]s will increase the effect of their speed improvements.&lt;br /&gt;
* Increasing the quality of [[productivity module]]s will increase their productivity bonus without reducing crafting speed. Since extra items obtained from the productivity bonus do not take extra time to produce, this will also increase the number of items produced over time.&lt;br /&gt;
* Increasing the quality of [[beacon]]s will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased.&lt;br /&gt;
&lt;br /&gt;
These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where [[electronic circuit]]s are made using one [[electromagnetic plant]] with five [[productivity module 3]]s, which is surrounded by 12 [[beacon]]s with two [[speed module 3]]s, each. With normal quality, this will achieve an output rate of almost 45 items per second (almost enough to saturate one non-layered [[express transport belt]]). However, if the electromagnetic plant and all beacons and modules have legendary quality, the output rate becomes slightly more than 600 items per second (enough to saturate two and a half [[turbo transport belt]]s with four layers of items). This is more than 13 times as many items as without quality.&lt;br /&gt;
&lt;br /&gt;
It should be noted that quality beacons are the only one of these factors that may increase energy consumption over time, as the transmission effect is also applied to the energy cost of speed modules. However, this is offset or even negated by the reduced energy consumption of the beacons themselves (which is also affected by quality), especially with high beacon counts wherein the transmission effect is subject to diminishing returns. For speed modules, productivity modules, and the machine itself, only the speed increase, productivity bonus, and base crafting speed are affected, respectively.&lt;br /&gt;
&lt;br /&gt;
The increased transmission effect of high-quality beacons is also notable because unlike when increasing the number of beacons, there are no diminishing returns for increasing their quality (aside from the exponentially increasing cost of producing those higher-quality beacons in the first place). This means that, despite a legendary beacon only being 1.66 times as powerful as a normal-quality beacon, one would need 0.36 times as many legendary beacons as normal ones to achieve the same effect. Aside from making more powerful beacon setups, this can also be used to save space by achieving the same effect with fewer beacons, thereby leaving more room for machines and belts.&lt;br /&gt;
&lt;br /&gt;
Higher-quality machines are also particularly useful for producing quality items as, unlike speed modules, machine quality does not reduce the chance of increasing a product&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
=== Using quality to save space ===&lt;br /&gt;
Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a [[space platform]], where small, compact designs are rewarded with increased speed, as well as needing fewer rockets to build the platform.&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In the below circumstances, quality modules have no useful effects. &lt;br /&gt;
** Placed in a [[Rocket silo]]&lt;br /&gt;
** Placed in a [[Lab]]&lt;br /&gt;
** Placed in a [[Biolab]]&lt;br /&gt;
** Fluid recipes (e.g [[holmium solution]]) &lt;br /&gt;
* [[Barrel]]s cannot accept quality modules, most likely to stop quality upcycling with no loss.&lt;br /&gt;
* The [[Kovarex enrichment process]] recipe cannot accept quality modules, most likely to stop quality upcycling with no loss.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|make-it-better}}&lt;br /&gt;
{{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
{{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
{{Achievement|crafting-with-quality}}&lt;br /&gt;
{{Achievement|my-modules-are-legendary}}&lt;br /&gt;
{{Achievement|no-room-for-more}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captive biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam_turbine&amp;diff=212062</id>
		<title>Steam turbine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam_turbine&amp;diff=212062"/>
		<updated>2025-03-04T22:55:35Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: can also be used with heating tower now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steam turbine}}&lt;br /&gt;
The &#039;&#039;&#039;steam turbine&#039;&#039;&#039; consumes [[steam]] to create electric energy. It is usually used together with [[heat exchanger]]s and a [[nuclear reactor]] or [[heating tower]]{{SA}}. &lt;br /&gt;
&lt;br /&gt;
While designed for the 500°C steam of a nuclear reactor, turbines can still be connected to [[boiler]]s for use in conventional 165°C steam power. At this mode, the steam turbine acts equal to two separate [[steam engine]]s, producing 1800 kW and consuming 60 steam/sec. However, actual power production is based on the temperature of the steam, not the building itself. This means that using a steam turbine is no more fuel-efficient than using two steam engines. Unless saving space within a large build, it is not necessary to use the more costly turbines for boiler steam.&lt;br /&gt;
&lt;br /&gt;
== Power output ==&lt;br /&gt;
&lt;br /&gt;
Each steam turbine takes a maximum input of 60 units of 500°C [[steam]] per second and outputs 5.82MW of electricity; the 5.8MW listed on the tooltip is rounded.&lt;br /&gt;
&lt;br /&gt;
* [[Heat exchanger]] heats 15°C [[water]] to 500°C [[steam]];&lt;br /&gt;
* It takes 0.2 kJ of [[Fuel|burner]] energy to raise 1 water 1°C;&lt;br /&gt;
* Steam is consumed by steam turbines at a rate of 60 units per second;&lt;br /&gt;
* (500°C - 15°C) × 0.2 kJ × 60 units/s = 5820 kJ/s, or 5.82 MW.&lt;br /&gt;
* On the other hand, the calculation for the Boiler-generated steam is: (165°C - 15°C) × 0.2 kJ × 60 units/s = 1800 kJ/s, or 1.8 MW.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.18|&lt;br /&gt;
* Adjusted [[steam engine]] and turbine collision boxes so player can walk between two steam engines.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Power production#Nuclear power|Power production]]&lt;br /&gt;
* [[Heat pipe]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear ratios]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=212061</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=212061"/>
		<updated>2025-03-04T22:28:34Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* Switches */ Due to the mentioned changes, I thought we should either clarify this, or perhaps remove everything from the second part of that bullet point starting from the &amp;quot;however&amp;quot;. I went with the less destructive option but I&amp;#039;m not sure if I like the wording and might come back and remove the point soon if no one improves it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Railway_from_trailer_2020.png|thumb|right|430px|Railway in the [https://youtu.be/J8SBp4SyvLc official game trailer.]]]&lt;br /&gt;
:&#039;&#039;For the research see [[Railway (research)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Railway&#039;&#039;&#039; is one of the main transport methods in Factorio. Although the installation of such a network can be complicated and requires a large amount of resources and space, it is faster and more efficient than [[Belt transport system|belts]] and [[Logistic network|robot logistics]], especially over large distances.&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not understood instantly. It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain the upkeep of a larger train network takes time and experience. Rails can be built on the ground, or can be - with the [[Space Age]] expansion - elevated with the help of a [[rail ramp]] and [[rail support]]s so that trains can travel over obstacles.&lt;br /&gt;
&lt;br /&gt;
== Infrastructure ==&lt;br /&gt;
&lt;br /&gt;
To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the [[rail planner]], but can also be done manually. Bear in mind that rails are placed on a two-tile grid, so a rail cannot be moved by only one tile.&lt;br /&gt;
&lt;br /&gt;
=== Minimum manually operated railway ===&lt;br /&gt;
As a minimum, a manually operated railway has to consist of:&lt;br /&gt;
* [[Rail]]s (tracks)&lt;br /&gt;
* [[Locomotive]]s&lt;br /&gt;
&lt;br /&gt;
Locomotives can be entered and then manually operated by standing next to them and pressing the {{Key|ENTER}} button.&lt;br /&gt;
&lt;br /&gt;
=== Switches ===&lt;br /&gt;
* There is no visual representation of a working switch, however, the rails will appear to merge. Using the rail planner, the player must place a [[rail]] overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options.&lt;br /&gt;
* The crossing of two straight tracks is not usable as a switch, as trains have a limited turning radius. They do, however, connect [[Rail signal| signal blocks]] which helps prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other. However, before the changes to curved rails in [[Version history/2.0.0#2.0.7|2.0.7]], switching from one track to the other can require extra resources if they are too close together; the track must turn away from the other parallel track and then turn back to it. This can create complicated networks of signals and, as such, one should generally not build parallel tracks unless they are spaced adequately. (Generally, 2 track widths apart works well)&lt;br /&gt;
&lt;br /&gt;
[[File:fff-140-controlled-gates_sm.gif|frame|An example of a safe railway crossing.&amp;lt;br /&amp;gt;[https://wiki.factorio.com/images/Fff-140-controlled-gates.gif Click here] for the full-sized version of the image.]]&lt;br /&gt;
&lt;br /&gt;
=== Crossing tracks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful when crossing train tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A checklist of proper track-crossing etiquette:&lt;br /&gt;
&lt;br /&gt;
# Zoom out, so that you can see a train coming.&lt;br /&gt;
# Look left, then right.&lt;br /&gt;
# Check for signals nearby: If a [[rail signal]] suddenly jumps from green to red or green to yellow, a train is coming. Do not cross.&lt;br /&gt;
# Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit.&lt;br /&gt;
# While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage, as well as the player being able to slip between two rail cars.&lt;br /&gt;
# Heavy [[Energy shield|shields]] can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed and will drain a large amount of the suit&#039;s energy.&lt;br /&gt;
# All entities with health will take damage getting hit by a train, so take care not to leave a [[car]] or [[tank]] on the tracks. However, this includes hostile forces!&lt;br /&gt;
# Trains far from a [[train stop]] will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a [[train stop]] or signal will slow down to stop and will be traveling slower. Trains of different configurations will also move slower or faster.&lt;br /&gt;
&lt;br /&gt;
A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the [[circuit network]], and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can&#039;t get on the tracks outside the crossing. This is to completely ensure a safe crossing and is often used on servers.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
Train components:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{Imagelink|Locomotive}} || {{Imagelink|Cargo wagon}} || {{Imagelink|Fluid wagon}} || {{Imagelink|Artillery wagon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Railway-assemble-train.png|thumb|left|300px|Placing a [[Cargo wagon]] so it is attached to the train.]]&lt;br /&gt;
&lt;br /&gt;
* A train consists of at least one locomotive.&lt;br /&gt;
* Trains can have more than one locomotive and any number of [[wagon]]s.&lt;br /&gt;
* Locomotives can be &#039;&#039;&#039;manually&#039;&#039;&#039; driven forwards or backwards, however, they are generally slower going backwards. The left and right movement keys are used to change direction at switches.&lt;br /&gt;
* Trains can only drive forwards automatically. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters when the train is in manual mode or parked at a station, not when waiting at a signal or standing in automatic mode.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[fuel]]. To transport items or fluids [[cargo wagon]]s and/or [[fluid wagon]]s have to be attached to the train. To attach rolling stock, whether a wagon or a locomotive, the player may prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock. Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon is placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:station-example-1.png|thumb|right|256px|A very minimal train station.]]&lt;br /&gt;
&lt;br /&gt;
Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode. Cargo wagons can be filled or emptied by up to twelve adjacent [[inserters]] (six on each side). Inserters can also be used to insert fuel into locomotives. [[Pump]]s are used to transfer fluid into and out of fluid wagons, only three pumps can attach to one fluid wagon at once.&lt;br /&gt;
&lt;br /&gt;
Train stations are usually created by placing a [[train stop]]. Train stops must be on the right-hand side of the track. However, it is also possible to create a temporary train station by opening a locomotive&#039;s GUI and using {{Keybinding|ctrl|lmb}} near a rail in the minimap in the GUI or by entering a locomotive and using {{Keybinding|ctrl|lmb}} near a rail on the world map. This will create a station without requiring a train stop. The temporary train station has a default wait condition of 5 seconds and is removed from the schedule once the train leaves the station.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Rail signal}} || {{Imagelink|Rail chain signal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other. Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Note that driving a train manually ignores all signals, so it is possible for automatic trains to crash into the player if the player ignores red/yellow signals. Always beware of automatic trains and give them the right of way.&lt;br /&gt;
&lt;br /&gt;
The [[Tutorial:Train signals|train signals tutorial]] contains an in-depth explanation of rail signals, blocks and deadlocks.&lt;br /&gt;
&lt;br /&gt;
=== Basic signaling rules ===&lt;br /&gt;
* There can only be one train in a block at any time. A train spanning multiple blocks occupies them all.&lt;br /&gt;
* A red signal means that the following block is occupied by a train.&lt;br /&gt;
* A yellow signal means that a train is approaching and already has the approval to enter the following block.&lt;br /&gt;
* [[Rail signal]]s separate a new block and reflect its state: green - free, yellow - reserved, red - occupied&lt;br /&gt;
* [[Rail chain signal]]s separate a new block and reflect the state of the next signal(s): see above, blue - at least one of the paths is blocked, but not all&lt;br /&gt;
* A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this.&lt;br /&gt;
&lt;br /&gt;
== Automated transport ==&lt;br /&gt;
[[File:locomotive_gui.png|thumb|300px|The wait condition tab in the locomotive&#039;s GUI.]]&lt;br /&gt;
&lt;br /&gt;
Trains set on &amp;quot;Automatic&amp;quot; choose their destination stop and route on departure, and after waiting at a chain signal for five seconds, and when their destination stop disables itself by circuit condition. They choose the shortest route using a [[Railway/Train_path_finding|path finding algorithm]] that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account. If no such train stop exists they will skip the stop and go on to the next.&lt;br /&gt;
&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system.&lt;br /&gt;
&lt;br /&gt;
First, the player has to set up a rail system with at least two train stops, which are placed on the right-hand side of the expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, and refueling/repair installations).&lt;br /&gt;
&lt;br /&gt;
When you set up the train schedule (see below) and fuel the train, you can start the train on its schedule by switching from manual to automatic driving mode.&lt;br /&gt;
&lt;br /&gt;
=== Train schedule ===&lt;br /&gt;
The player can set up a list of train stations in the left locomotive&#039;s GUI. The train will route to stops in the given order, if it&#039;s at the end it will continue with the first. Stations can be added by clicking &amp;quot;Add station&amp;quot; in the GUI. A pop-up appears with a list of all stop names. If one is selected, another button appears which allows selecting a wait condition from a pop-up list. Furthermore, the map in the right part of the GUI can be used to add stations to the schedule by using {{keybinding|shift|lmb}} on a station or using {{keybinding|ctrl|lmb}} near a rail in the map to create a temporary train station. These actions can also be performed on the world map when the player is sitting inside the train.&lt;br /&gt;
&lt;br /&gt;
Wait conditions are used to tell the train when to leave the station. There are 15 types of wait conditions:&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039; – The train stop is connectable to the [[circuit network]], so the signals can used for wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Empty cargo&#039;&#039;&#039; – All inventories of the train are empty. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Fluid count&#039;&#039;&#039; – The train (all fluid wagons summed) contains a specific amount of a certain fluid.&lt;br /&gt;
* &#039;&#039;&#039;Fuel (all locomotives)&#039;&#039;&#039; - All locomotives in the train collectively contain a specific amount of fuel&lt;br /&gt;
* &#039;&#039;&#039;Fuel (any locomotive)&#039;&#039;&#039; - Any one locomotive contains a specific amount of fuel&lt;br /&gt;
* &#039;&#039;&#039;Full cargo&#039;&#039;&#039; - All inventories of the train are full. Does not include fuel inventories&lt;br /&gt;
* &#039;&#039;&#039;Full fuel&#039;&#039;&#039; - All fuel inventories are full. Does not include cargo or fluid inventories&lt;br /&gt;
* &#039;&#039;&#039;Has cargo&#039;&#039;&#039; - Cargo or fluid inventories contain items. &lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039; – No items were added or removed for the specified amount of seconds.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039; – The train (all cargoes summed) contains a specific amount of a certain item. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Passenger present&#039;&#039;&#039; - At least one [[player]] is inside any part of the train.&lt;br /&gt;
* &#039;&#039;&#039;Passenger not present&#039;&#039;&#039; - No players are inside any part of the train.&lt;br /&gt;
* &#039;&#039;&#039;Station is full&#039;&#039;&#039; - A specified stop is full, according to its set train limit. If the stop has no train limit set, this condition will &#039;&#039;not&#039;&#039; be met.&lt;br /&gt;
* &#039;&#039;&#039;Station is not full&#039;&#039;&#039; - A specified stop is not full, according to its set train limit. If the stop has no train limit set, this condition &#039;&#039;will&#039;&#039; be met.&lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is also possible to set no wait condition, this causes the train to simply pass by the station without stopping.&lt;br /&gt;
&lt;br /&gt;
Hereafter the word &amp;quot;term&amp;quot; is used to describe &#039;&#039;one&#039;&#039; type of wait condition, and the words &amp;quot;wait condition&amp;quot; are used to describe the whole set of terms (it turns a bit into maths).&lt;br /&gt;
&lt;br /&gt;
If more than one term is added, it is possible to change the connection of those using the logical operators AND and OR. An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.&lt;br /&gt;
&lt;br /&gt;
When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
[[File:Traingroup gui.png|thumb|300px|The train group GUI. There are 2 trains in &amp;quot;Group A&amp;quot; and 1 train in &amp;quot;Group B&amp;quot;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Expand for examples&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Wait until full, up to 30 seconds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until cargo full, &#039;&#039;or&#039;&#039; circuit condition Oil &amp;gt; 3000:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR Circuit condition - Oil &amp;gt; 3000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until empty, &#039;&#039;and&#039;&#039; 30 seconds passed, &#039;&#039;and&#039;&#039; 5 seconds of inactivity:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Empty cargo inventory&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
AND 5 seconds of inactivity&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until iron ore is low, &#039;&#039;or&#039;&#039; copper ore is low &#039;&#039;and&#039;&#039; at least 30 seconds passed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Cargo: Iron ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
OR Cargo: Copper ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s wait condition logic is read as disjunctive normal form ([https://en.wikipedia.org/wiki/Disjunctive_normal_form DNF]), and so this last example is processed as (note the parenthesis):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 AND 30 seconds passed) OR (Cargo: Copper ore &amp;lt; 500 AND 30 seconds passed))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which is the same as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 OR Cargo: Copper ore &amp;lt; 500) AND 30 seconds passed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is no way to write that shorter form in the current UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Train groups ===&lt;br /&gt;
Trains are able to be assigned to a group. Selecting the small edit icon next to &amp;quot;no group assigned&amp;quot; will bring up the existing groups in the current world. One can select a group for the train to join, or create a new one. Editing the schedule of one train will change the schedules of all trains in the same group.&lt;br /&gt;
&lt;br /&gt;
=== Schedule interrupts ===&lt;br /&gt;
[[File:Interrupt gui.png|thumb|300px|The Edit Interrupt GUI.]]&lt;br /&gt;
&lt;br /&gt;
Schedule interrupts allow a locomotive to override its current schedule when a certain condition is met. Selecting &amp;quot;Add interrupt&amp;quot; in the locomotive&#039;s GUI will bring up a list of existing interrupts in the current world. One can be selected from the list, or typing in a name will create a new one. Creating one will add it to the locomotive and all locomotives in the current locomotive group.&lt;br /&gt;
&lt;br /&gt;
To work, an interrupt requires two parts: a condition and a target station. When a condition is met, the interrupt will activate and insert the target station as a temporary stop in the locomotive&#039;s schedule. The locomotive will route to the target station and wait there until the specified wait condition is met, at which point it will leave and resume its original schedule. &lt;br /&gt;
&lt;br /&gt;
An interrupt can be triggered on many of the same conditions as waiting at a stop, along with some new conditions:&lt;br /&gt;
* &#039;&#039;&#039;At specified station&#039;&#039;&#039; -  The train is waiting at a specific stop&lt;br /&gt;
* &#039;&#039;&#039;Destination full or no path&#039;&#039;&#039; - The train&#039;s next stop is full, according to its train limit; or the train cannot physically reach its next station&lt;br /&gt;
* &#039;&#039;&#039;Not at specified station&#039;&#039;&#039;&#039; - The train is stopped somewhere other than the specific stop&lt;br /&gt;
&lt;br /&gt;
Multiple trains can have the same interrupt regardless if they are in the same locomotive group or not. Editing an interrupt will change it for all trains which have the interrupt in their system.&lt;br /&gt;
&lt;br /&gt;
Interrupts can be reordered within the locomotive&#039;s GUI like normal stops. If a train has multiple interrupt conditions true at the same time, it will prioritize interrupts that are higher on the list. This is important if one wishes a train to behave a certain way when working with a particular suite of interrupts.&lt;br /&gt;
&lt;br /&gt;
=== Wildcard Interrupts ===&lt;br /&gt;
[[File:interrupt_wildcards.png|thumb|left|300px|The four wildcard signals: Item, Fuel, Fluid, &amp;amp; Signal.]]&lt;br /&gt;
Within interrupts, trains have access to four special &amp;quot;wildcard&amp;quot; signals located within the Unsorted tab, which are special [[Circuit network#Logic signals|logic signals]] that can only be used within interrupts. Wildcard signals come in four types: item, fuel, fluid, and signal. When used as a condition to trigger an interrupt, each one looks at a specific inventory within the train and will replace itself with the signal of the first item it finds. For example, if an interrupt is set to trigger if an item parameter is over 50, and 51 [[iron gear wheel]]s are placed into a cargo wagon, the interrupt will trigger as if the condition was looking for over 50 iron gears. Item, fluid, and fuel wildcards each look at a specific inventory: [[cargo wagon|cargo]] and [[artillery wagon]]s, [[fluid wagon]]s, and [[locomotive]]s, respectively.&lt;br /&gt;
&lt;br /&gt;
When used solely as a condition, wildcards act otherwise identically to the [[circuit network#Anything|anything]] logic signal. What makes them special is their function when used in both the condition and the target.&lt;br /&gt;
&lt;br /&gt;
Wildcards will also replace themselves with any [[rich text]] icons within the names of [[train stop]]s. Instead of selecting a target stop from the list, instead click on the &amp;quot;icon&amp;quot; button next to the green confirm button and select the same type of wildcard as used in the condition. Then, type the name of the station. If the stop has a matching icon in its name, then the train will match the item it contains with that icon, and select that stop as the destination.&lt;br /&gt;
&lt;br /&gt;
The final wildcard, Signal parameter, checks against any signals passed to the train while parked at a train stop. When combined with a signal parameter for a target station, this can make the train go to a stop which has an icon in its name matching the signal it received from the station. When combined with matching the target station based on its contents, this can be utilized to create a generic train system which can select its destination based on the item it receives.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Below are some things to verify if a rail system or train is not working.&lt;br /&gt;
&lt;br /&gt;
* Is the train fueled? Ensure that the locomotive has [[fuel]] of some kind.&lt;br /&gt;
* Misplaced or non-functional switches? Ensure that the train can plan a path through the switches.&lt;br /&gt;
* Another train on the same [[Railway#Block|block]]? Make sure the path of the train is unobstructed.&lt;br /&gt;
* Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop.&lt;br /&gt;
* Is the train allowed to enter signals from the right direction? Are the signals set correctly?&lt;br /&gt;
* If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other.&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
When trains cannot reach the target, a &amp;quot;no path&amp;quot; symbol pops up over the locomotive. Check:&lt;br /&gt;
* Can the train reach its current destination by &#039;&#039;&#039;only driving forward&#039;&#039;&#039;? Build turning slopes or place a locomotive at both ends of a train!&lt;br /&gt;
* Are the train stops standing in the right direction? Train stops must be on the right-hand side of the track (from the forward-facing locomotive&#039;s perspective).  If the train is traveling south, the stop must be on the west side of the track.&lt;br /&gt;
* If you use rail signals, check that the signals are all allowing traffic in the correct direction.&lt;br /&gt;
* Check for interruptions in the train tracks, drive to the station manually to check there are no rail parts missing. Especially near junctions, these can be hard to spot if missing.&lt;br /&gt;
&lt;br /&gt;
If you are still having problems, consider:&lt;br /&gt;
* Driving the train manually, and as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem.&lt;br /&gt;
[http://imgur.com/a/Nq2Yk A pictorial summary of typical problems].&lt;br /&gt;
&lt;br /&gt;
==== Interrupts ====&lt;br /&gt;
&lt;br /&gt;
When a train is about to leave the last station in an interrupt&#039;s schedule, there is no inherent mechanism which prevents the same interrupt from re-triggering. Many interrupt conditions naturally prevent retriggering by the nature of their condition. A wildcard interrupt for unloading cargo cannot trigger if the train has no cargo. Other conditions may retrigger if something in the base has malfunctioned. For example, a refueling interrupt should only trigger when fuel is low. But if the train is at the fuel station, wants to leave, and still has low fuel, then either there is no inserter to load fuel or the refueling station has run out of fuel.&lt;br /&gt;
&lt;br /&gt;
But there can be cases where the conditions for a trigger&#039;s desired conditions can still happen after executing the interrupt&#039;s schedule.&lt;br /&gt;
&lt;br /&gt;
To force the train to always choose a station with a different name, add &amp;quot;Not at specified station&amp;quot; to the interrupt conditions, specifying the same target station. This way, the train will be forced to pick a different interrupt, or travel to a station in its main schedule.&lt;br /&gt;
&lt;br /&gt;
If the train should travel to a different station of the same name, circuit logic can be used to disable the current station and lower its priority, as well as adding &amp;quot;Station is not full&amp;quot; to the interrupt condition. Note that only disabling the station is not enough to prevent this issue, the train will only choose a different destination with the same name if it has a higher priority. Once there are no other valid stations with the same name (i.e. all of them are disabled, so there is no higher-priority station), the &amp;quot;Station is not full&amp;quot; condition will prevent the train from getting stuck.&lt;br /&gt;
&lt;br /&gt;
== Elevated Rails ==&lt;br /&gt;
[[File:Elevated intersection example.png|thumb|350px|A simple bridge using elevated rails.]]&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Elevated rails come in a separate mod which can be enabled independently of Space Age. They come as two new buildings: [[rail ramp]] and [[rail support]]. Ramps and supports are the only items in the game able to be built in the oceans of [[Nauvis]]. When playing with Space Age itself, elevated rails become an important part of the game, as they are critical to bridging the oil oceans of [[Fulgora]]{{SA}} and the lava rivers of [[Vulcanus]]{{SA}}, as well as easily crossing the vast watery landscape on [[Gleba]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Elevated rails can be built using the [[rail planner]]. Pressing {{Key|G}} will switch levels, and attempt to build a ramp up or down, if the player has one in their inventory. While holding {{Key|SHIFT}} and targeting a section of rail on the opposite level, the rail planner will automatically place any ramps and/or supports necessary to reach that destination. A rail support must be placed every 16 straight tiles. Disassembling a support or ramp will automatically disassemble any rails which rely on that support.&lt;br /&gt;
&lt;br /&gt;
Players and [[enemies]] cannot walk on elevated rail. A player can enter and exit the train if it is elevated as normal, and will be teleported to the ground. If the player attempts to exit while over water or lava, nothing will happen. Both types of rail signals can be placed on elevated rail, but not train stops. &lt;br /&gt;
&lt;br /&gt;
Certain buildings are too tall to be placed underneath elevated rails:&lt;br /&gt;
* [[Big electric pole]]&lt;br /&gt;
* [[Cargo landing pad]]&lt;br /&gt;
* [[Oil refinery]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
* [[Agricultural tower]]{{SA}}&lt;br /&gt;
* [[Cargo bay]]{{SA}}&lt;br /&gt;
* [[Lightning rod]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|getting-on-track}}&lt;br /&gt;
{{Achievement|trans-factorio-express}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
{{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Train signals]]&lt;br /&gt;
* [[Railway/Train path finding]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
* [[Artillery wagon]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Railway}} {{C|Railway{{!}}#Railway}}&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Calcite&amp;diff=211272</id>
		<title>Calcite</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Calcite&amp;diff=211272"/>
		<updated>2025-02-12T23:20:20Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: The table below (and I checked ingame as well) says they are output, so it should be &amp;quot;created&amp;quot; not &amp;quot;used&amp;quot;, right?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Calcite}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Calcite&#039;&#039;&#039; is an ore found in deposits located on [[Vulcanus]]{{SA}}. Calcite plays a large role in smelting metals, getting petroleum products, obtaining water and creating some explosives.&lt;br /&gt;
&lt;br /&gt;
In space, calcite is also created by the [[advanced thruster fuel]] and [[advanced thruster oxidizer]] recipes.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| {{iconLink|Advanced oxide asteroid crushing}}&lt;br /&gt;
| {{Icon|Time|5}} + {{Icon|Oxide asteroid chunk|1}} &lt;br /&gt;
| {{Icon|Ice|3}} {{Icon|Calcite|2}} {{Icon|Oxide asteroid chunk|0.05}} &lt;br /&gt;
| {{Icon|Crusher}}&lt;br /&gt;
| {{icontech|Advanced asteroid processing (research)|}} [[Advanced asteroid processing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tungsten ore]]&lt;br /&gt;
* [[Coal]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Coal_liquefaction&amp;diff=194736</id>
		<title>Coal liquefaction</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Coal_liquefaction&amp;diff=194736"/>
		<updated>2023-10-17T13:12:16Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: The destination page has a section for the topic.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Oil_processing#Coal_Liquefaction]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Impact_damage&amp;diff=181908</id>
		<title>Impact damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Impact_damage&amp;diff=181908"/>
		<updated>2020-08-30T19:16:01Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: created redirect: damage#Damage_types; reason: I generally do this if I think other people are likely to search for the same thing I just did...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Damage#Damage_types]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Biters&amp;diff=132012</id>
		<title>Biters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Biters&amp;diff=132012"/>
		<updated>2016-10-20T00:43:34Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: for some reason this redirected to the Russian translation of Enemies, something ru/Biters already does. It now directs to the &amp;quot;normal&amp;quot; English page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Enemies#Biters]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=131396</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=131396"/>
		<updated>2016-10-05T23:44:40Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: removed a redlink linking to a deleted (and frankly out of place, at least for a wiki) page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Belt-system-1.png|thumb|256px|Transport belts(#1) move items, Splitters (#2) distribute the input onto both outputs 1:1, Underground belts (#3) are used to bypass obstacles.]]&lt;br /&gt;
The belt transport system is the first transport system available in Factorio, and together with [[Railway|Trains]] and [[Logistic network|Logistics Robots]] make up the backbone of any Factorio base. Transport belts (sometimes called conveyors) are used to transport [[Items]]. Belts don&#039;t need power for transportation. This is one of the many Mysteries of the Factorio World.&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput ([[Items]] per [[game-second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}}&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Basic underground belt}}&lt;br /&gt;
| {{imagelink|basic-splitter|Basic splitter}} &lt;br /&gt;
| 13.393&lt;br /&gt;
| [[Logistics 1]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}&lt;br /&gt;
| {{imagelink|fast-splitter|Fast splitter}} &lt;br /&gt;
| 26.786&lt;br /&gt;
| [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} &lt;br /&gt;
| 40.179 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transport belts move items. To take items from/put items onto a belt, use [[Inserter]]s.&lt;br /&gt;
&lt;br /&gt;
=== Differences between the belt tiers ===&lt;br /&gt;
The main difference between different tiers of belt is the speed at which they operate. As a belt is upgraded from yellow to red to blue, it gets faster and is able to move more items. The [[Transport belts/Physics|Physics]] page has some technical information on exact values for each tier of transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging ===&lt;br /&gt;
Belts have &#039;&#039;&#039;two lanes&#039;&#039;&#039; that can be used for transporting. This allows for either a double flow of one material, or with some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for smelting ore, or producing items with many different ingredients such as the science pack 3.&lt;br /&gt;
Un-merging a mixed belt is fairly easy too, since an underground belt will block half of your belt. So there is no reason to be afraid of mixed belts at all.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_merge.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
=== Balancing belts ===&lt;br /&gt;
Sometimes one side of a belt will be more empty than the other. In this case, rebalancing the belt can be helpful.&lt;br /&gt;
&lt;br /&gt;
The left design will only rebalance equally if one side of the belt is empty while the right version always balances equally.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/jKRaZEl.jpg Another example, including side balancing] credit /u/Bhoedda from reddit&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
=== Speed, Density and Throughput: About finding bottlenecks ===&lt;br /&gt;
Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed&lt;br /&gt;
: How fast does a belt move.&lt;br /&gt;
; Density&lt;br /&gt;
: How tight are the items put on the belts. &lt;br /&gt;
; Throughput&lt;br /&gt;
: This is speed * density. It describes how many items pass by in a given time.&lt;br /&gt;
&lt;br /&gt;
So there are two opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
; More density&lt;br /&gt;
:Sometimes items have little spaces next to each other that aren&#039;t big enough for other items to fit in. In this case reordering the items can still increase the density. This can be done by temporarily increasing the belt speed on a single tile or by merging 2 lanes with an inserter.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_density.gif|top|300px]]&lt;br /&gt;
&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;
&lt;br /&gt;
=== Belts ===&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|right|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. throughput ([[Items]] per [[game-second]])&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Speed ([[Tile|Tiles]] per [[game-second]])&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. density ([[Items]] per [[Tile|tile]])&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required [[Research|technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}} || 13.393* || 1.875* || 7.143* || none&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}   || 26.786* || 3.750* || 7.143* || [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} || 40.179* || 5.625* || 7.143* || [[Logistics 3]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;* experimental value: See &#039;&#039;&#039;[[Transport_belt_experiments|Transport belt experiments]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
=== Splitters ===&lt;br /&gt;
[[File:Mpstark-1vrKld4.gif]]&lt;br /&gt;
[[File:Mpstark-A60nIbv.gif]]&lt;br /&gt;
[[File:Mpstark-JNNFTUC.gif]]&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-belt-sides and two output-belt-sides on which you can connect any [[Transport belts|belt]] or [[Underground belts|underground belt]]&lt;br /&gt;
* splitters &#039;&#039;&#039;don&#039;t shuffle the lanes on the belts&#039;&#039;&#039;; items on the left input [[Transport belts/Belt lane|belt lane]] don&#039;t change the side to the right lane (and vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Splitting&#039;&#039;&#039;&lt;br /&gt;
** if two output-belts are connected, then every input-item is put alternated on one of the two output-belts. Or in other words: it is guaranteed, that the inputed items are output in a ratio of 50% on each belt.&lt;br /&gt;
** if one of the output [[Transport belts/Belt lane|belt lanes]] are full, then it tries to output on the other output belt. This is useful to fill belts.&lt;br /&gt;
** a lot more details about the exact splitting can be found here http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3765 and here http://www.factorioforums.com/forum/viewtopic.php?f=11&amp;amp;t=511&amp;amp;p=3019 !&lt;br /&gt;
* &#039;&#039;&#039;Joining&#039;&#039;&#039; [[File:T&amp;amp;T Belt04.jpg|thumb|200px|Feeding from side is only a good use, if you want to make a queue - e. g. for mines, some output-buffer]] [[File:T&amp;amp;T Belt03.jpg|thumb|200px|Better: The capacity of the output belt is fully used.]]&lt;br /&gt;
** splitters can be used to join two belts into one. This has a much higher throughput than only side-inserting.&lt;br /&gt;
** as with splitting, the belt lanes aren&#039;t mixed up.&lt;br /&gt;
** Use faster splitter if you want to feed into a faster belt, because otherwise your splitter is the bottleneck!&lt;br /&gt;
&lt;br /&gt;
=== Splitter prefers in most cases one input for joining ===&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;&#039;both input belts are at full capacity&#039;&#039;&#039;, then the splitter &#039;&#039;&#039;prefers one input&#039;&#039;&#039;, or in other words: one input is only taken to fill gaps in the other input. This is not in all cases like so, [http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=5670&amp;amp;start=10#p44394 see these tests], but the chances are high, that&lt;br /&gt;
* splitters pointing into &#039;&#039;&#039;north or west&#039;&#039;&#039; tend to &#039;&#039;&#039;prefer the right input&lt;br /&gt;
* splitters pointing into &#039;&#039;&#039;south or east&#039;&#039;&#039; direction &#039;&#039;&#039;prefer the left input.&lt;br /&gt;
&lt;br /&gt;
The reason for this behavior is explained by the [http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=5670&amp;amp;start=10#p44373 game developers]:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&amp;quot;But there are fundamental problems with equal joining. How exactly will you define it?&lt;br /&gt;
::&lt;br /&gt;
:: &#039;&#039;Once you have available item to move to the belt on left belt, you would have to wait, if some other item on the right belt don&#039;t arrive, as it would be the time for the right belt to be activated.&lt;br /&gt;
:: &lt;br /&gt;
:: &#039;&#039;But how long do you wait? And once you wait you limit the throughout of the splitter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to prioritize an item-source, for example a storage.&lt;br /&gt;
&lt;br /&gt;
This is the current result: [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6019 Joining with Splitters].&lt;br /&gt;
&lt;br /&gt;
See about the whole story: [http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5670 Splitter priority when joining].&lt;br /&gt;
&lt;br /&gt;
[[File:T&amp;amp;T Belt08.jpg|thumb|600px|Left side: A splitter cascade to let only the unused items into the storage. Center: A simple storage. Right side: The splitter prefers taking the input of the upper (left) belt, so the input from the storage is lower priority.]]&lt;br /&gt;
&lt;br /&gt;
=== Underground belts ===&lt;br /&gt;
[[File:Split-swap.png|thumb|256px|You can turn the order of the lanes or split the lanes completely with the underground belts trick]]&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;
* You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)&lt;br /&gt;
* You can cross other underground stuff (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 4 [[tile]]s.&lt;br /&gt;
* An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)&lt;br /&gt;
* If you mine an underground belt, up to 20 items are recovered, the remaining items in the underground are placed into your inventory.&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;
This last fact is important, because it can be used to do some tricks.&lt;br /&gt;
&lt;br /&gt;
=== Moving other Entities: About highways, advanced defenses and moving boxes ===&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 defenses can be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Also, 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 are cars on transport belts. Cars have an inventory and can be filled by inserters. So they can be used as moving boxes on belt. 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 make inserters more effective.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_movement.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_defence.jpg|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_carboxes.gif|400px|top]]&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
This section needs cleanup. It contains all links from deleted subpages or duplicate articles.&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3370 Intersection with 4 belts from every side]&lt;br /&gt;
* [[Transport belts/Transport other entities]]: even the car can be transported with belts.&lt;br /&gt;
* [[Transport belts/Why do belts use no energy?|Why do belts not require power?]]: Some reasons...&lt;br /&gt;
* [[Transport belts/Speedup Walking]]: Walk/run in belt direction add the speed of the belt to your own.&lt;br /&gt;
* [[Transport belts/Defense]]: Use the Express belt to slow down the enemies&lt;br /&gt;
* [[Transport belts/Physics]]&lt;br /&gt;
* [[Transport belts/Turns]]&lt;br /&gt;
* [[Transport belts/Blocking items]]&lt;br /&gt;
* [[Transport belts/Side insert]]&lt;br /&gt;
* [[Transport belts/Optimizing|Transport belt Optimising]]&lt;br /&gt;
* [[Transport belts/Side insert]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6914&amp;amp;p=56388#p56388 Throughput and bottlenecks].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5316&amp;amp;start=20#p54495 Speed, Distance, Throughput, Compression]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7221 Tutorial for Belt Speed, Density and Throughput]&lt;br /&gt;
* [[Transport belts/Belt lane]] for more about usage of the two lanes of a belt.&lt;br /&gt;
* [[Transport belts/Optimizing|Transport belt Optimising]]&lt;br /&gt;
* [[Transport belts/Turns]] for details about turns.&lt;br /&gt;
* [[Transport belts/Optimizing| Transport belt Optimising]] about other ways to speed up this bottleneck.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6801&amp;amp;p=54025#p54003 Testing fast belt corners] (interesting video)&lt;br /&gt;
* [[Underground belts/More uses]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=148 Three belts in two tile-lines]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=4596 Two belts in one tile-line]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23636#p23636 Join two lanes into one]&lt;br /&gt;
&lt;br /&gt;
* [[Splitters/Priority]]: splitter prefers one side for joining in most cases.&lt;br /&gt;
* [[Splitters/When is a faster splitter needed?]]: a basic splitter can keep up with the input of one fast belt, if the two output belts are connected and empty.&lt;br /&gt;
* See example usages [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=1808 in this thread].&lt;br /&gt;
* [[Splitters/Weighted splitters]]: Use splitter to achive special ratios on the outputs [[File:Factorio ratios.jpg|thumb|256px|[[Splitters/Weighted splitters]]]]&lt;br /&gt;
** [[Splitters/Cascading]]: Use Cascading to fill storages only, when not needed otherwise&lt;br /&gt;
* [[Splitters/Balancer]]: use the two lanes of a belt.&lt;br /&gt;
* [[Splitters/Joining]]: more explained&lt;br /&gt;
* [[Splitters/Wormhole Trick]]: an empty splitter transports items faster, they disappears on input side and dive up on output side, &amp;quot;jumping&amp;quot; over about half a [[Tile|tile]]. It is questionable, how this behavior could be used. A good usage is to make something like a &amp;quot;micro-buffer&amp;quot;, or a &amp;quot;spread-buffer&amp;quot; with that, because a line of 10 splitters can store about 60 items - a half stack - and the first items are delivered very fast, but the last items have the normal belt speed to move through the splitters; so the items are spread on the belts. See also &#039;&#039;&#039;[http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=9068 Splitters as the bus - The Splitter Bus]&lt;br /&gt;
* [[Splitters/Constructions]]: Examples of using.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=897 || Using belts for defense]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Transport network]] [[Category: Belt transport system]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=121321</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=121321"/>
		<updated>2015-10-11T03:13:21Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: added some technical info to section one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy [[Lua/Force|force]]. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.&lt;br /&gt;
Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 8/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 5000&lt;br /&gt;
* Damage: 100&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 10/20%&lt;br /&gt;
*Physical 8/20%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
Spitters are much like Biters. The only difference, besides their appearance, is that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.png]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/30%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.png]] || Behemoth Spitter&lt;br /&gt;
| The even more bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 2000&lt;br /&gt;
* Damage: 50&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms=== &lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454)&lt;br /&gt;
&lt;br /&gt;
Worms deal acid damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 350&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Damage: 60&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 8/0%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nest.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:&lt;br /&gt;
 game.player.print(game.evolution_factor)&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The production of pollution (globally) increases the evolution factor.&lt;br /&gt;
* Destroying the enemy spawners significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in game.map_settings. There they can also be changed / modded. &lt;br /&gt;
&lt;br /&gt;
Current (0.12.4) default settings are:&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor per tick.&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.time_factor&lt;br /&gt;
&lt;br /&gt;
0.000004&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 1000 Pollution Units&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.pollution_factor)&lt;br /&gt;
&lt;br /&gt;
0.000015&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for every destroyed enemy spawner&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.destroy_factor)&lt;br /&gt;
&lt;br /&gt;
0.002&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution_Production|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the &amp;quot;spawning wheel&amp;quot;. We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the &amp;quot;rolling of the wheel&amp;quot; is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances by evolution factor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Big Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,05 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,1 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,15 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,2 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,25 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,3 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,35 ||75,0% ||25,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,4 ||56,3% ||43,8% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,45 ||41,7% ||58,3% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,5 ||30,0% ||70,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,55 ||20,5% ||79,5% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,6 ||12,5% ||87,5% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,65 ||6,7% ||77,8% ||15,6% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,7 || ||66,7% ||33,3% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,75 || ||50,0% ||50,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,8 || ||33,3% ||66,7% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,85 || ||28,6% ||71,4% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,9 || ||25,0% ||75,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,95 || ||22,2% ||77,8% ||&lt;br /&gt;
|-&lt;br /&gt;
|1 || ||12,5% ||50,0% ||37,5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Big Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,05 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,1 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,15 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,2 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,25 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,3 ||41,7% ||58,3% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,35 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,4 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,45 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,5 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,55 || ||75,0% ||25,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,6 || ||50,0% ||50,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,65 || ||21,4% ||64,3% ||14,3% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,7 || || ||75,0% ||25,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,75 || || ||62,5% ||37,5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,8 || || ||50,0% ||50,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,85 || || ||37,5% ||62,5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,9 || || ||25,0% ||75,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,95 || || ||22,2% ||77,8% ||&lt;br /&gt;
|-&lt;br /&gt;
|1 || || ||12,5% ||50,0% ||37,5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. &lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn&#039;t seem to match reality in some cases).&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=121305</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=121305"/>
		<updated>2015-09-28T02:21:13Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* Spitters */ grammar semantics: dashes didn&amp;#039;t seem appropriate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.&lt;br /&gt;
Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 8/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 5000&lt;br /&gt;
* Damage: 100&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 10/20%&lt;br /&gt;
*Physical 8/20%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
Spitters are much like Biters. The only difference, besides their appearance, is that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.png]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/30%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.png]] || Behemoth Spitter&lt;br /&gt;
| The even more bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 2000&lt;br /&gt;
* Damage: 50&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms=== &lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454)&lt;br /&gt;
&lt;br /&gt;
Worms deal acid damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 350&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Damage: 60&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 8/0%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nest.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:&lt;br /&gt;
 game.player.print(game.evolution_factor)&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The production of pollution (globally) increases the evolution factor.&lt;br /&gt;
* Destroying the enemy spawners significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in game.map_settings. There they can also be changed / modded. &lt;br /&gt;
&lt;br /&gt;
Current (0.12.4) default settings are:&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor per tick.&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.time_factor&lt;br /&gt;
&lt;br /&gt;
0.000004&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 1000 Pollution Units&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.pollution_factor)&lt;br /&gt;
&lt;br /&gt;
0.000015&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for every destroyed enemy spawner&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.destroy_factor)&lt;br /&gt;
&lt;br /&gt;
0.002&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution_Production|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the &amp;quot;spawning wheel&amp;quot;. We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the &amp;quot;rolling of the wheel&amp;quot; is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances by evolution factor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Big Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,05 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,1 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,15 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,2 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,25 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,3 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,35 ||75,0% ||25,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,4 ||56,3% ||43,8% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,45 ||41,7% ||58,3% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,5 ||30,0% ||70,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,55 ||20,5% ||79,5% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,6 ||12,5% ||87,5% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,65 ||6,7% ||77,8% ||15,6% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,7 || ||66,7% ||33,3% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,75 || ||50,0% ||50,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,8 || ||33,3% ||66,7% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,85 || ||28,6% ||71,4% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,9 || ||25,0% ||75,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,95 || ||22,2% ||77,8% ||&lt;br /&gt;
|-&lt;br /&gt;
|1 || ||12,5% ||50,0% ||37,5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Big Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,05 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,1 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,15 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,2 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,25 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,3 ||41,7% ||58,3% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,35 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,4 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,45 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,5 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,55 || ||75,0% ||25,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,6 || ||50,0% ||50,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,65 || ||21,4% ||64,3% ||14,3% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,7 || || ||75,0% ||25,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,75 || || ||62,5% ||37,5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,8 || || ||50,0% ||50,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,85 || || ||37,5% ||62,5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,9 || || ||25,0% ||75,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,95 || || ||22,2% ||77,8% ||&lt;br /&gt;
|-&lt;br /&gt;
|1 || || ||12,5% ||50,0% ||37,5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. &lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn&#039;t seem to match reality in some cases).&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Defense&amp;diff=121303</id>
		<title>Talk:Defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Defense&amp;diff=121303"/>
		<updated>2015-09-27T23:49:08Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: Signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== outdated screenshots ==&lt;br /&gt;
&lt;br /&gt;
Does someone want to volunteer to update the screenshots? Because the old graphics are really hard on the eyes by comparison.--[[User:Twisted Code|Twisted Code]] ([[User talk:Twisted Code|talk]]) 01:49, 28 September 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Defense&amp;diff=121302</id>
		<title>Talk:Defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Defense&amp;diff=121302"/>
		<updated>2015-09-27T23:47:52Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* outdated screenshots */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== outdated screenshots ==&lt;br /&gt;
&lt;br /&gt;
Does someone want to volunteer to update the screenshots? Because the old graphics are really hard on the eyes by comparison.&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Application_directory&amp;diff=121230</id>
		<title>Application directory</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Application_directory&amp;diff=121230"/>
		<updated>2015-09-10T02:37:55Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* Installation via Installer */ improved clarity for native English speakers. Note that, in order to avoid the common but grammatically incorrect tendency to treat &amp;quot;data&amp;quot; as singular (&amp;quot;data is&amp;quot;), I opted to say &amp;quot;data folders&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The application directory stores&lt;br /&gt;
* the saves (every save is a zip-file)&lt;br /&gt;
* the [[Mods]]&lt;br /&gt;
* scenarios&lt;br /&gt;
* configuration&lt;br /&gt;
* [[Log File]] (since v0.10.0).&lt;br /&gt;
&lt;br /&gt;
The directory structure is self-explaining.&lt;br /&gt;
&lt;br /&gt;
You can delete for example the configuration-file; it will be generated new with the defaults.&lt;br /&gt;
&lt;br /&gt;
It is recommended to create backups from this directory, before you install a new version.&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
=== Installation by Zip-package ===&lt;br /&gt;
Application directory is the same as the unpacked factorio directory.&lt;br /&gt;
&lt;br /&gt;
For example, if you unpacked the zip to&lt;br /&gt;
 C:\Factorio&lt;br /&gt;
Then your saves can be found in &lt;br /&gt;
 C:\Factorio\saves&lt;br /&gt;
and mods in &lt;br /&gt;
 C:\Factorio\mods&lt;br /&gt;
&lt;br /&gt;
=== Installation via Installer ===&lt;br /&gt;
The installation package will extract based on UAC (User Access Control) standards. In other words, the factorio directory will be wherever you installed it (Program files by default) and the user data folders (saves, player data etc) can be found in&lt;br /&gt;
 C:\Users\&amp;lt;username&amp;gt;\AppData\Roaming\Factorio&lt;br /&gt;
For computers running Windows Vista or newer (with UAC active):&lt;br /&gt;
 %appdata%\factorio&lt;br /&gt;
&lt;br /&gt;
== MacOSx ==&lt;br /&gt;
The application should be by default installed in the Apps-folder.&lt;br /&gt;
&lt;br /&gt;
Whereas the data is stored under&lt;br /&gt;
 /users/&amp;lt;replace with your username&amp;gt;/Library/Application Support/factorio&lt;br /&gt;
&lt;br /&gt;
Which is equivalent to&lt;br /&gt;
 ~/Library/Application Support/factorio&lt;br /&gt;
You can type in this into the Finder (press SHIFT-COMMAND-G for goto folder) and put in exactly this line.&#039;&lt;br /&gt;
Or you can use in Finder the &#039;Find a folder&#039; and write &#039;~/Library/Application Support&#039; (See [http://www.factorioforums.com/forum/viewtopic.php?f=49&amp;amp;t=9345 Can&#039;t find Mods folder]).&lt;br /&gt;
&lt;br /&gt;
The factorio internal application-data can be found (when you have installed it) in&lt;br /&gt;
&lt;br /&gt;
 /Applications/factorio.app/Contents/data&lt;br /&gt;
&lt;br /&gt;
Same directory structure as in Application support.&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
Data is stored under&lt;br /&gt;
 __Game_Install_Directory__&lt;br /&gt;
&lt;br /&gt;
==Changing the application directory==&lt;br /&gt;
&lt;br /&gt;
The following discussion applies to version 0.11.13.&lt;br /&gt;
&lt;br /&gt;
It is possible to change the application directory location for Factorio.&lt;br /&gt;
&lt;br /&gt;
This can be done by editing the location of the &amp;quot;write-data&amp;quot; entry in the file &amp;lt;code&amp;gt;__Game_Install_directory/config/config.ini&amp;lt;/code&amp;gt;. This affects the location of mods, scenario and temp.&lt;br /&gt;
&lt;br /&gt;
If you want to move only the location of your save files you can &#039;&#039;&#039;[[Application_Directory/Changing_the_save_directory|change the the save directory using symlinks]]&#039;&#039;&#039; but this still means that all users of the computer will share the same data, including settings.&lt;br /&gt;
&lt;br /&gt;
===Linux===&lt;br /&gt;
Update &amp;lt;code&amp;gt;__Game_Install_directory/config-path.cfg&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
 use-system-read-write-data-directories=true&lt;br /&gt;
&lt;br /&gt;
Update &amp;lt;code&amp;gt;__Game_Install_directory/config/config.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [path]&lt;br /&gt;
 read-data=__PATH__executable__/../../data&lt;br /&gt;
 write-data=.local/share/factorio&lt;br /&gt;
&lt;br /&gt;
You could set the &amp;lt;code&amp;gt;write-data&amp;lt;/code&amp;gt; value to &#039;&#039;&#039;&amp;lt;code&amp;gt;.factorio&amp;lt;/code&amp;gt;&#039;&#039;&#039; if you prefer.&lt;br /&gt;
&lt;br /&gt;
Once you have done this, you can remove write permissions to the entire game installation directory &#039;&#039;&#039;except&#039;&#039;&#039; for &amp;lt;code&amp;gt;config/config.ini&amp;lt;/code&amp;gt;, which &#039;&#039;&#039;must&#039;&#039;&#039; be writable by all people who wish to play the game.&lt;br /&gt;
&lt;br /&gt;
Note that if someone changes any options, in-game, those option changes will apply to everyone who plays on the same computer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Download and Installation]]&lt;br /&gt;
* [[Install Guide]]&lt;br /&gt;
* [[Mods]]&lt;br /&gt;
* [[Installing Mods]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=34&amp;amp;t=3389 Forum discussion]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=8294 Linux Version - Save games in $HOME somewhere]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Replay_system&amp;diff=121229</id>
		<title>Replay system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Replay_system&amp;diff=121229"/>
		<updated>2015-09-09T23:43:03Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: Removed a red link Ssilk added without creating (and no, it&amp;#039;s not because the page was deleted. I checked the history. Sometimes I wonder how he&amp;#039;s a mod...)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks|Game modes and options}}&lt;br /&gt;
&lt;br /&gt;
A replay is a file, containing any information needed to repeat (replay) a game from start. They are a &amp;quot;by-product&amp;quot; of Determinism and [[Multiplayer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stability ==&lt;br /&gt;
* They did not work reliably for a long time. This should be solved with the determinism bugfixes of v0.11.x releases.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
* You need to download all the mods (with the same version) the player used.&lt;br /&gt;
* If you add or remove a mod to/from an existing save, the replay will be disabled.&lt;br /&gt;
* Replays have/had a huge size (much decreased with the v0.11.5 release).&lt;br /&gt;
&lt;br /&gt;
== In comparison to videos ==&lt;br /&gt;
* There aren&#039;t any comments in a replay and that is the part of the videos you will learn the most from&lt;br /&gt;
* Do you really want to watch replays of games with 50h and more?&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=7597&amp;amp;p=60077#p60024 Kevin94 about &amp;quot;Replays!&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Flamethrower_ammo&amp;diff=121221</id>
		<title>Flamethrower ammo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Flamethrower_ammo&amp;diff=121221"/>
		<updated>2015-09-08T19:17:39Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: copied the damage in the recipe displayed on the page into the item&amp;#039;s infobox template, template:combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|name=Flamethrower Ammo&lt;br /&gt;
|icon=flame-thrower-ammo&lt;br /&gt;
|image=&lt;br /&gt;
|health=&lt;br /&gt;
|resistance=&lt;br /&gt;
|durability=&lt;br /&gt;
|gridsize=&lt;br /&gt;
|range=&lt;br /&gt;
|shootingspeed=&lt;br /&gt;
|damage=10 (?)&lt;br /&gt;
|damagebonus=&lt;br /&gt;
|ammunition=&lt;br /&gt;
|magazinesize=100&lt;br /&gt;
|recipe={{icon|iron-plate|5|Iron plate}}+{{icon|heavy-oil|2.5|Heavy oil}}+{{icon|light-oil|2.5|light oil}}+{{icon|time icon|3|Time}}&lt;br /&gt;
|raw=&lt;br /&gt;
|technologies={{icontech|flame-thrower||Flame thrower}}&lt;br /&gt;
|boosttechs=&#039;&#039;none&#039;&#039;&lt;br /&gt;
|producers={{icon|chemical-plant||Chemical plant}}&lt;br /&gt;
|consumers={{icon|flamethrower||Flamethrower}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This ammunition is used for the [[Flamethrower]]. Currently this is the only possible usage as ammunition.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|iron-plate|5|Iron plate}} + {{icon|heavy-oil|2.5|Heavy oil}} + {{icon|light-oil|2.5|Light oil}} + {{icon|time icon|3|time}} =&amp;gt; {{icon|flame-thrower-ammo|1|Flamethrower ammo}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crafted In:&#039;&#039;&#039; || {{imagelink|chemical-plant|Chemical Plant}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine size:&#039;&#039;&#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage:&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Flamethrower]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
* [[Defense]]&lt;br /&gt;
&lt;br /&gt;
{{C|Items}} {{C|Weapons}} {{C|Equipment}} {{C|Combat}}&lt;br /&gt;
{{EquipNav}}&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Console&amp;diff=121211</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Console&amp;diff=121211"/>
		<updated>2015-09-04T20:20:18Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: .11 is considered stable now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Some content from [[Console/Lua commands]] needs to be moved to this page.&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121204</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121204"/>
		<updated>2015-09-04T03:13:00Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* Additional information */ subbed a better word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Blueprint]]s are a smart way to &#039;copy &amp;amp; paste&#039; parts of a factory with help of [[Construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039; Recipe: &#039;&#039;&#039; || {{icon|advanced-circuit|1|Advanced circuit}} + {{icon|time icon|1|Time}} =&amp;gt; {{icon|blueprint|1|Blueprint}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039; Req. technology: &#039;&#039;&#039; || {{icontech|automated-construction||Automated construction}} [[Automated construction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Craft a blank blueprint ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted in the crafting menu in the top row of the production tab. The blank blueprint can now be used to &#039;copy&#039; a set of buildings.&lt;br /&gt;
&lt;br /&gt;
For example we will copy this small laser defense setup: [[File:Blueprint-example-01.png‎]]&lt;br /&gt;
&lt;br /&gt;
== Create a blueprint ==&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select it out of the toolbar or the inventory. With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed. All buildings which will be included in the blueprint will be highlighted green. If everything to &#039;copy&#039; is inside the drag box, release the mouse button, and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
== Blueprint icon setup ==&lt;br /&gt;
&lt;br /&gt;
On the top left of the &#039;Blueprint icon setup&amp;quot; menu there are four icon slots. The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included. This can be changed by simply clicking on the icons to choose the desired ones. &lt;br /&gt;
&lt;br /&gt;
On the top right there are two icons to &#039;create blueprint&#039; and &#039;cancel blueprint&#039;. The &#039;create blueprint&#039; icon will also show a preview of how the blueprint icon will look after creation.&lt;br /&gt;
&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom is shown the &#039;Total&#039; number of buildings included in the blueprint.&lt;br /&gt;
&lt;br /&gt;
Create the blueprint if everything is fine or cancel it. Canceling does not consume the blueprint item. The created blueprint will be in the toolbelt or the inventory (or dropped to ground if no toolbelt slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
== Place the blueprint ==&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from your toolbelt or inventory. The whole building setup of the blueprint will be shown at your mouse cursor. It is possible to place it rotated. The blueprint can be placed anywhere inside the green (or orange) 100x100 area of a [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings. [[Construction robot]]s will now start to pick up the needed items from the construction network and place them at the ghost buildings. The required items need to be in the network in an [[Active Provider chest]], a [[Passive Provider chest]] or a [[Storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
== Deleting a blueprint ==&lt;br /&gt;
&lt;br /&gt;
Blueprints can be deleted by right clicking them, which requires one [[Electronic circuit]]. After that the blueprint will be blank again.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it can be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings you can hold shift to place the things that aren&#039;t blocked.&lt;br /&gt;
* Buildings marked for destruction will not block placing a blueprint. The building cannot be placed until a construction bot can remove it. This can cause an item outside the construction zone to block construction of a 2x2 building on the edge of the zone.&lt;br /&gt;
* It is unknown if there is a limit for the size of a blueprint. But it is at least bigger then one screen, even when zoomed out all the way.&lt;br /&gt;
* Placing very large blueprints can be problematic when parts of it are out of the roboport construction area. If roboports are part of the blueprint and are placed inside the construction area they will extend the logistics zone as soon as it is powered up.&lt;br /&gt;
* Ghost-buildings stay for 5 minutes, after that they get removed. So be sure to have all items needed to build in this time frame. You can refresh the time limit by placing the blueprint again.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=120082</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=120082"/>
		<updated>2015-07-18T04:25:20Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Circuit network]]s (CCNet) enables the control of [[Inserters]] based on the amount of [[Items]] stored in all [[Chests]] connected to the same network.&lt;br /&gt;
&lt;br /&gt;
:[[File:InnerOfGreenCable.jpg|400px]]&lt;br /&gt;
A more technical explanation is, that the circuit network is a standardized bus-system. &#039;&#039;&#039;See [[Circuit network/Bus|this explanation]]. &lt;br /&gt;
&lt;br /&gt;
Even if the [[Circuit network]] looks quite different to the [[Logistic network]], the [[Circuit network/Bus|bus]] is principially the same, cause the information is the same.&lt;br /&gt;
&#039;&#039;&#039;The basic difference between them is that, in a logistic network, everything which is covered by a roboport pops up as content, but in the circuit network only the connected chests pops up!&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|red-wire|Red wire}} || Wires used to connect smart devices to a red network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|green-wire|Green wire}} || Wires used to connect smart devices to a green network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-chest|Smart chest}} || The most basic chest connectable to [[Circuit network]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || A chest connectable to [[Circuit network]]s and participating in the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || A chest connectable to [[Circuit network]]s and participating in the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || A chest connectable to [[Circuit network]]s and participating in the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || A chest connectable to [[Circuit network]]s and participating in the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-inserter|Smart inserter}} || The only inserter connectable to [[Circuit network]]s. The condition when the inserter is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network-example-1.png|thumb|256px|A basic circuit network usable to fill a chest with a defined amount of items. &#039;&#039;&#039;Watch exactly, how the red wires are connected!&#039;&#039;&#039; To connect a wire with the pole take a wire and drag it from the base of a pole to the target entity!]]&lt;br /&gt;
&lt;br /&gt;
This is not very well documented, because it is not often used and with the ability of the smart inserter to connect also to the logistic network the best (recommended) basic usage is [[Power_Production#How_to_switch_off_steam_engines_in_the_night.2C_when_enough_accumulator_capacity_is_available.3F|to switch of the steam engines during the night]] when you have enough power remaining in you accumulators.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep in mind, that the current roadmap for v0.11 plans to enhance the circuit network!&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network.jpg|256px|thumb|The picture shows a circuit network, that contains over 42 000 coal and  12 000 iron plates.]]&lt;br /&gt;
&lt;br /&gt;
The [[Circuit network/Bus]]-page explains the function of the bus.&lt;br /&gt;
&lt;br /&gt;
There are several links into the forum:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3149 Forum article about the basic usage]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=9&amp;amp;t=696&amp;amp;p=24183#p24183 About comparison of the circuit wires with examples from the real world]&lt;br /&gt;
&lt;br /&gt;
=== Receivers ===&lt;br /&gt;
[[File:circuit-network-gui.png|thumb|256px|Example condition: &amp;quot;Work only if the count of [[Alien science pack]] is lower than 50.&amp;quot;]]&lt;br /&gt;
[[Inserter#Smart inserter|Smart inserter]] is the only machine that can act depending on the state of the network.&lt;br /&gt;
When it is connected to the network, it is possible to set up the condition:&lt;br /&gt;
* Item this condition should depend on&lt;br /&gt;
* Type of the condition (less then, bigger then, equal)&lt;br /&gt;
* Value, integral number connected with the condition.&lt;br /&gt;
&lt;br /&gt;
=== Multiple networks ===&lt;br /&gt;
It is possible to establish multiple distinct networks of the same color. Just make sure that there is no wire connection between them and they will be treated as separate networks.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=348 Logic Gates, Edge Detector]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23692#p23676 Evenly fill two item onto one lane]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=298 Material splitters]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6839 Logic gates using side inserter mod]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Networks]] [[Category: Circuit network]] [[Category: Transport network]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Plastic_bar&amp;diff=120081</id>
		<title>Plastic bar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Plastic_bar&amp;diff=120081"/>
		<updated>2015-07-18T03:23:29Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: disambiguation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Item&lt;br /&gt;
|input=Time + Coal + Petroleum gas, 3&lt;br /&gt;
|output=Plastic bar, 2&lt;br /&gt;
|technologies=Plastics&lt;br /&gt;
|producers=Chemical plant&lt;br /&gt;
|consumers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;[[Plastic]] redirects here. This article is about the intermediate product. For the technology, see [[Plastics]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plastic Bars are made from [[Coal]] and [[Petroleum Gas]]. It is used mainly in the crafting of the [[Advanced circuit]]. Due to this, it is needed in crafting for many high-tech items.&lt;br /&gt;
&lt;br /&gt;
== Items that require Plastic Bars ==&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|advanced-circuit|Advanced circuit}} ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{C|Intermediate products}}&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Plastics_(research)&amp;diff=120080</id>
		<title>Plastics (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Plastics_(research)&amp;diff=120080"/>
		<updated>2015-07-18T03:22:15Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: disambiguation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Technology&lt;br /&gt;
|name=Plastics&lt;br /&gt;
|icon=plastics&lt;br /&gt;
|cost={{icon|Time icon|30|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;100&amp;lt;/big&amp;gt;&lt;br /&gt;
|requirements={{icontech|oil-gathering||Oil processing (research)}} &lt;br /&gt;
|allows=&#039;&#039;No following technologies&#039;&#039;&lt;br /&gt;
|effects={{icon|plastic-bar||Plastic bar}} &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;This article is about the technology. For the intermediate product, see [[Plastic bar]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Research#Technologies|Technologies]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Plastic&amp;diff=120079</id>
		<title>Plastic</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Plastic&amp;diff=120079"/>
		<updated>2015-07-18T03:13:42Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: created a redirect. I&amp;#039;ll also put a bit of disambiguating text on the page for the technology, plastics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[plastic bar]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Battery&amp;diff=120078</id>
		<title>Talk:Battery</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Battery&amp;diff=120078"/>
		<updated>2015-07-18T03:07:18Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* isn&amp;#039;t there a template for that disambiguation--ish text? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== isn&#039;t there a template for that disambiguation--ish text? ==&lt;br /&gt;
&lt;br /&gt;
I could&#039;ve sworn there was a template that formed things like &amp;quot;&#039;&#039;This article is about the X. For Y, see Z[... etc.]&#039;&#039;&amp;quot; built into Mediawiki.--[[User:Twisted Code|Twisted Code]] ([[User talk:Twisted Code|talk]]) 05:07, 18 July 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=119859</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=119859"/>
		<updated>2015-06-18T21:37:19Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* Generation */ don&amp;#039;t link to mobile versions of Wikipedia pages. Mobile browsers will usually switch to the version of the page automatically, if it&amp;#039;s available, but contrariwise, most desktop browsers will not switch to the desktop version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Many players have problems to understand the Map Generator. This is a try to explain the basic function. But it must be also said, that a complete rework/rewrite or whatever is on the devs todo-list, but will take some more time. So the players must live with that, how it works, and if you understand the principle it is really not that bad.&lt;br /&gt;
&lt;br /&gt;
==How it works==&lt;br /&gt;
: [[File:MapGeneratorOverview.png]]&lt;br /&gt;
Basically you need to know, that the map generator generates most parts of the world with an algorithm, called &amp;quot;Perlin Noise&amp;quot;. See below for details. You just need to know, that it works a bit like the waves in the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Water-ocean-waves-sea-high-resolution-pictures.jpg|thumb|left|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level, defines the existing (or non-existing) of some type of terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You also need to know, that the map is not generated at game start. Only the parts you see are generated, everything else is not. The map will be generated, when you explore more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is.&lt;br /&gt;
&lt;br /&gt;
This defines - to keep in this picture - the wavelength of the wave-generators.&lt;br /&gt;
&lt;br /&gt;
Frequency doesn&#039;t modify the amount of resources on a tile. If you increase frequency then each of the deposists has less resources in total (because it covers less area), but per tile of a deposit there will be the same number of resources.&lt;br /&gt;
Also changing frequency doesn&#039;t affect the average ammount of resources in a (large) map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High frequency&#039;&#039;: For Terrain segmentation it means: Many different types of terrain, forest, dessert and swamp could be within 10 tiles or less. For resources: Many, but very small patches of resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low frequency&#039;&#039;: For Terrain segmentation it means: Big landscapes, vast areas only with forests. For resources: Not many, but if you found one very big patches of resources.&lt;br /&gt;
&lt;br /&gt;
In short: Low terrain segmentation means large areas with same terrain. High segmentation is the contrary, the terrain changes nature often. Typically huge forests vs. lots of small woods.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
This defines the &amp;quot;level&amp;quot; (see below!): Everything above that defined level, defines the existing (or non-existing) of some type of terrain.&lt;br /&gt;
&lt;br /&gt;
That means, that the same shaped wave, could look completely different, if you shift this level up and down, but in the end you increase or decrease the average diameter of an ore-patch, of lakes.&lt;br /&gt;
&lt;br /&gt;
With small size you get small ore-patches, with big size you get big ore patches. It is a bit dependent on the frequency, of course.&lt;br /&gt;
&lt;br /&gt;
====Richness====&lt;br /&gt;
This defines the average wave-height. A high wave means: Much resources per [[Tile]].&lt;br /&gt;
&lt;br /&gt;
If you put this to high for Enemy bases, you get as result for killing a &amp;quot;rich&amp;quot; [[Enemies#Spawners]] much more [[Alien artifact]]s.&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
* Terrain segmentation: How often the terrain changes. There are some different types of terrain. This depends also the water.&lt;br /&gt;
* Water: How big the lakes get. They can be really big, can take you an hour or more to surround by car. This influences also the chance, to be fully surrounded by water!&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Needed resources. See above about Frequency, size and richness.&lt;br /&gt;
* Enemy bases: How many and how big could the starting enemy bases. Note, that the enemies develop and build new villages during the game.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
This is A special value. It defines a special starting area around the central coordinates. This area will have different ore frequency, etc. from the rest of the map. The settings of this area usually guarantee better starting-conditions, although it may very by your map seed. &lt;br /&gt;
&lt;br /&gt;
Note: if you set &amp;quot;size&amp;quot; here very low or none, the map generator can generate maps that are impossible to survive. You might start on a very small island, or on a big island without resources, or even in the middle of a biter nest and many more issues.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for you to explore a bit outside this area before you begin to build. It is not necessarily a bug if the map generator generates maps that are almost completely useless.&lt;br /&gt;
&lt;br /&gt;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin to fight, only if you hit them. This can be also switched on during the game, look into [[Console/Lua_commands#Useful_commands_.28cheats.29|Console commands]].&lt;br /&gt;
&lt;br /&gt;
===Map-width and -height===&lt;br /&gt;
If you limit the width and/or height you can generate maps with limited width and height. See below &amp;quot;Generating when exploring&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Map seed / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
; Map Seed&lt;br /&gt;
: Random number generator seed&lt;br /&gt;
; Map Exchange String&lt;br /&gt;
: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator, that Factorio uses for anything in the game. (Random number in Factorio and on computers in generally aren&#039;t really random, they are calculated with complicated algorithmns, that need a seed as startng value, see http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string, but different map seed the map could look quite differently. But it might also be quite similar.&lt;br /&gt;
&lt;br /&gt;
====Map Exchange String====&lt;br /&gt;
A string, that looks for example like so: &lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
There is a thread for exchanging new strings: http://www.factorioforums.com/forum/viewtopic.php?f=36&amp;amp;t=5807&lt;br /&gt;
&lt;br /&gt;
=====Where can I use this string?=====&lt;br /&gt;
It can be used in the map-generator: there is an extra field where you can paste this string into. (Control-V under windows)&lt;br /&gt;
&lt;br /&gt;
=====Where can I get this string from?=====&lt;br /&gt;
In the Load Game dialog, select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator or send it to a friend.&lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
The map generator (world generator) is based on modificated [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [[Types/AutoplaceSpecification#Noise|more detailed description]] is in the API docu.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article, which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources.&lt;br /&gt;
The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them.&lt;br /&gt;
&lt;br /&gt;
This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
==Generating when exploring==&lt;br /&gt;
A map is normally endless (if not other defined with limits, see &amp;quot;Map-width and -height&amp;quot; above!).&lt;br /&gt;
&lt;br /&gt;
Because of that, the whole map isn&#039;t generated from start. A new [[Chunk]] of map is generated only, when explored. This means you come to the current visible borders and then the needed chunks are generated. It makes no difference, if you discover that, or if it is discovered by [[Radar]] or the game (silently) discovers some (hidden) chunks for some biter village.&lt;br /&gt;
&lt;br /&gt;
For endless maps, the size is limited only by your computers memory. Which is quite big. If a tile is one square meter, and you have 8 GiB free memory you can discover an area about the size of the state of Lichtenstein. :) (quite raw estimation!)&lt;br /&gt;
&lt;br /&gt;
But you can also generate maps with &#039;&#039;&#039;limited width and height.&#039;&#039;&#039; Note, that you can also limit only the width or only the height, so you can generate &amp;quot;stripes&amp;quot; of land. There are players, that love to play maps with a height of only 20 tiles (or less).&lt;br /&gt;
&lt;br /&gt;
Note also, that everything around the map-limits (end of world) &#039;&#039;&#039;is just water&#039;&#039;&#039;. You can place a [[Pump]] at the edge of a map and it will suck water out of nothing.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7331 The Map Generator hates your guts, or dude where is my coal?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technically info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=119858</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=119858"/>
		<updated>2015-06-18T21:09:49Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* Starting area */ Major cleanup. Remember that, commas don&amp;#039;t, have to, go after, every other, word. Do, you see, how this, could become, annoying?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Many players have problems to understand the Map Generator. This is a try to explain the basic function. But it must be also said, that a complete rework/rewrite or whatever is on the devs todo-list, but will take some more time. So the players must live with that, how it works, and if you understand the principle it is really not that bad.&lt;br /&gt;
&lt;br /&gt;
==How it works==&lt;br /&gt;
: [[File:MapGeneratorOverview.png]]&lt;br /&gt;
Basically you need to know, that the map generator generates most parts of the world with an algorithm, called &amp;quot;Perlin Noise&amp;quot;. See below for details. You just need to know, that it works a bit like the waves in the sea.&lt;br /&gt;
&lt;br /&gt;
[[File:Water-ocean-waves-sea-high-resolution-pictures.jpg|thumb|left|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level, defines the existing (or non-existing) of some type of terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You also need to know, that the map is not generated at game start. Only the parts you see are generated, everything else is not. The map will be generated, when you explore more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is.&lt;br /&gt;
&lt;br /&gt;
This defines - to keep in this picture - the wavelength of the wave-generators.&lt;br /&gt;
&lt;br /&gt;
Frequency doesn&#039;t modify the amount of resources on a tile. If you increase frequency then each of the deposists has less resources in total (because it covers less area), but per tile of a deposit there will be the same number of resources.&lt;br /&gt;
Also changing frequency doesn&#039;t affect the average ammount of resources in a (large) map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High frequency&#039;&#039;: For Terrain segmentation it means: Many different types of terrain, forest, dessert and swamp could be within 10 tiles or less. For resources: Many, but very small patches of resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low frequency&#039;&#039;: For Terrain segmentation it means: Big landscapes, vast areas only with forests. For resources: Not many, but if you found one very big patches of resources.&lt;br /&gt;
&lt;br /&gt;
In short: Low terrain segmentation means large areas with same terrain. High segmentation is the contrary, the terrain changes nature often. Typically huge forests vs. lots of small woods.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
This defines the &amp;quot;level&amp;quot; (see below!): Everything above that defined level, defines the existing (or non-existing) of some type of terrain.&lt;br /&gt;
&lt;br /&gt;
That means, that the same shaped wave, could look completely different, if you shift this level up and down, but in the end you increase or decrease the average diameter of an ore-patch, of lakes.&lt;br /&gt;
&lt;br /&gt;
With small size you get small ore-patches, with big size you get big ore patches. It is a bit dependent on the frequency, of course.&lt;br /&gt;
&lt;br /&gt;
====Richness====&lt;br /&gt;
This defines the average wave-height. A high wave means: Much resources per [[Tile]].&lt;br /&gt;
&lt;br /&gt;
If you put this to high for Enemy bases, you get as result for killing a &amp;quot;rich&amp;quot; [[Enemies#Spawners]] much more [[Alien artifact]]s.&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
* Terrain segmentation: How often the terrain changes. There are some different types of terrain. This depends also the water.&lt;br /&gt;
* Water: How big the lakes get. They can be really big, can take you an hour or more to surround by car. This influences also the chance, to be fully surrounded by water!&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Needed resources. See above about Frequency, size and richness.&lt;br /&gt;
* Enemy bases: How many and how big could the starting enemy bases. Note, that the enemies develop and build new villages during the game.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
This is A special value. It defines a special starting area around the central coordinates. This area will have different ore frequency, etc. from the rest of the map. The settings of this area usually guarantee better starting-conditions, although it may very by your map seed. &lt;br /&gt;
&lt;br /&gt;
Note: if you set &amp;quot;size&amp;quot; here very low or none, the map generator can generate maps that are impossible to survive. You might start on a very small island, or on a big island without resources, or even in the middle of a biter nest and many more issues.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for you to explore a bit outside this area before you begin to build. It is not necessarily a bug if the map generator generates maps that are almost completely useless.&lt;br /&gt;
&lt;br /&gt;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin to fight, only if you hit them. This can be also switched on during the game, look into [[Console/Lua_commands#Useful_commands_.28cheats.29|Console commands]].&lt;br /&gt;
&lt;br /&gt;
===Map-width and -height===&lt;br /&gt;
If you limit the width and/or height you can generate maps with limited width and height. See below &amp;quot;Generating when exploring&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Map seed / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
; Map Seed&lt;br /&gt;
: Random number generator seed&lt;br /&gt;
; Map Exchange String&lt;br /&gt;
: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator, that Factorio uses for anything in the game. (Random number in Factorio and on computers in generally aren&#039;t really random, they are calculated with complicated algorithmns, that need a seed as startng value, see http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string, but different map seed the map could look quite differently. But it might also be quite similar.&lt;br /&gt;
&lt;br /&gt;
====Map Exchange String====&lt;br /&gt;
A string, that looks for example like so: &lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
There is a thread for exchanging new strings: http://www.factorioforums.com/forum/viewtopic.php?f=36&amp;amp;t=5807&lt;br /&gt;
&lt;br /&gt;
=====Where can I use this string?=====&lt;br /&gt;
It can be used in the map-generator: there is an extra field where you can paste this string into. (Control-V under windows)&lt;br /&gt;
&lt;br /&gt;
=====Where can I get this string from?=====&lt;br /&gt;
In the Load Game dialog, select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator or send it to a friend.&lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
The map generator (world generator) is based on modificated [http://en.m.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [[Types/AutoplaceSpecification#Noise|more detailed description]] is in the API docu.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article, which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources.&lt;br /&gt;
The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them.&lt;br /&gt;
&lt;br /&gt;
This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
==Generating when exploring==&lt;br /&gt;
A map is normally endless (if not other defined with limits, see &amp;quot;Map-width and -height&amp;quot; above!).&lt;br /&gt;
&lt;br /&gt;
Because of that, the whole map isn&#039;t generated from start. A new [[Chunk]] of map is generated only, when explored. This means you come to the current visible borders and then the needed chunks are generated. It makes no difference, if you discover that, or if it is discovered by [[Radar]] or the game (silently) discovers some (hidden) chunks for some biter village.&lt;br /&gt;
&lt;br /&gt;
For endless maps, the size is limited only by your computers memory. Which is quite big. If a tile is one square meter, and you have 8 GiB free memory you can discover an area about the size of the state of Lichtenstein. :) (quite raw estimation!)&lt;br /&gt;
&lt;br /&gt;
But you can also generate maps with &#039;&#039;&#039;limited width and height.&#039;&#039;&#039; Note, that you can also limit only the width or only the height, so you can generate &amp;quot;stripes&amp;quot; of land. There are players, that love to play maps with a height of only 20 tiles (or less).&lt;br /&gt;
&lt;br /&gt;
Note also, that everything around the map-limits (end of world) &#039;&#039;&#039;is just water&#039;&#039;&#039;. You can place a [[Pump]] at the edge of a map and it will suck water out of nothing.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7331 The Map Generator hates your guts, or dude where is my coal?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technically info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Stone_furnace&amp;diff=119840</id>
		<title>Stone furnace</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Stone_furnace&amp;diff=119840"/>
		<updated>2015-06-14T06:55:01Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: added links to what I added in my previous edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|image=Stone furnace on the map&lt;br /&gt;
|health=150&lt;br /&gt;
|energy=180 kW burner&lt;br /&gt;
|smeltingspeed=1&lt;br /&gt;
|pollution=1.8&lt;br /&gt;
|input=Time, 0.5 + Stone, 5&lt;br /&gt;
|producers=Manual + Assembling machine&lt;br /&gt;
|consumers=Manual + Assembling machine&lt;br /&gt;
}}&lt;br /&gt;
A &#039;&#039;&#039;Stone furnace&#039;&#039;&#039; is the most basic smelting machinery, providing a cheap and reliable source of basic products like [[iron plate]]s and [[copper plate]]s. It is also used for [[Burner Inserter|Burner Inserters]] and [[Burner Mining Drill|Burner Mining Drills]], in addition to [[Boiler|Boilers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
[[File:furnace-gui.png|thumb|256px|Interface of a [[Steel furnace]] (same as [[Stone furnace]]).]]&lt;br /&gt;
# [[Items#resources|Resources]] and stock&lt;br /&gt;
# Current smelting progress&lt;br /&gt;
# Finished products&lt;br /&gt;
# Current [[Fuel]], remaining stock, and time when next item is removed from stock.&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
{{C|Items}}&lt;br /&gt;
{{C|Crafting network}}&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Stone_furnace&amp;diff=119839</id>
		<title>Stone furnace</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Stone_furnace&amp;diff=119839"/>
		<updated>2015-06-14T06:43:44Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: added a list of the recipes I know that use the stone furnace. If anyone knows of any others, please add them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|image=Stone furnace on the map&lt;br /&gt;
|health=150&lt;br /&gt;
|energy=180 kW burner&lt;br /&gt;
|smeltingspeed=1&lt;br /&gt;
|pollution=1.8&lt;br /&gt;
|input=Time, 0.5 + Stone, 5&lt;br /&gt;
|producers=Manual + Assembling machine&lt;br /&gt;
|consumers=Manual + Assembling machine&lt;br /&gt;
}}&lt;br /&gt;
A &#039;&#039;&#039;Stone furnace&#039;&#039;&#039; is the most basic smelting machinery, providing a cheap and reliable source of basic products like [[iron plate]]s and [[copper plate]]s. It is also used for burner inserters and burner mining drills, in addition to boilers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
[[File:furnace-gui.png|thumb|256px|Interface of a [[Steel furnace]] (same as [[Stone furnace]]).]]&lt;br /&gt;
# [[Items#resources|Resources]] and stock&lt;br /&gt;
# Current smelting progress&lt;br /&gt;
# Finished products&lt;br /&gt;
# Current [[Fuel]], remaining stock, and time when next item is removed from stock.&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
{{C|Items}}&lt;br /&gt;
{{C|Crafting network}}&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Ssilk&amp;diff=119741</id>
		<title>User talk:Ssilk</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Ssilk&amp;diff=119741"/>
		<updated>2015-06-12T02:39:54Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* no offense but... */ signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [[Help:Contents|help pages]].&lt;br /&gt;
Again, welcome and have fun! [[User:Kovarex|Kovarex]] ([[User talk:Kovarex|talk]]) 21:07, 2 October 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
Hey there! I just started playing Factorio and I really want to help make this wiki a complete and useable resource. I saw your post on the forums so I figured your might be able to answer a question. I&#039;m fixing some dead end pages such as [[Armor_making_1]] by redirecting them to the proper pages, however Armor_making_1 seems to be a name used internally by the game. Should those pages contain information about internal game usage aside from just redirecting them? [[User:Cakestantinople|Cakestantinople]] ([[User talk:Cakestantinople|talk]]) 03:34, 6 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, those pages have been created automatically, they might be wrong or outdated. You can prove that by looking into the prototype files of the factorio installation directory. Currently I&#039;m not in front my computer, so I can&#039;t check that. If you have problems to find that please PM me in the forum. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:24, 6 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
== Work vs energy ==&lt;br /&gt;
&lt;br /&gt;
[[Units]] says &amp;quot;Please don&#039;t mix work with energy!&amp;quot; - why not? In real life work is just the change in energy. Eg: if a thing has 300 J of gravitational potential energy, and I do 100 J of work to push it uphill, then now it has 400 J of gravitational potential energy (assuming 100% efficiency). [[User:Immibis|Immibis]] ([[User talk:Immibis|talk]]) 03:44, 19 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
I added some sentence to that article and hope it makes the difference clear. Energy is not work. A gravitational potential energy is only a potential energy. You can use it only, if you move the object. Moving needs time. Time is the difference between energy and work. Etc. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 12:04, 19 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
== no offense but... ==&lt;br /&gt;
&lt;br /&gt;
do you just put commas every time you stop to take a breath when reading a sentence out loud? That&#039;s not how English works. Like I said, no offense is intended, especially considering I know, based on your profile on the forums, that you are German. Perhaps you should look up English guides on the web? I&#039;m sure are plenty of guides for comma placement on the web, as it&#039;s one of the more difficult-to-learn parts of English grammar. --[[User:Twisted Code|Twisted Code]] ([[User talk:Twisted Code|talk]]) 04:39, 12 June 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Ssilk&amp;diff=119740</id>
		<title>User talk:Ssilk</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Ssilk&amp;diff=119740"/>
		<updated>2015-06-12T02:39:24Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* no offense but... */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [[Help:Contents|help pages]].&lt;br /&gt;
Again, welcome and have fun! [[User:Kovarex|Kovarex]] ([[User talk:Kovarex|talk]]) 21:07, 2 October 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
Hey there! I just started playing Factorio and I really want to help make this wiki a complete and useable resource. I saw your post on the forums so I figured your might be able to answer a question. I&#039;m fixing some dead end pages such as [[Armor_making_1]] by redirecting them to the proper pages, however Armor_making_1 seems to be a name used internally by the game. Should those pages contain information about internal game usage aside from just redirecting them? [[User:Cakestantinople|Cakestantinople]] ([[User talk:Cakestantinople|talk]]) 03:34, 6 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, those pages have been created automatically, they might be wrong or outdated. You can prove that by looking into the prototype files of the factorio installation directory. Currently I&#039;m not in front my computer, so I can&#039;t check that. If you have problems to find that please PM me in the forum. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 23:24, 6 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
== Work vs energy ==&lt;br /&gt;
&lt;br /&gt;
[[Units]] says &amp;quot;Please don&#039;t mix work with energy!&amp;quot; - why not? In real life work is just the change in energy. Eg: if a thing has 300 J of gravitational potential energy, and I do 100 J of work to push it uphill, then now it has 400 J of gravitational potential energy (assuming 100% efficiency). [[User:Immibis|Immibis]] ([[User talk:Immibis|talk]]) 03:44, 19 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
I added some sentence to that article and hope it makes the difference clear. Energy is not work. A gravitational potential energy is only a potential energy. You can use it only, if you move the object. Moving needs time. Time is the difference between energy and work. Etc. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 12:04, 19 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
== no offense but... ==&lt;br /&gt;
&lt;br /&gt;
do you just put commas every time you stop to take a breath when reading a sentence out loud? That&#039;s not how English works. Like I said, no offense is intended, especially considering I know, based on your profile on the forums, that you are German. Perhaps you should look up English guides on the web? I&#039;m sure are plenty of guides for comma placement on the web, as it&#039;s one of the more difficult-to-learn parts of English grammar.&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pump&amp;diff=119738</id>
		<title>Pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pump&amp;diff=119738"/>
		<updated>2015-06-12T02:25:03Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* Using as Valve */ cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
[[File:small-pump-prev.png|frame|A small pump. Pump direction is left to right.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Small Pump&#039;&#039;&#039; (when powered) moves fluids from its input to its output and (regardless of power) prevents the opposite from happening. This happens even if the pressure of input is much lower than the pressure of output (although speed may be affected). Note that pump can&#039;t mix different kinds of liquids.&lt;br /&gt;
&lt;br /&gt;
The small pump can eventually be seen as the &amp;quot;inserter for liquids&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Throughput (needed number of pumps) ==&lt;br /&gt;
&lt;br /&gt;
The throughput depends on the pressured-difference between input and output.&lt;br /&gt;
&lt;br /&gt;
In the worst case (no input pressure, max output pressure) you need 5, better 6 small pumps, [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6066 to fill a pipe to it&#039;s max. throughput capacity].&lt;br /&gt;
&lt;br /&gt;
== Using as Valve ==&lt;br /&gt;
&lt;br /&gt;
The small pump works as a valve:&lt;br /&gt;
&lt;br /&gt;
* When powered the small pump will let liquids through, but only in it&#039;s set direction. The throughput depends on the pressure, see above.&lt;br /&gt;
: Tip: You can just rotate the pump to &amp;quot;switch a pipe off&amp;quot;. This is sometimes handy.&lt;br /&gt;
* If unpowered the small pump doesn&#039;t let anything through.&lt;br /&gt;
: This can be used to [[Automatic control|control]] some parts of your factory (but currently it is very complicated). &lt;br /&gt;
&lt;br /&gt;
An example, which uses some useful properties of the pump, can be found [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3724 on the forums].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|pipe|1|Pipe}} + {{icon|steel-bar|1|Steel bar}} + {{icon|electric-engine-unit|1|Electric engine unit}} + {{icon|time icon|2|time}} =&amp;gt; {{icon|small-pump|1|Small Pump}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|iron-plate|1|Iron Plate}}{{icon|steel-bar|1|Steel bar}}{{icon|electric-engine-unit|1|Electric engine unit}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pump speed:&#039;&#039;&#039; || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max Power&#039;&#039;&#039; || 30kW&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6066 Long distance pipes and pumps]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=7370 Controlling liquid consumption priority]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Liquid network]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pump&amp;diff=119737</id>
		<title>Pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pump&amp;diff=119737"/>
		<updated>2015-06-12T02:19:12Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: grammar and bolding of the opening instance of &amp;quot;small pump&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
[[File:small-pump-prev.png|frame|A small pump. Pump direction is left to right.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Small Pump&#039;&#039;&#039; (when powered) moves fluids from its input to its output and (regardless of power) prevents the opposite from happening. This happens even if the pressure of input is much lower than the pressure of output (although speed may be affected). Note that pump can&#039;t mix different kinds of liquids.&lt;br /&gt;
&lt;br /&gt;
The small pump can eventually be seen as the &amp;quot;inserter for liquids&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Throughput (needed number of pumps) ==&lt;br /&gt;
&lt;br /&gt;
The throughput depends on the pressured-difference between input and output.&lt;br /&gt;
&lt;br /&gt;
In the worst case (no input pressure, max output pressure) you need 5, better 6 small pumps, [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6066 to fill a pipe to it&#039;s max. throughput capacity].&lt;br /&gt;
&lt;br /&gt;
== Using as Valve ==&lt;br /&gt;
&lt;br /&gt;
The small pump works as a valve:&lt;br /&gt;
&lt;br /&gt;
* When powered the small pump will let liquids through, but only in it&#039;s set direction. The throughput depends on the pressure, see above.&lt;br /&gt;
: Tip: You can just rotate the pump to &amp;quot;switch a pipe off&amp;quot;. This is sometimes handy.&lt;br /&gt;
* If unpowered the small pump doesn&#039;t let anything through.&lt;br /&gt;
: This can be used to [[Automatic control|control]] some parts of your factory (but currently it is very complicated). &lt;br /&gt;
&lt;br /&gt;
An example, which uses some habits of the pump can be found [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3724 in the forum].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|pipe|1|Pipe}} + {{icon|steel-bar|1|Steel bar}} + {{icon|electric-engine-unit|1|Electric engine unit}} + {{icon|time icon|2|time}} =&amp;gt; {{icon|small-pump|1|Small Pump}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|iron-plate|1|Iron Plate}}{{icon|steel-bar|1|Steel bar}}{{icon|electric-engine-unit|1|Electric engine unit}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pump speed:&#039;&#039;&#039; || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max Power&#039;&#039;&#039; || 30kW&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6066 Long distance pipes and pumps]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=7370 Controlling liquid consumption priority]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Liquid network]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fill_crude_oil_barrel&amp;diff=119735</id>
		<title>Fill crude oil barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fill_crude_oil_barrel&amp;diff=119735"/>
		<updated>2015-06-12T02:06:59Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: the target page was nothing but a reference to the new target, so I cut the middleman, so to speak.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Oil processing/Remote pump station]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Barrel&amp;diff=119733</id>
		<title>Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Barrel&amp;diff=119733"/>
		<updated>2015-06-12T01:57:32Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: this is a wiki. Don&amp;#039;t talk in terms of &amp;quot;could be&amp;quot; and &amp;quot;might be&amp;quot; but rather in terms of what is. If you don&amp;#039;t know something for sure, leave it out. Also, words like &amp;quot;actually&amp;quot; imply that someone was saying otherwise and that you&amp;#039;re correcting them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Barrel]]s can be used to store and transport 25 units of [[Crude Oil]] as solid as an alternate to pipes when [[Fluid handling]] is researched.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Empty barrel ==&lt;br /&gt;
The [[Empty barrel]] can be crafted and while [[Crude oil barrel]]s are emptied the [[Assembling machine]] will also return an [[Empty barrel]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|steel-bar|1|Steel bar}} + {{icon|time icon|1|time}} =&amp;gt; {{icon|barrel-empty|1|Empty barrel}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Req. technology:&#039;&#039;&#039; || {{icontech|fluid-handling||Fluid handling}} [[Fluid handling]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|empty-crude-oil-barrel|Empty crude oil barrel}} || {{icon|crude-oil-barrel|1|Crude oil barrel}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|barrel-empty|1|Empty barrel}} + {{icon|crude-oil|25|Crude Oil}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crude oil barrel ==&lt;br /&gt;
[[Crude oil barrel]]s couldn&#039;t be crafted, they get filled in the [[Fill crude oil barrel]] process while using [[Empty barrel]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fill-crude-oil-barrel|Fill crude oil barrel}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|25|Crude Oil}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|crude-oil-barrel|1|Crude oil barrel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example for usability ==&lt;br /&gt;
[[Barrel]]s could get very handy in situations where pipes are no or a bad option, for example oil production in distant outposts ([[Remote pump station]]). With [[Barrel]]s [[Crude Oil]] could be transported with [[Transport belts]], with [[Logistic robot]]s, by the [[Railway network]] or in the avatars inventory.&lt;br /&gt;
&lt;br /&gt;
A simple example with [[Transport belts]]:&lt;br /&gt;
[[File:Crude-oil-barrel-handling-example.png]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid handling]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Crude Oil]]&lt;br /&gt;
* [[Empty barrel]]&lt;br /&gt;
* [[Crude oil barrel]]&lt;br /&gt;
* [[Fill crude oil barrel]]&lt;br /&gt;
* [[Empty crude oil barrel]]&lt;br /&gt;
* [[Remote pump station]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Units&amp;diff=119732</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Units&amp;diff=119732"/>
		<updated>2015-06-12T01:28:19Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* Joule (J) */ a bit of housekeeping (a.k.a. cleanup)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;1W = 1J / 1s&#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 5kW while turned on. A [[Radar]] uses 300kW while active - equivalent to 60 lamps. &lt;br /&gt;
One [[Steam engine]] is capable of outputting 510kW.&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;1J = 1W * 1s&#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 8kJ. One [[Basic accumulator]] is capable of storing 5MJ.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t make much sense to calculate work with the much more common (at least, common in the real world) unit of kilowatt hours, because although the game runs more or less in real-time and the units are meant to be relatively realistic, 1 kWh is a lot of energy, and in fact so much so that you can&#039;t reasonably represent the value of a piece of coal that way.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&lt;br /&gt;
=== [[Game-tick|Tick (1/60s)]] ===&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 416.66 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;2x2 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 [[Basic 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 1/2 item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at 1/2 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>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mods&amp;diff=119638</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mods&amp;diff=119638"/>
		<updated>2015-06-11T14:49:54Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* How to add my/another mod into this page? */ removed commas that were not necessary, and frankly, confusing. I don&amp;#039;t even have to check the page history to make an educated guess who was responsible for that. Ssilk the moderator, right?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;As of 5/5/2015 this page is *extremely* outdated: A more or less complete list of mods is in the [http://www.factorioforums.com/forum/viewforum.php?f=14 Mods forum].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As of 06/06/2015 SpeedyBrain started to update this page. Feel free to help&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to use mods ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; See [[Installing Mods]]&lt;br /&gt;
&lt;br /&gt;
== Mod Spotlights ==&lt;br /&gt;
&lt;br /&gt;
See ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=9409 This Thread]) on the Factorio forums.&lt;br /&gt;
&lt;br /&gt;
== List of user made mods ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are invited to add other mods to this list! See down how.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Big Mods&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Bob&#039;s Mods}} ([http://www.factorioforums.com/forum/viewforum.php?f=51 Forum])&lt;br /&gt;
| bobingabout || Multiple || Multiple || Multiple&lt;br /&gt;
| A set of modular mods to add something to pretty much every aspect of gameplay, works well in combination with DyTech.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|DyTech}} ([http://www.factorioforums.com/forum/viewforum.php?f=43 Forum])&lt;br /&gt;
| Dysoch || Multiple || Multiple || Multiple&lt;br /&gt;
| A modular set of mods that add something to pretty much every aspect of gameplay, depending on the modules you choose.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|F-mod}} ([http://www.factorioforums.com/forum/viewforum.php?f=45 Forum])&lt;br /&gt;
| ficolas || 1.10.5 || 0.10.x || ??&lt;br /&gt;
| Adds underground mining drills, extra machines and processing, planets and trading.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Test Mode}} ([http://www.factorioforums.com/forum/viewforum.php?f=46 Forum])&lt;br /&gt;
| rk84 || Multiple || Multiple || ??&lt;br /&gt;
| Provides various tools and scripts for testing purposes while in a game.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Treefarm}} ([http://www.factorioforums.com/forum/viewforum.php?f=44 Forum])&lt;br /&gt;
| drs9999 || 1.2.7 || 0.11.6 || base &amp;gt;= 0.11.0&lt;br /&gt;
| Adds treefarms, coal-processing and a production-chain for organic plastic.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|NARMod}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=12379 Forum])&lt;br /&gt;
| DamienReave|| 0.3.4 || 0.11.x || base &amp;gt;= 0.11.0&lt;br /&gt;
| Standalone mod that adds an enormous amount of additional content&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|MoMods}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=2778 Forum])&lt;br /&gt;
| ludsoe || Multiple || 0.11.x+ || ??&lt;br /&gt;
| A variety of mods changing various gameplay elements.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Cursed Exp}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7189 Forum])&lt;br /&gt;
| L0771 || 0.1.1 || 0.11.6+ || base &amp;gt;= 0.11.5, Treefarm-Mod &amp;gt;= 1.2.6&lt;br /&gt;
| Adds experience elements and upgradeable mines/turrets. You really just need to check out the post for more info, it&#039;s quite different.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Warfare Mods&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|SupremeWarfare}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=12447 Forum])&lt;br /&gt;
| SpeedyBrain || 1.0.2 || 0.11.16+ ||  base &amp;gt;= 0.11.16, ? MAIN-DyTech-War &amp;gt;= 1.0.2&lt;br /&gt;
| The current version adds four artillery cannons to the game.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Hardcorio}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6634 Forum])&lt;br /&gt;
| Styx3 || 0.3.5 || 0.11.6+ || base&lt;br /&gt;
| A large revamp of warfare elements in Factorio.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Map and Spawning Changes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Resource Spawner Overhaul}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=4761 Forum])&lt;br /&gt;
| Dark || 1.0.2 || 0.10.2+ || ??&lt;br /&gt;
| Edits resource and biter spawning behavior, encourages longer-distance transportation with more spread out resources.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Straight World}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7191 Forum])&lt;br /&gt;
| Xecutor || 1.0.1 || 0.10.x+ || ??&lt;br /&gt;
| Makes the world straight and rectangular.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Energy/Logistics/Fluid Handling&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Belt Blocker}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6227 Forum])&lt;br /&gt;
| JamesOFarell || 1.0.0 || 0.11.x || ??&lt;br /&gt;
| Adds an object that blocks a single lane on a belt.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Belt Switchers}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=4743 Forum])&lt;br /&gt;
| ThaPear || 0.0.1 || 0.11.5+ || ??&lt;br /&gt;
| Add belt switches, which swap the lane items are traveling on.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Boxing}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7481 Forum])&lt;br /&gt;
| Xecutor || 0.5.0 || 0.10.x || base &amp;gt;= 0.10.0&lt;br /&gt;
| Adds a way to box up/condense some basic goods, such as plates and plastic.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Liquid Void}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=5412 Forum])&lt;br /&gt;
| Rseding91 || 1.0.0 || 0.11.x || ??&lt;br /&gt;
| Adds a pipe that erases fluids in it.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Offshore Dump}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6826 Forum])&lt;br /&gt;
| Kirk || 0.0.1 || 0.11.x || ??&lt;br /&gt;
| Adds a pump to dump liquids into water, causing pollution but removing liquids.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Rail Tanker - Liquid Transportation}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6847 Forum])&lt;br /&gt;
| JamesOFarrell || 0.0.7 || 0.11.x || ??&lt;br /&gt;
| Add a new tanker, holds liquids without having to barrel them first.&lt;br /&gt;
|-&lt;br /&gt;
|{{subpage|Slipstream Chests}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7121 Forum])&lt;br /&gt;
| Degraine || 1.1.0 || 0.11.17 || None&lt;br /&gt;
| Adds chests that can pick up and put down items on belts.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Uranium Power}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6740 Forum])&lt;br /&gt;
| Liquius || 0.3.0 || 0.11.x || ??&lt;br /&gt;
| Adds nuclear fission reactors along with a fairly realistic industrial process for gathering and processing uranium.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Uncategorized&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Record Your Stuff!}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7691 Forum])&lt;br /&gt;
| AlyxDeLunar || 1.0.0 || 0.11.x || base&lt;br /&gt;
| Provides a numerical count of pollution.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Start Out Planning}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7561 Forum])&lt;br /&gt;
| AlyxDeLunar || 2.0.0 || 0.11.x || base, ?hardcorio&lt;br /&gt;
| Starts player with a blueprint, deconstruction planner, and automated construction enabled at map creation.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Replicator}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6769 Forum])&lt;br /&gt;
| jamuspsi || 0.2.1 || 0.11.3+ || ??&lt;br /&gt;
| Big change in gameplay, create resources from energy. Lots of energy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modpacks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%&amp;quot;| Modpack&lt;br /&gt;
!style=&amp;quot;width: 25%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 16%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 16%&amp;quot;| Factorio Version &lt;br /&gt;
!style=&amp;quot;width: 16%&amp;quot;| Included mods&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|ShadowMegaModpack}} ([http://www.factorioforums.com/forum/viewforum.php?f=60 Forum])&lt;br /&gt;
| darkshadow1809|| 7.1.4 || 0.11.xx || [[Mods/ShadowMegaModpack#Included_Mods | 50]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dependencies? ==&lt;br /&gt;
Dependencies are used to tell the game what order mods should be loaded. A mod that has dependency gets loaded after the mod it depends. The mod will not be active if it has dependency to a mod that is missing, disabled (by user) or invalid (by dependency of depended mod)&lt;br /&gt;
&lt;br /&gt;
If a dependency is preceded by a question mark (as in: ?Example-Mod &amp;gt;= 1.0.0), then it is an optional dependency. The dependency will not be required to run the mod, but if it does exist, will be loaded before the mod. This usually means the mod will modify something about its dependency if it exists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;base&#039;&#039;&#039; is the default game data that comes with Factorio.&lt;br /&gt;
[[Modding_overview#Mod_meta_information]]&lt;br /&gt;
&lt;br /&gt;
== How to add my/another mod into this page? ==&lt;br /&gt;
&lt;br /&gt;
Two possibilities:&lt;br /&gt;
#  become user of the wiki (get an account) and add it. You can use the {{subpage|ExampleMod}} to see how you can structure the information about your own mod!&lt;br /&gt;
# ask in the forum if someone would add it&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Alien_science_pack&amp;diff=119637</id>
		<title>Archive:Alien science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Alien_science_pack&amp;diff=119637"/>
		<updated>2015-06-11T14:44:48Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: always use commas in the right places to minimize ambiguity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Science pack&lt;br /&gt;
|name=Alien Science pack&lt;br /&gt;
|icon=alien-science-pack&lt;br /&gt;
|recipe={{icon|alien-artifact|1|alien_artifact}}+{{icon|time icon|12|time}}&amp;amp;rarr;{{icon|alien-science-pack|10|science_pack}}&lt;br /&gt;
|raw={{icon|alien-artifact|1|alien_artifact}}&lt;br /&gt;
|producers={{icon|assembling-machine-1||Assembling machine 1}} {{icon|assembling-machine-2||Assembling machine 2}} {{icon|assembling-machine-3||Assembling machine 3}}&lt;br /&gt;
|consumers={{icon|lab||Lab}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Alien Science Pack&#039;&#039;&#039; is consumed by [[Lab|Labs]] to [[research]] certain technologies. It can only be crafted from [[Alien artifact]]s, which can be found in the ruins of enemy spawners.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
* Depending on difficulty and playstyle it may be hard to get the first [[Alien artifact]]s. A way to get most [[Alien science pack]]s out of the collected artifacts is to create them in an [[Assembling machine 3]] and use four [[Productivity module 2]]&#039;s in it and the [[Lab]]s. To top this off, research [[Productivity module 3]] as soon as possible and replace your module 2&#039;s.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Land_mine&amp;diff=119630</id>
		<title>Talk:Land mine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Land_mine&amp;diff=119630"/>
		<updated>2015-06-11T02:06:42Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* define &amp;quot;passive&amp;quot;? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== define &amp;quot;passive&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
that is, does it have any effect on peaceful mode&#039;s peaceful state? I noticed the New Game dialogue tries to clarify what peaceful mode is by saying &amp;quot;enemies never attack first&amp;quot;. While I assume that this means they only attack when they or those in their immediate proximity are provoked (possibly by pollution), I need to know for sure. I want to use landmines to prevent enemies from colonizing further in towards my factory.--[[User:Twisted Code|Twisted Code]] ([[User talk:Twisted Code|talk]]) 04:06, 11 June 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=119627</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=119627"/>
		<updated>2015-06-10T12:48:17Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* Distant Oil Fields */ the English gender default is the masculine form&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
Oil processing is a large part of Factorio. It was introduced in v0.9. Oil processing may refer to the researched technology, the recipe used in the [[Oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7975 Oil Tutorial], http://youtu.be/uL1eLmOSftw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
[[Oil processing]] allows the player to set up a basic facility to mine, process, and use oil. To be able to increase the usefulness of the created oil products, you may want to research [[Sulfur processing]], as a prerequisite for the research of the [[Battery]], which is used in many items later on, including the [[Science pack 3]]. Plastics are also useful, as the [[Plastic bar]] is an ingredient in the [[Advanced circuit]], which is used often later on. [[Fluid handling]] allows you better control over your liquids, with items such as the [[Storage Tank]] and [[Small Pump]]. [[Advanced oil processing]] gives you a new recipe for use in the [[Oil refinery]], allowing you to get more useful products from your [[Crude Oil]]. Finally, researching [[Flammables]] gives you access to the [[Flamethrower]].&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
There are various recipes that can be done regarding [[Oil processing]]. They are listed below.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|oil-gathering||Oil processing (research)}} [[Oil processing (research)|Oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|crude-oil|10|Crude Oil}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|3|Heavy oil}} {{icon|light-oil|3|Light oil}} {{icon|petroleum-gas|4|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-heavy-oil|Solid fuel}} || {{icon|heavy-oil|2|Heavy oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-light-oil|Solid fuel}} || {{icon|light-oil|1|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-petroleum-gas|Solid fuel}} || {{icon|petroleum-gas|2|Petroleum gas}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || {{icon|heavy-oil|1|Heavy oil}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|lubricant|1|Lubricant}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|advanced-oil-processing-tech||Advanced oil processing (research)}} [[Advanced oil processing (research)|Advanced oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-oil-processing|Advanced oil processing}} || {{icon|crude-oil|10|Crude Oil}} {{icon|water|5|Water}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|1|Heavy oil}} {{icon|light-oil|4.5|Light oil}} {{icon|petroleum-gas|5.5|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|heavy-oil|4|Heavy oil}} {{icon|water|3|Water}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|light-oil|3|Light oil}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|light-oil|3|Light oil}} {{icon|water|3|Water}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|petroleum-gas|2|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|fluid-handling||Fluid handling}} [[Fluid handling]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fill-crude-oil-barrel|Fill crude oil barrel}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|25|Crude Oil}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|crude-oil-barrel|1|Crude oil barrel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|empty-crude-oil-barrel|Empty crude oil barrel}} || {{icon|crude-oil-barrel|1|Crude oil barrel}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|25|Crude Oil}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|sulfur||Sulfur processing}} [[Sulfur processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || {{icon|water|3|Water}} {{icon|petroleum-gas|3|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfur|2|Sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || {{icon|iron-plate|1|Iron plate}} {{icon|sulfur|5|Sulfur}} {{icon|water|10|Water}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfuric-acid|5|Sulfuric Acid}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|advanced-electronics-1||Advanced electronics}} [[Advanced electronics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing unit}} || {{icon|electronic-circuit|20|Electronic circuit}} {{icon|advanced-circuit|2|Advanced circuit}} {{icon|sulfuric-acid|0.5|Sulfuric acid}} {{icon|time icon|15|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|processing-unit|1|Processing unit}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|battery-tech||Battery (research)}} [[Battery (research)|Battery]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery|Battery}} || {{icon|iron-plate|1|Iron plate}} {{icon|copper-plate|1|Copper plate}} {{icon|sulfuric-acid|2|Sulfuric acid}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|battery|1|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|plastics||Plastics}} [[Plastics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastics}} || {{icon|coal|1|Coal}} {{icon|petroleum-gas|3|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|plastic-bar|2|Plastic bar}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|flammables||Flammables}} [[Flammables]] and {{icontech|flame-thrower||Flame thrower}} [[Flame thrower]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || {{icon|iron-plate|5|Iron plate}} {{icon|heavy-oil|2.5|Heavy oil}} {{icon|light-oil|2.5|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|flame-thrower-ammo|1|Flamethrower ammo}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics &amp;amp; Usage==&lt;br /&gt;
To mine, process and use oil, you&#039;ll need to do some research, as shown above.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
[[File:Example-Oil-Refining.png|thumb|300px|Oil being drilled and refined.]] [[File:Example-Oil-Cracking.png|thumb|300px|Oil being cracked into lower forms.]] [[File:Example-Oil-Usage.png|thumb|300px|Oil being used to create plastic and batteries.]]&lt;br /&gt;
[[Pumpjack|Pumpjacks]] need to be placed on top of the middle of the oil well. Given [[Electric network|electricity]] (90kW, upgradeable), they will produce a certain amount of [[Crude Oil]] per second, shown on the right, at the bottom of the information panel. Over time this value will decrease. Once it reaches 0.1 oil/s, it will continue to output this, never increasing or decreasing. This means that having enough pumpjacks on depleted oil wells will provide you with enough oil, but it is better to find new oil wells. To transport the oil, you can use [[Barrel]]s, and [[Diesel locomotive]]s if you&#039;d like.&lt;br /&gt;
&lt;br /&gt;
The [[Crude Oil]] then needs to be refined in an [[Oil refinery]]. The [[Oil refinery]] also needs [[Electric network|electricity]]. It has a much higher demand, at 420kW, but it is also upgradeable. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set, the inputs and outputs show what needs to be, and what will be supplied. You cannot move the locations of these, only rotate the entire machine. Make sure that the products have somewhere to go (preferably [[Storage Tank|Storage Tanks]]), as the refinery will stop production of all products if one product output is full.&lt;br /&gt;
&lt;br /&gt;
Now you have the three basic products. [[Heavy Oil]], [[Light Oil]] and [[Petroleum Gas]]. Both [[Heavy Oil]] and [[Light Oil]] can be cracked to the next lower type in a [[Chemical plant]] (recipe above). This is useful if you&#039;ve got lots of [[Light Oil]], but are lacking in [[Petroleum Gas]] (A common problem).&lt;br /&gt;
&lt;br /&gt;
From here, after some research, you can use the oil products to create various products. They are all listed above.&lt;br /&gt;
&lt;br /&gt;
===Distant Oil Fields===&lt;br /&gt;
&lt;br /&gt;
After the player has exhausted the oil fields near his home base, he may have to build remote refineries, or [[Oil processing/Remote pump station|remote pump station]]s.&lt;br /&gt;
&lt;br /&gt;
===Commonly Used Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || Pumpjacks mine the [[Crude Oil]] from the [[Oil wells]], and let you move it by [[Pipe]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil refinery}} || Refines [[Crude Oil]] into basic oil products ([[Heavy Oil|Heavy-]]/[[Light Oil|Light Oil]] and [[Petroleum Gas]]).&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|chemical-plant|Chemical plant}} || Like the [[Assembling machine]], used to automate processing of liquids and crafting.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage Tank}} || Stores up to 2500 units of any liquid.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small Pump}} || Allows you to pump liquids from one area to another. Used inline (Between pipes).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pump|Pump}} || Allows you to pump water up from a body of water.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|assembling-machine-2|Assembling machine 2}} {{imagelink|assembling-machine-3|Assembling machine 3}} || Allows you to craft items using liquids, used mainly for [[Barrel]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe|Pipe}} || Allows transporting of liquids from one location to another.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe-to-ground|[[Pipe-to-ground|Underground Pipe]]}} || A [[Pipe]], but under the ground, acting similar to [[Underground belts]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Version0.9]]&lt;br /&gt;
* [[Liquids]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7057 Oil Production: What is more efficient?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7636 What to do with oil?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7842 Dump valve/Open pipe?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=8832 I did the Math on Oil Production]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:TheWombatGuru&amp;diff=119285</id>
		<title>User talk:TheWombatGuru</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:TheWombatGuru&amp;diff=119285"/>
		<updated>2015-06-07T17:21:46Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* tier not tire */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [[Help:Contents|help pages]].&lt;br /&gt;
Again, welcome and have fun! [[User:Kovarex|Kovarex]] ([[User talk:Kovarex|talk]]) 14:04, 8 July 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== The localised headline ==&lt;br /&gt;
&lt;br /&gt;
Hi! Does it possible make at this wiki the localised headline for non-English pages by DISPLAYTITLE? I was trying use it but it isnt working... [http://wiki.teamfortress.com/w/index.php?title=Jarate/de TF2 wiki use it and is working!] What do you think about it?--[[User:Vitduo|Vitduo]] ([[User talk:Vitduo|talk]]) 23:13, 29 August 2014 (CEST)&lt;br /&gt;
:But the Russian page doesnt use dispaytitle [http://wiki.teamfortress.com/w/index.php?title=Jarate/ru&amp;amp;action=edit look here]. Its strange--[[User:Vitduo|Vitduo]] ([[User talk:Vitduo|talk]]) 23:21, 29 August 2014 (CEST)&lt;br /&gt;
::I looked into it, this is how they do it: They have implemented display title in Template Item infobox, the displaytitle is automatically the same as the name parameter in that template. I don&#039;t know why the germans added the displaytitle tag into the actual article, that isn&#039;t necesarry. I think it&#039;s best for this wiki to just start by placing the displaytitle tag in every article, we&#039;ll think about a better way later. [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 23:27, 29 August 2014 (CEST)&lt;br /&gt;
:::But I am not sure that the displaytitle works--[[User:Vitduo|Vitduo]] ([[User talk:Vitduo|talk]]) 00:03, 30 August 2014 (CEST)&lt;br /&gt;
::::The magic word DISPLAYTITLE seems to be disabled, we&#039;ll look into that later. [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 10:26, 30 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Template:Crafting ==&lt;br /&gt;
&lt;br /&gt;
Hi, just saw you removed the output field of the template. Did you have thought about recipes that produce more then 1 items like [[Land mine]]s for example? [[User:FatMcK|FatMcK]] ([[User talk:FatMcK|talk]]) 23:18, 14 October 2014 (CEST)&lt;br /&gt;
:Hello, I did not remove the output field of the template. I added a shortcut for the template: When not calling the output parameter it will evaluate to the name of the page without the language suffix and the amount will be 1. If you do however call the output parameter, it works just like before, as you can see at [[Land mine]]. [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 23:24, 14 October 2014 (CEST)&lt;br /&gt;
::Ok, saw it. How could I think you don&#039;t think about this .. ;)&lt;br /&gt;
::But I wonder if it wouldn&#039;t be better as it was before. Do we need the output in the recipe when it is included in the infocard templates when it should be reasonable that the input produces the item of the page a user currently is when the output is 1? Or in short, wouldn&#039;t it be better to have the output optional? [[User:FatMcK|FatMcK]] ([[User talk:FatMcK|talk]]) 23:33, 14 October 2014 (CEST)&lt;br /&gt;
:::I&#039;m not sure if I fully understand you. Do you mean we should by standard not show the output if it is the same as the title of the page, with amount 1? We could do that, but I fear not all people will understand. And the other question. Do you mean removing the crafting grids of all pages and only showing them in the infocard? Yes, I&#039;m against duplicate information, but I don&#039;t know if we should only put it in a table on the page or only in the infocard. [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 23:38, 14 October 2014 (CEST)&lt;br /&gt;
::::You have a good point for the first part, also we would get off a standard. At least for the infocards I don&#039;t can think about any exception at the moment.&lt;br /&gt;
::::For the second part, I would remove the crafting grids as soon as the infocards are added. Double informations are really not needed and add the risk that at some future point (maybe with another game version) someone changes only one of both shown recipes or something.&lt;br /&gt;
::::Additionaly I think outside infocard recipes are only usefull for &#039;multi pages&#039; like [[Speed module (research)]] if there are any for items. [[User:FatMcK|FatMcK]] ([[User talk:FatMcK|talk]]) 23:58, 14 October 2014 (CEST)&lt;br /&gt;
:::::Ok, I agree, as of now I will include crafting recipes in the infocards only, though they do still need a lot more testing on there sandbox pages, I hope we can replace the current ones with the sandbox ones soon. [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 00:01, 15 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Redirections deletions ==&lt;br /&gt;
&lt;br /&gt;
Hey, guy, do not be in a hurry to delete renamed pages. Many pages have links to renamed pages&#039; old names, so you often disconnect this system.  Please, use tool &amp;quot;what&#039;s links here&amp;quot;. E.g. [[Special:WhatLinksHere/Piccone_di_ferro]]. Thanks. [[User:Vitduo|Vitduo]] ([[User talk:Vitduo|talk]]) 22:47, 18 October 2014 (CEST)&lt;br /&gt;
:Yeah, I&#039;m sorry, I knew I would break it, and was planning on fixing it later, shouldn&#039;t have done that. [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) 23:07, 18 October 2014 (CEST)&lt;br /&gt;
::Ok, thanks. [[User:Vitduo|Vitduo]] ([[User talk:Vitduo|talk]]) 23:29, 18 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== tier not tire ==&lt;br /&gt;
&lt;br /&gt;
Was the presence of the word &amp;quot;tire&amp;quot; in [http://www.factorioforums.com/wiki/index.php?title=Underground_belt&amp;amp;diff=next&amp;amp;oldid=113836 this revision] of [[Underground belt]] a typo, or did you genuinely mean to indicate the rubber ring that goes around wheels of vehicles? Regardless, I fixed it about half an hour ago.--[[User:Twisted Code|Twisted Code]] ([[User talk:Twisted Code|talk]]) 19:21, 7 June 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Underground_belt&amp;diff=119284</id>
		<title>Underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Underground_belt&amp;diff=119284"/>
		<updated>2015-06-07T16:41:11Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: a tire is a ring of rubber that protects the wheels on vehicles...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the first tire of underground belts|underground belts in general|Underground belts}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health=?&lt;br /&gt;
|speed=1.8&lt;br /&gt;
|input=Transport Belt, 5 + Iron Plate, 10 + Time&lt;br /&gt;
|output=Underground belt, 2&lt;br /&gt;
|raw=Iron Plate, 17.5&lt;br /&gt;
|producers=?&lt;br /&gt;
|consumers=?&lt;br /&gt;
|technologies=?&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Underground belt&#039;&#039;&#039; is the first tier of [[underground belts]] used to cross different belts without mixing the transported [[Items]]. Its available once [[Logistics 1]] has been [[Research|researched]]. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
** [[Storages]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Moving ground]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio_talk:About&amp;diff=119283</id>
		<title>Factorio talk:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio_talk:About&amp;diff=119283"/>
		<updated>2015-06-07T10:42:07Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* link potholes &amp;amp; sinkholes  */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feels like this page should be called &amp;quot;About Factorio&amp;quot;. Anyone object to that move? [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 11:17, 15 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Game description ==&lt;br /&gt;
&lt;br /&gt;
I moved the game description from the main page to here. It&#039;s still transcluded to the main page so any changes here are reflected on the main page. So watch out for the &amp;lt;nowiki&amp;gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;/onlyinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags or you&#039;ll mess up the main page! - [[User:BenWo|BenWo]] ([[User talk:BenWo|talk]]) 12:57, 16 May 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== link potholes &amp;amp; sinkholes  ==&lt;br /&gt;
&lt;br /&gt;
Many of the links here that are displayed by the front page are comparable to what [tvtropes.org] calls &amp;quot;[http://tvtropes.org/pmwiki/pmwiki.php/Main/PotHole potholes]&amp;quot; and are really borderline [http://tvtropes.org/pmwiki/pmwiki.php/Administrivia/SinkHole sinkholes], by the same definition source. In other words, the links don&#039;t seem to correspond to the pages they link to. Almost all of them are potholes, and four of them, by my count, are sinkholes. Specifically, &amp;lt;nowiki&amp;gt; &amp;quot;ores&amp;quot; &amp;quot;protect your factory&amp;quot;, and &amp;quot;yourself&amp;quot; &amp;lt;/nowiki&amp;gt; might be considered sinkholes. &lt;br /&gt;
:1. The first one should link to a page that includes both iron ore and copper ore (not just iron ore), and possibly coal, although that one might be best linked separately. &lt;br /&gt;
:2. The second one, which links to walls, should instead link to a page that includes all defensive structures. &lt;br /&gt;
:3. The last one, which links to [[modular armor]], should probably link to a page that includes armor, weapons, capsules, and anything else the player might use to defend themselves (or actively attack enemies) if they don&#039;t have their base to do it for them. An example might be if you were going to destroy some spawners. &lt;br /&gt;
:note: The second one and last one might be worth combining into one page that includes anything and everything that kills enemies or protects the player or his structures.&lt;br /&gt;
&#039;&#039;&#039;TL;DR&#039;&#039;&#039; the links are too confusing and should be fixed.--[[User:Twisted Code|Twisted Code]] ([[User talk:Twisted Code|talk]]) 12:42, 7 June 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=119282</id>
		<title>Offshore pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=119282"/>
		<updated>2015-06-07T09:37:45Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: Grammar fix. Does anyone besides me have English as their first language? I&amp;#039;m noticing grammar errors like this frequently.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health=?&lt;br /&gt;
|input=Iron Gear Wheel + Pipe + Electronic Circuit, 2 + Time&lt;br /&gt;
|raw=Iron Plate, 5 + Copper Plate, 3&lt;br /&gt;
|technologies=?&lt;br /&gt;
|consumers=?&lt;br /&gt;
|producers=?&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;offshore pump&#039;&#039;&#039; is the only source of water. It is commonly used to provide steam to [[Steam engine|steam engines]] for power generation. The offshore pump itself requires no power to operate. (This is because, otherwise the game might fall into a serious deadlock: No coal, no electricity, no water...)&lt;br /&gt;
&lt;br /&gt;
You need 3 offshore-pumps to feed a full pipe to the maximum (two will do also the job).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Power_production&amp;diff=119281</id>
		<title>Talk:Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Power_production&amp;diff=119281"/>
		<updated>2015-06-07T09:25:01Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: /* Move proposal */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=2015&amp;amp;p=14783#p14783&lt;br /&gt;
&lt;br /&gt;
Posting For Discussion&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5585&lt;br /&gt;
&lt;br /&gt;
== Move proposal ==&lt;br /&gt;
&lt;br /&gt;
In order to be consistent with other wikis, I recommend moving &amp;quot;Power production&amp;quot; to &amp;quot;Power Production&amp;quot;. Most wikis capitalize each word in the title. It&#039;s not really necessary, but it&#039;s nice to be consistent. Also, it seems that page &amp;quot;Power Production&amp;quot; has a redirect to Power production, so it&#039;s not like links are going to fail, but as I said, it&#039;s best to be consistent.--[[User:Twisted Code|Twisted Code]] ([[User talk:Twisted Code|talk]]) 11:25, 7 June 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Move&amp;diff=119279</id>
		<title>Template:Move</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Move&amp;diff=119279"/>
		<updated>2015-06-07T04:10:21Z</updated>

		<summary type="html">&lt;p&gt;Twisted Code: Copied the text from Mediawiki.org&amp;#039;s template:move, and replaced the text portion of what was already here... If you feel I shouldn&amp;#039;t have done this, feel free to revert and drop me a message. I&amp;#039;m still learning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;boilerplate metadata&amp;quot; id=&amp;quot;move&amp;quot; style=&amp;quot;background-color:#ddf; margin:1em; padding:0 10px; border:1px solid #aaa;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Move proposal&#039;&#039;&#039; : It has been suggested that this page be moved to a new name{{#if:{{{1|}}}|&amp;amp;nbsp;: &#039;{{{1}}}&#039;|}}.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Use the [[{{TALKPAGENAME}}|talk page]] to discuss this action.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;includeonly&amp;gt;[[Category:Requested moves]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Twisted Code</name></author>
	</entry>
</feed>