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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Waity5</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Waity5"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Waity5"/>
	<updated>2026-04-21T20:19:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Programmable_speaker&amp;diff=217197</id>
		<title>Programmable speaker</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Programmable_speaker&amp;diff=217197"/>
		<updated>2026-02-06T09:26:55Z</updated>

		<summary type="html">&lt;p&gt;Waity5: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Programmable speaker}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;programmable speaker&#039;&#039; is a [[circuit network]] entity that is capable of producing alerts in the form of sound, and elements on nearby players&#039; GUIs. It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example.&lt;br /&gt;
&lt;br /&gt;
== GUI and configuration ==&lt;br /&gt;
&lt;br /&gt;
[[File:Programmable_speaker_ui.png|330px]]&lt;br /&gt;
  	&lt;br /&gt;
It can be toggled whether the sound plays globally so that it can be heard anywhere on the map, or locally so it will only be audible in the immediate vicinity of the speaker. As a courtesy, only enable global play on multiplayer when it is important that all players be notified. Only 50 sounds can be heard at once due to a game limitation.&lt;br /&gt;
&lt;br /&gt;
The volume of the programmable speaker can be controlled in the GUI. This determines the audio volume, and the carry distance if global playback is unticked. The range at full volume appears to be 64 tiles.&lt;br /&gt;
&lt;br /&gt;
[[File:speaker_map_alert.gif]]&amp;lt;br /&amp;gt;&lt;br /&gt;
As well as playing a sound, it can also be set to send a GUI text alert of up to 150 characters so the player can see what has caused the alarm. Both text and an icon can be specified, as seen in the check mark image above. In order to show an [[Alerts|alert]] in players&#039; GUIs, &amp;quot;Show alert&amp;quot; must be ticked. Additional options will be enabled that allow the player to select an icon and text for the alert.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Allow polyphony&amp;quot; check-box determines whether more than one sound may be played at once. Essentially, when hooking up a constant signal to a programmable speaker, with polyphony enabled, sounds will repeat extremely rapidly. (10 per second or so) Without polyphony, this is limited to about 1 per half second. Disabling polyphony is useful to avoid alerts being spammed and causing hearing damage. However, if producing music, polyphony may be needed.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Circuit value is pitch&amp;quot; check-box allows dynamically changing the pitch of the sound created by changing the circuit value. This is useful for music production. If the player simply wants a sound to be created whenever the conditional is met, they should disable this check-box.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.36|&lt;br /&gt;
* Added options for instant stop and circuit-controlled volume. Changed sounds to cyclic sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Stack size reduced from 50 to 10.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.66|&lt;br /&gt;
* Programmable Speaker sounds now change volume accordingly as player moves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Waity5</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Research_productivity_(research)&amp;diff=207294</id>
		<title>Research productivity (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Research_productivity_(research)&amp;diff=207294"/>
		<updated>2024-11-30T10:01:32Z</updated>

		<summary type="html">&lt;p&gt;Waity5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{:Infobox: Research productivity (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Adds a 10% productivity to science pack usage per level.&lt;br /&gt;
&lt;br /&gt;
The cost formula for this research is 1.2^L * 1000 where L = current level.&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;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Waity5</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=198673</id>
		<title>Pumpjack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=198673"/>
		<updated>2024-06-11T17:08:56Z</updated>

		<summary type="html">&lt;p&gt;Waity5: /* Tips */ Changed oil yeild comment, it&amp;#039;s probably right now but revert if wrong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Pumpjack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pumpjacks&#039;&#039;&#039; extract [[Crude oil|crude oil]] from oil fields. Each oil field can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of crude oil per cycle equal to 10 multiplied by the field&#039;s yield (e.g. 54 crude oil for 538% yield) per second. Without [[speed module]]s, one pumpjack cycle takes one second to complete. &lt;br /&gt;
&lt;br /&gt;
Extracting oil lowers the field&#039;s yield by 1% per 300 pumpjack cycles to a minimum of 20% of the initial yield or 2 oil per second, whichever is larger. They are limited to a maximum output of 1000 crude oil per cycle, achieved by an oil field with more than 9999% yield. However, such a high yield is rare with standard [[map generator]] settings.&lt;br /&gt;
&lt;br /&gt;
Pumpjacks cannot be placed on a non-oilfield tile. Furthermore, the output pipe location is fixed relative to the pumpjack&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
If oil fields are depleted (to the minimum of 20%) speed [[module]]s are a good option to raise the pumpjacks output. With two speed module 3&#039;s the output doubles from 2 to 4 crude oil per second, plus another 1 oil per beacon per second. &lt;br /&gt;
&lt;br /&gt;
The formula to determine the modified output is:&lt;br /&gt;
&lt;br /&gt;
Output of unmodified oil field * [1 + (number of modules in pumpjack * bonus from module) + (number of beacons * distribution efficiency * (number of modules in each beacon * bonus from module))].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Example&lt;br /&gt;
|-&lt;br /&gt;
|For 1 pumpjack on a depleted oil field with two level 3 speed modules and 6 beacons with each two level 3 speed modules:&lt;br /&gt;
|2 * [1 + (2 * 0.5) + (6 * 0.5 * (2 * 0.5)) ] = 10 Crude oil per 1 second. &lt;br /&gt;
|-&lt;br /&gt;
|Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 6 beacons can be shortened:&lt;br /&gt;
|4 + 2 * (6 * 0.5) = 10 crude oil per second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;235px&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
pumpjack_different_speeds.gif|Animation of different speeds of pumpjacks: one with two speed modules, one with no modules and one with two production modules. &amp;lt;small&amp;gt;&#039;&#039;(Click to see GIF animation)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Waity5</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=198672</id>
		<title>Pumpjack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=198672"/>
		<updated>2024-06-11T17:06:07Z</updated>

		<summary type="html">&lt;p&gt;Waity5: /* Tips */ removed unnessesary beacon comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Pumpjack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pumpjacks&#039;&#039;&#039; extract [[Crude oil|crude oil]] from oil fields. Each oil field can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of crude oil per cycle equal to 10 multiplied by the field&#039;s yield (e.g. 54 crude oil for 538% yield) per second. Without [[speed module]]s, one pumpjack cycle takes one second to complete. &lt;br /&gt;
&lt;br /&gt;
Extracting oil lowers the field&#039;s yield by 1% per 300 pumpjack cycles to a minimum of 20% of the initial yield or 2 oil per second, whichever is larger. They are limited to a maximum output of 1000 crude oil per cycle, achieved by an oil field with more than 9999% yield. However, such a high yield is rare with standard [[map generator]] settings.&lt;br /&gt;
&lt;br /&gt;
Pumpjacks cannot be placed on a non-oilfield tile. Furthermore, the output pipe location is fixed relative to the pumpjack&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
If oil fields are depleted (to the minimum of 20%) speed [[module]]s are a good option to raise the pumpjacks output. With two speed module 3&#039;s the output doubles from 2 to 4 crude oil per second, plus another 0.5 oil per beacon per second. &lt;br /&gt;
&lt;br /&gt;
The formula to determine the modified output is:&lt;br /&gt;
&lt;br /&gt;
Output of unmodified oil field * [1 + (number of modules in pumpjack * bonus from module) + (number of beacons * distribution efficiency * (number of modules in each beacon * bonus from module))].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Example&lt;br /&gt;
|-&lt;br /&gt;
|For 1 pumpjack on a depleted oil field with two level 3 speed modules and 6 beacons with each two level 3 speed modules:&lt;br /&gt;
|2 * [1 + (2 * 0.5) + (6 * 0.5 * (2 * 0.5)) ] = 10 Crude oil per 1 second. &lt;br /&gt;
|-&lt;br /&gt;
|Assuming that there will be always two speed 3 modules equipped in the pumpjack and beacons, the formula for 6 beacons can be shortened:&lt;br /&gt;
|4 + 2 * (6 * 0.5) = 10 crude oil per second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;235px&amp;quot; heights=&amp;quot;180px&amp;quot;&amp;gt;&lt;br /&gt;
pumpjack_different_speeds.gif|Animation of different speeds of pumpjacks: one with two speed modules, one with no modules and one with two production modules. &amp;lt;small&amp;gt;&#039;&#039;(Click to see GIF animation)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Waity5</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Uranium_ore&amp;diff=195525</id>
		<title>Uranium ore</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Uranium_ore&amp;diff=195525"/>
		<updated>2023-11-29T10:23:16Z</updated>

		<summary type="html">&lt;p&gt;Waity5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Uranium ore}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uranium ore&#039;&#039;&#039; is a resource found on the map. Instead of being smelted in a [[furnace]], uranium ore must be processed in a [[centrifuge]] to produce [[uranium-235]] and [[uranium-238]], which is used to craft fuel for the [[nuclear reactor]] and in various types of [[ammunition]].&lt;br /&gt;
&lt;br /&gt;
Uranium ore is different from the other ores, as it requires [[sulfuric acid]] to be fed into the [[electric mining drill]] to mine it, at a rate of 10 sulfuric acid per 10 ore mined. Because of this, uranium ore cannot be mined by hand or by a [[burner mining drill]], as it lacks fluid inputs. No additional sulfuric acid is consumed when additional products are created due to a productivity bonus from [[productivity module]]s or [[mining productivity (research)|mining productivity]]. For example, with a 20% productivity bonus, 12 ore will be mined for every 10 sulfuric acid consumed. The ore has a green glow, making it easily seen at night.&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px&amp;gt;&lt;br /&gt;
File:Electric_mining_drill-Uranium_ore.png|thumb|left|Electric mining drill placed on uranium ore, pipe input/output visible.&lt;br /&gt;
File:Uranium ore glow.png|thumb|right|Uranium ore glows at night, making it easier to see.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Uranium processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>Waity5</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=195409</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=195409"/>
		<updated>2023-11-15T09:15:51Z</updated>

		<summary type="html">&lt;p&gt;Waity5: Fixed some odd phasing, added a sentence on trains doing dammage whilst stationary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Locomotive}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Locomotive&#039;&#039;&#039; is the engine for movement of [[Railway|trains]] over [[Railway#Tracks|track]]. Trains are useful for moving large amounts of items over large distances.&lt;br /&gt;
&lt;br /&gt;
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the [[car]] or [[tank]].  Naturally, they do not have the same freedom of movement, as they are confined to the track. They can be set up to travel automatically between [[train stop]]s, or be controlled manually, even if the [[player]] is in a [[cargo wagon]] attached to the train instead of the locomotive itself. Automatic trains can also use [[rail signal]]s and [[rail chain signal]]s to designate different or changing paths on a railway, as well as manage multiple trains on multiple or intertwining tracks.&lt;br /&gt;
&lt;br /&gt;
Locomotives are [[burner devices]] and require [[fuel]] to run; the more powerful the fuel used, the faster the locomotive&#039;s acceleration and top speed will be. [[Solid fuel]], [[rocket fuel]] and [[nuclear fuel]] will give +20%, +80% and +150% acceleration respectively, and provide +5%, +15% and +15% for top speed respectively. Multiple locomotives can be used on a single train to increase its speed.&lt;br /&gt;
&lt;br /&gt;
While locomotives can be assembled by hand, the [[engine unit]] for it requires [[Assembling machine|automated construction]] to build, so it cannot be built from raw materials by hand. The color of the locomotive can be customized.&lt;br /&gt;
&lt;br /&gt;
== Connecting/Disconnecting a locomotive ==&lt;br /&gt;
[[File:locomotive_gui.png|thumb|right|200px|Locomotive GUI]]&lt;br /&gt;
&lt;br /&gt;
To connect locomotives, cargo wagons, or [[fluid wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or connect an already existing disconnected car by driving the locomotive near the car and press {{Keybinding|G}} by default. To disconnect the last car in a train, press {{Keybinding|V}} by default.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Locomotives in transit can usually crash through everything in its way (including biters, [[car|other]] [[tank|vehicles]], and the player). However, if the locomotive is moving too slowly, or the target is too tough, it will stop the train instead. Once stopped, the train will continually do damage if trying to accelerate. If the locomotive hits an [[enemy]], the enemies will fight back and try to destroy the train and the rails.&lt;br /&gt;
&lt;br /&gt;
[[Construction robot]]s are a good way to automatically repair damage at train stations.&lt;br /&gt;
&lt;br /&gt;
[[File:train_kills_biters.gif|frame|none|Train killing three big biters.]]&lt;br /&gt;
&lt;br /&gt;
== Maximum speed ==&lt;br /&gt;
The maximum speed that a locomotive can get to depends on the train that it is pulling. The speed of an accelerating, fully fueled, train is calculated every tick by the game with the following formula:&lt;br /&gt;
&lt;br /&gt;
 train_speed = max(0, abs(train_speed) - train_friction_force ÷ train_weight)&lt;br /&gt;
 train_speed = train_speed + (10 × number_of_locomotives_in_moving_direction × fuel_acceleration_bonus ÷ train_weight)&lt;br /&gt;
 train_speed = train_speed × (1 - air_resistance_of_front_rolling_stock ÷ (train_weight ÷ 1000))&lt;br /&gt;
&lt;br /&gt;
Where train_friction_force is the total friction of each wagon and locomotive (0.5 for any type of wagon including locomotives) and train_weight is the total weight of each wagon and locomotive, see their individual pages for the weight values. The friction and air resistance of wagons and locomotives can be found in their prototypes. The calculated train_speed is capped to &amp;lt;code&amp;gt;max_speed = 1.2 * fuel_top_speed_multiplier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Fuel duration (in seconds) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1 item of !! Burning time in seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wood}} || 3.33&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Coal}} || 6.67&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel}} || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket fuel}} || 166.67&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear fuel}} || 2016.67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Driving controls ==&lt;br /&gt;
These are the default bindings, they can be changed in the Settings menu.&lt;br /&gt;
&lt;br /&gt;
When using a controller, such as on the [[Nintendo Switch version|Nintendo Switch]], the behaviour of the left joystick in vehicles can be switched between two modes:&lt;br /&gt;
* Relative vehicle driving mode (default): Moving the stick in a direction will make vehicles automatically turn and accelerate to that side of the screen.&lt;br /&gt;
* Absolute vehicle driving mode: Moving the stick up/down will make vehicles accelerate/brake. Moving the stick left/right will make vehicles turn in that direction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&lt;br /&gt;
! Keyboard and mouse&lt;br /&gt;
! Controller&lt;br /&gt;
|-&lt;br /&gt;
|Enter/Exit&lt;br /&gt;
|{{Keybinding|enter}}&lt;br /&gt;
|{{Keybinding|ZR|X}}&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate&lt;br /&gt;
|{{Keybinding|W}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate/Reverse&lt;br /&gt;
|{{Keybinding|S}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Pick which fork to take at junction (left, right)&lt;br /&gt;
|{{Keybinding|A}},{{Keybinding|D}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Connect/Disconnect train&lt;br /&gt;
|{{Keybinding|G}},{{Keybinding|V}}&lt;br /&gt;
| Not set&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When using a controller, there is no key binding to accelerate or decelerate, instead players use the joystick. The trick here is that the train will accelerate &#039;&#039;&#039;in the direction the player moves the joystick&#039;&#039;&#039;. So, if the train is on and east/west track and the player tries to accelerate north or south, nothing will happen. And, when the train goes around a bend and is now facing a different direction, the player must adjust the joystick to account for the new direction of travel. The upside of this peculiar aspect of the UI is that it is as easy to move a train backwards as it is to move it forwards.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Locomotives are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|getting-on-track}}&lt;br /&gt;
{{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px&amp;gt;&lt;br /&gt;
File:trains_colors.png|The player among different colored locomotives.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Locomotive fuel consumption doubled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.19|&lt;br /&gt;
* Locomotive snaps to a train stop when placing the first locomotive next to the train stop.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Can now be colored.&lt;br /&gt;
* Trains are now regular size in horizontal and vertical orientations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Trains that are moving automatically cannot be rotated.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now show contents in tooltip.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Increased the crafting cost of the cargo wagon and locomotive.&lt;br /&gt;
* Removing and merging the locomotive of a train without any additional locomotives doesn&#039;t clear the schedule anymore.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Copy paste can now be used for train schedules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* Now recalculates path on rotation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Backer names are used for locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Recipe change}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Train can find the path backward when it has locomotives in the back&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Locomotive + wagon + rails are more expensive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Smooth (precise) rolling stock placement.&lt;br /&gt;
* Rotating while building affects the direction of the rolling stock.&lt;br /&gt;
* Rolling stocks can be disconnected from both sides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Locomotive uses fuel.&lt;br /&gt;
* Locomotive and Car are minable&lt;br /&gt;
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)&lt;br /&gt;
* Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Now shows health bar below locomotive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Now emits light if active.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;br /&gt;
{{C|Rolling stock}}&lt;/div&gt;</summary>
		<author><name>Waity5</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=188862</id>
		<title>Burner inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=188862"/>
		<updated>2022-04-05T13:51:03Z</updated>

		<summary type="html">&lt;p&gt;Waity5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Burner inserter}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;burner inserter&#039;&#039;&#039; is the most basic and slowest type of [[inserters]]. It is powered by burning [[fuel]], compared to the more advanced inserters which are powered by [[electric system|electricity]]. It will add fuel to its own supply if it picks any up, which makes it useful for filling [[boiler|boilers]] with [[coal]]. This has the advantage that it will continue working even if the power fails, as opposed to electrically-powered inserters which will be unable to function. It consumes no fuel while idle, though it consumes vastly more energy than most other inserters when active.&lt;br /&gt;
&lt;br /&gt;
A burner inserter sometimes cannot grab moving items from either [[fast transport belt]]s or [[express transport belt]]s. It also cannot grab moving items from turning belts if the item is on the far side. It will try, however, and consume fuel in its attempts.&lt;br /&gt;
&lt;br /&gt;
Even though it doesn&#039;t use electricity, a burner inserter can be connected to and controlled by the [[logistic network|logistic]] and the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Fuel consumption ==&lt;br /&gt;
&lt;br /&gt;
A burner inserter consumes no power while idle and does not continuously consume the maximum amount of power when working, so how long fuel lasts can be measured by how many times an inserter can swing back and forth. A burner inserter fueled with a single piece of coal can swing 57 times, transporting 57 items at a [[inserter capacity bonus (research)|inserter stack size]] of 1, while a piece of wood lasts 28 swings, and solid fuel lasts 178 swings. From these experimental results it can be concluded that 1 MJ of fuel lasts between 14 and 14.25 swings, which is close to the actual number of 70 kJ / 1 swing. Note that higher stack capacity increases the efficiency on the inserters, as a single swing consumes the same amount of fuel regardless of level.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.16|&lt;br /&gt;
* Improved burner inserter&#039;s fuel searching logic; it will now search both transport belt lines for fuel}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
*  Burner inserter now grabs fuel for itself even if the target doesn&#039;t need it}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from splitters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Burner inserters start with enough energy to pick up 1 item and fuel themselves.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from roboports and beacons.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimisation, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Waity5</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Water&amp;diff=188731</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Water&amp;diff=188731"/>
		<updated>2022-03-18T16:39:31Z</updated>

		<summary type="html">&lt;p&gt;Waity5: Fixed the specific heat capacity name and formula, and added to the pollution greening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Water}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water&#039;&#039;&#039; is a [[fluid system|liquid]] which can be infinitely extracted from water tiles using an [[offshore pump]]. Water also acts as an obstacle that cannot be traveled over. After being pumped out and distributed via [[pipe]]s, water can be used to generate [[electric system|electricity]] by converting it to [[steam]] via [[boiler]]s or [[heat exchanger]]s. The specific heat capacity of water is &amp;lt;code&amp;gt;200J / Δ°C / unit&amp;lt;/code&amp;gt;. It takes 200 joules to heat one unit of water by one degree Celsius.&lt;br /&gt;
&lt;br /&gt;
[[Raw fish]] are spawned in water tiles during world generation only, and do not reproduce naturally. Water tiles can be removed completely by placing [[landfill]] over them. [[Pollution]] will turn nearby water green, which is a visual-only effect. The effect can be turned off by disabling animated water in the graphics settings. The colour changes relative to the current amount of pollution around it, so decreasing pollution purifies the water.&lt;br /&gt;
&lt;br /&gt;
Shallow water can appear alongside (or in place of) normal water, which can be walked on, but buildings can&#039;t be built in it, and will reduce the speed of the [[player]] as well as [[car|wheeled]] [[tank|vehicles]]. The speed reduction does not effect [[enemies]] nor the [[spidertron]]. Shallow water appears as one of two shades of blue lighter than that of standard water, with the mildly lighter blue and moderately lighter blue reducing the player&#039;s walking speed by 30% or 20% respectively. Shallow water is not generated by the default [[map generator]] so in the base game it can only be found in the [[tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=260px heights=220px&amp;gt;&lt;br /&gt;
File:player_in_shallow_water.png|The [[player]] standing in shallow water.&lt;br /&gt;
File:polluted_water.png|Water becoming polluted.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Source: [https://www.factorio.com/blog/post/fff-358 Factorio Friday Facts #358]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* Added polluted water visual effect.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.0|&lt;br /&gt;
* Water is animated.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
* Water is generated as large lakes instead of swamps.&lt;br /&gt;
* Better controls in the map generator GUI for water, tiles and cliffs.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Landfill can be used to replace water with grass.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Water settings in [[map generator|map generation]] have more effect.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>Waity5</name></author>
	</entry>
</feed>