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	<updated>2026-04-23T09:54:49Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=208732</id>
		<title>Tutorial:Scrap recycling strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=208732"/>
		<updated>2025-01-04T23:49:45Z</updated>

		<summary type="html">&lt;p&gt;Zinic: /* Other necessary ingredients */ Fixed wrong item listed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike with most other resources, processing [[scrap]] yields a variety of items, which is the most reliable source of obtaining most resources on [[Fulgora]] (aside from importing goods from other planets via the [[space platform]]). So it is important to understand how to use [[scrap]] on [[Fulgora]] to build a factory capable of crafting [[Electromagnetic science pack]]s and launching them into space.&lt;br /&gt;
&lt;br /&gt;
= Recycling Fundamentals =&lt;br /&gt;
[[Scrap]] can be gathered from [[Fulgoran ruin]]s or by mining patches of scrap scattered throughout [[Fulgora]]. Scrap can be recycled by hand or with the [[Recycler]]. But before this can be done, the player will need to mine a [[Fulgoran vault ruin]] by hand to unlock the recycling recipe and the Recycler. Mining scrap with mining drills and recycling them with the Recycler is the most effective means of building a factory on Fulgora. The Recycler has an output; it can output its products directly onto a belt or into other entities, like the [[Active provider chest]] or even other Recyclers. Strategies for dealing with excess products is discussed later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== What is each recycled product used for? ==&lt;br /&gt;
Recycling scrap produces 12 different items, with [[Holmium ore]] and [[Low density structure]] being the most rare product, and [[Iron gear wheel]] being the most common. Of the 12 different items, three of them serve a singular purpose:&lt;br /&gt;
* [[Ice]] is melted into [[water]]&lt;br /&gt;
* [[Solid fuel]] is combined with [[light oil]] to make [[rocket fuel]].&lt;br /&gt;
* [[Holmium ore]] is combined with water and [[stone]] to make [[holmium solution]].&lt;br /&gt;
&lt;br /&gt;
Water has various uses but it should be relatively easy to move around with [[pipe]]s. Rocket Fuel is mainly used to craft [[Rocket part]]s, but it can be used as fuel for your trains on Fulgora or burnt to provide power. Light oil is needed to produce rocket fuel, which is cracked from [[heavy oil]] and water. Heavy oil is a limitless resource on Fulgora and it is pumped from the [[Oil ocean]] by using an [[offshore pump]].&lt;br /&gt;
&lt;br /&gt;
The remaining 9 items produced by scrap recycling are used as ingredients for other products, as crafting components for rocket parts, or further recycled into their respective ingredients; some items can only be obtained this way. While each item can be recycled, only the necessary recyclable items for building a factory capable of crafting science packs on Fulgora are mentioned below.&lt;br /&gt;
* [[Processing unit]]s are used as rocket parts, as ingredients for the Recycler and [[Electromagnetic plant]], and it can be recycled into [[electronic circuit]]s.&lt;br /&gt;
* [[Advanced circuit]]s can be recycled for [[electronic circuit]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Low density structure]]s are used as rocket parts and can be recycled for [[copper plate]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Concrete]] is mostly used to craft [[Refined concrete]], but it is also used to craft the Recycler. Concrete can be recycled into [[stone brick]]s. The only purpose of stone bricks is to craft the [[Lightning rod]].&lt;br /&gt;
* [[Battery|Batteries]] are used to craft [[Accumulator]]s and [[Supercapacitor]]s. It can be recycled down to copper plates and [[iron plate]]s.&lt;br /&gt;
* [[Copper cable]] can be recycled for [[copper plate]]s.&lt;br /&gt;
* [[Iron gear wheel]]s can be recycled for [[iron plate]]s.&lt;br /&gt;
* [[Steel]] is mostly used to craft [[Refined concrete]], but it is also used to craft the Recycler and Electromagnetic plant.&lt;br /&gt;
* [[Stone]] is used to craft [[holmium solution]] and [[Electrolyte]].&lt;br /&gt;
&lt;br /&gt;
=== Other necessary ingredients ===&lt;br /&gt;
Electronic circuits, plastic bars, copper plates, iron plates, and stone bricks are are only obtained by recycling a recycled scrap.&lt;br /&gt;
* [[Electronic circuit]]s are most easily obtained from processing units, but obtaining them from advance circuits is also a viable way since advance circuits are slightly more common and don&#039;t serve any purpose other than to being recycled. Electronic circuits are mainly used for crafting [[Supercapacitor]]s.&lt;br /&gt;
* [[Plastic bar]]s are most easily obtained from low density structures, but advance circuits is also a good source for the same reasons listed in the above point. Plastic bars are mainly used to craft [[Superconductor]]s.&lt;br /&gt;
* [[Copper plate]]s are most easily obtained from low density structures, but being one of the most rare scrap product, it may be better to recycle any of the three circuits down to copper plates (with electronic circuits having the best yields), or by recycling batteries or copper cable.&lt;br /&gt;
* [[Iron plate]]s are best obtained from recycling iron gear wheels simply because iron gear wheels are so abundant.&lt;br /&gt;
* [[Stone brick]]s are only obtained from concrete and only are needed for crafting lightning rods.&lt;br /&gt;
&lt;br /&gt;
With these items, the player has everything needed to craft all the necessary intermediate products in order to craft Fulgora&#039;s science pack and launch it into space!&lt;br /&gt;
&lt;br /&gt;
= Getting rid of excess ingredients =&lt;br /&gt;
Scrap recycling will never yield the exact distribution of items that players might need. With scrap recycling, this is a problem; unlike on Nauvis, where having enough iron will simply pause iron production and nothing else, to pause production of one scrap recycling product is to pause scrap recycling altogether. In other words, if not every item produced by scrap recycling is consumed, then the belts will backup, and scrap recycling is stopped from producing any items at all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not always possible to use every item that scrap recycling produces. Some items have a limited set of applications that are not always relevant. Other times, you will need more of one item than another, causing an imbalance in what items are consumed.&lt;br /&gt;
&lt;br /&gt;
When an item has no other uses, it may therefore be necessary to destroy it outright. There is a way to do this: When trying to recycle an item that has no recyclable recipe, a Recycler will output the item itself with a 25% probability, leaving a 75% probability of destroying it. By looping the output of such a Recycler back into itself, it is possible to completely destroy these items.&lt;br /&gt;
&lt;br /&gt;
Be warned that scrap, while bountiful on some islands, is still a finite resource that can run out if wasted carelessly. And if all items produced by recycling have drains that simply destroy the items, it is possible to consume scrap even when the factory does not need it.&lt;br /&gt;
&lt;br /&gt;
== Efficiently trashing excess ==&lt;br /&gt;
&lt;br /&gt;
Some items produced directly or indirectly from scrap recycling have long crafting times. Especially bad is steel, which in an unmoduled recycler takes 2 seconds to recycle one steel, or 2.66 seconds in total considering the 25% chance of not destroying it.&lt;br /&gt;
&lt;br /&gt;
Some of these slow-to-recycle products can be crafted into other items at higher rates than they can be recycled. Steel can be turned into steel chests at 20 steel per second inside an unmoduled normal yellow assembler. This can then in-turn be recycled back down to steel even more quickly due to the 16x recycling speedup. Considering the recycling yield, a yellow assembler without modules can handle 15 steel per second, and a recycler 96, compared to a recycler for steel which handles 0.375 steel per second.&lt;br /&gt;
&lt;br /&gt;
Some such shortcuts are (speed comparison assuming one assembler and recycler at crafting speeds 1.25 and 0.5):&lt;br /&gt;
* [[Steel plate|Steel]] to [[steel chest]] (40x speedup)&lt;br /&gt;
* [[Iron plate|Iron]] to [[iron chest]] (8x speedup)&lt;br /&gt;
* [[Concrete]] to [[hazard concrete]] (6.25x speedup)&lt;br /&gt;
* [[Stone]] to [[landfill]] (10.42x speedup), note that landfill is unrecyclable so needs to be looped back into the recycler not the assembler&lt;br /&gt;
* [[Stone brick|Bricks]] to [[wall]]s (5x speedup)&lt;br /&gt;
&lt;br /&gt;
[[Copper plate|Copper]] to [[copper cable]] is the same speed as direct recycling. Mixing in copper with steel at 2:1 to make [[heat pipe]]s is a 10x speedup, as long as enough steel is trashed together with the copper.&lt;br /&gt;
&lt;br /&gt;
== Low-priority production ==&lt;br /&gt;
As an alternative to outright destroying the excess items, it may be possible to turn them into something that might be useful later, so that the items are not completely wasted. For example, instead of recycling all excess steel, the player could instead craft steel chests for additional storage, or [[Substation]]s to expand the electric grid at a later point. The point is not to make something that the player will need right away, as that is the job of the main production lines. Rather, it is to be seen as a bonus that players might want but do not need.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even these products will eventually fill up all storage and cause backups in the production line, meaning that destroying items might still become necessary in the long term.&lt;br /&gt;
&lt;br /&gt;
Inserting [[quality module]]s into Recyclers is another way to manage excess ingredients while also obtaining higher quality items without simply recycling items to destruction. Producing higher quality items can consume a lot of ingredients and are often nice to have without being outright necessary.&lt;br /&gt;
&lt;br /&gt;
= Other tips and tricks =&lt;br /&gt;
&lt;br /&gt;
== Recycling with quality modules ==&lt;br /&gt;
The recycler does not accept [[productivity module]]s. This is to prevent a net positive of items from being created when crafting and recycling items in a loop. However, this rejection of productivity modules in Recyclers also applies to scrap recycling, even though there is no way to re-craft scrap from the results of recycling. In exchange, the game offers infinite research for increasing the productivity of scrap recycling, specifically. This all means that players are free to use a different kind of module, such as quality modules, without worrying about the loss of productivity.&lt;br /&gt;
&lt;br /&gt;
Players may chose to place quality modules in their scrap Recyclers and sort the items by quality, sending [[File:Quality normal.png|15px|link=]]normal items to the main factory and using higher-quality items for a head start in quality manufacturing.&lt;br /&gt;
&lt;br /&gt;
However, players should keep in mind that, much like productivity, quality modules benefit from long production chains, as it increases the number of chances for item quality to be increased. Even after sorting away all [[File:Quality normal.png|15px|link=]]normal items, only 10% of the remaining items will be [[File:Quality rare.png|15px|link=]]rare or higher, as the probability of skipping a quality tier will always be 10% regardless of modules.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that [[File:Quality uncommon.png|15px|link=]]uncommon or higher [[holmium ore]] is not actually better than [[File:Quality normal.png|15px|link=]]normal holmium ore, because its sole use is to be used as an ingredient for [[holmium solution]], which is a fluid and therefore erases the quality of the holmium ore.&lt;/div&gt;</summary>
		<author><name>Zinic</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_ocean&amp;diff=208729</id>
		<title>Oil ocean</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_ocean&amp;diff=208729"/>
		<updated>2025-01-04T19:12:30Z</updated>

		<summary type="html">&lt;p&gt;Zinic: Added screenshot of the ocean tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Oil Oceans Split.png|thumb|alt=Oil ocean tiles and Deep oil ocean tiles split in the middle|Oil ocean tiles and Deep oil ocean tiles split in the middle|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oil oceans&#039;&#039;&#039; separate the islands of [[Fulgora]]. The seas slow down the player and most vehicles, but they can traverse them regardless. However, almost no entities can be built on oil oceans. The exceptions to this are [[Rail support]]s, [[Rail ramp]]s, and [[Foundation]] (which allows you to build anything over the oil oceans). Deep parts, the dark colors, of the oil ocean cannot have rail supports or ramps placed on them until [[Rail support foundations (research)|Rail support foundations]] is researched. This technology requires [[Metallurgic science pack]]s from Vulcanus.&lt;br /&gt;
&lt;br /&gt;
By placing an [[offshore pump]] on the edge of an island, [[heavy oil]] is infinitely extracted from the oil oceans, much like [[water]] is from lakes on [[Nauvis]]. Other oil products can be produced via [[cracking]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zinic</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Oil_Oceans_Split.png&amp;diff=208728</id>
		<title>File:Oil Oceans Split.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Oil_Oceans_Split.png&amp;diff=208728"/>
		<updated>2025-01-04T19:07:31Z</updated>

		<summary type="html">&lt;p&gt;Zinic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oil ocean tiles next to Deep oil ocean tiles&lt;/div&gt;</summary>
		<author><name>Zinic</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=208727</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=208727"/>
		<updated>2025-01-04T18:41:33Z</updated>

		<summary type="html">&lt;p&gt;Zinic: /* Terrain */ link to oil ocean page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[file:fulgora_preview.png|210px|right]]&#039;&#039;&#039;Fulgora&#039;&#039;&#039; is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings.&lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Fulgora (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
The following items are unlocked on Fulgora and can only be crafted on-planet:&lt;br /&gt;
* {{imagelink|Electromagnetic science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Electromagnetic plant|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning collector|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning rod|space-age=yes}}&lt;br /&gt;
* {{imagelink|Recycler|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Fulgora but can be crafted elsewhere:&lt;br /&gt;
* {{imagelink|Mech armor|space-age=yes}}&lt;br /&gt;
* {{imagelink|Personal battery MK3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Energy shield MK2}}&lt;br /&gt;
* {{imagelink|Personal roboport MK2}}&lt;br /&gt;
* {{imagelink|Quality module 3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Tesla turret|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fulgora Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 3 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 99&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 800&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
Fulgora is split between two distinct biomes. &lt;br /&gt;
* &#039;&#039;&#039;Plateaus&#039;&#039;&#039; are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to [[fulgoran ruin|alien ruins]], which have [[fulgoran lightning attractor]]s, which can protect your buildings until unlocking your own [[lightning rod]]s. Other plateaus hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oilsands&#039;&#039;&#039; are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s. You can walk through them, but occasional oilpatches will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oilsands to produce an unlimited amount of [[heavy oil]]. &amp;lt;!-- Are they oilsands or oillands? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Fulgoran terrain is mainly composed of [[Oil ocean|oillands]], on which nothing except for [[rail support]]s can be built. Traversal by foot across the oillands is possible, but slow. The oillands are further divided into deep and shallow areas, with deep areas slowing down player movement even further and not even allowing for rail supports to be built until [[rail support foundations (research)]] is researched.&lt;br /&gt;
&lt;br /&gt;
However, the oillands are also scattered with islands of various sizes, on which normal construction is possible. At first, these are the only place on Fulgora where factories can be built, as [[foundation]] for building on top of the oillands requires research that can not be performed until much later.&lt;br /&gt;
&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands with high amounts of resources, but with little room to build on&lt;br /&gt;
* Medium islands with lower amounts of resources, and with sufficient room for a small factory&lt;br /&gt;
* Large islands with no resources, but with enough room to build the main part of a medium-sized factory&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island that does have local resources. However, most islands are detached, meaning that transport between islands will have to occur by train. In many cases, the distance between two islands is also too vast for [[roboport]]s or [[big electric pole]]s to reach, thus requiring local [[logistic network|logistic]] and [[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]].&lt;br /&gt;
&lt;br /&gt;
Islands are also scattered with [[fulgorite]], [[fulgoran lightning attractor]]s, [[fulgoran ruin]]s and [[fulgoran vault ruin]]s, allowing players without the [[recycler]] to get access to basic resources.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
During [[time|nighttime]], dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. Lightning will strike each [[chunk]] once, every 10 seconds or so ( lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks) )&lt;br /&gt;
&lt;br /&gt;
If a lightning strike is set to occur near a [[lightning rod]], [[lightning collector]], or [[fulgoran lightning attractor]], then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities.&lt;br /&gt;
&lt;br /&gt;
Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority Value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran vault ruin]] || 95&lt;br /&gt;
|-&lt;br /&gt;
| [[Colossal Fulgoran ruin]] || 94&lt;br /&gt;
|-&lt;br /&gt;
| [[Huge Fulgoran ruin]] || 93&lt;br /&gt;
|-&lt;br /&gt;
| [[Big Fulgoran ruin]] || 92&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Fulgoran ruin]] || 91&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes &amp;amp; Pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric Poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric Routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and Assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports &amp;amp; Bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}}&amp;lt;br&amp;gt;{{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal Chests (Notably &#039;&#039;&#039;not&#039;&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed Cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal Furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion Power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars &amp;amp; Tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some Modded Situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning Immune Entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail Pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail Signals (Notably not [[Train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and Mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees &amp;amp; entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lightning rods and collectors ===&lt;br /&gt;
&lt;br /&gt;
[[Lightning rod]]s and [[lightning collector]]s serve a secondary function beyond protecting an area from lightning strikes. They convert lightning into stored power, which [[Power production#Lightning power|they quickly discharge]] into the local [[electric system]]. With enough [[accumulator]]s to last during daytime or between lightning strikes, this can serve as the factory&#039;s main power source.&lt;br /&gt;
&lt;br /&gt;
With this, lightning on Fulgora become both a curse and a blessing: Players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak [[solar panel|solar output]] on Fulgora&#039;s surface and the difficulty of setting up a global electric network on Fulgora before [[foundation]] becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
Aside from numerous items that can be collected by mining ancient ruins, only two &amp;quot;natural&amp;quot; resources occur on Fulgora, those being [[heavy oil]] and [[scrap]].&lt;br /&gt;
&lt;br /&gt;
Heavy oil can be obtained in infinite and non-diminishing amounts by placing an [[offshore pump]] on the shore of an island, allowing it to collect heavy oil directly from the oillands.&lt;br /&gt;
&lt;br /&gt;
Scrap is found in deposits on small and medium sized islands, as if it were an ore. However, in stark contrast to most other natural resources, scrap is not directly processed into a single basic resource like [[iron plate|iron]] or [[copper plate]]s using traditional production methods. Rather, it is [[recycler|recycled]] to produce a variety of items: &amp;lt;!-- Following list could probably be replaced by a table with probabilities. --&amp;gt;&lt;br /&gt;
* [[Ice]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Holmium ore]]&lt;br /&gt;
* [[Concrete]]&lt;br /&gt;
* [[Solid fuel]]&lt;br /&gt;
* [[Steel plate]]&lt;br /&gt;
* [[Copper cable]]&lt;br /&gt;
* [[Iron gear wheel]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Advanced circuit]]&lt;br /&gt;
* [[Processing unit]]&lt;br /&gt;
* [[Low density structure]]&lt;br /&gt;
&lt;br /&gt;
Since this list includes intermediate products, such as [[processing unit]]s, but no iron or copper plates, players are often forced to further recycle many of these items in order to obtain their ingredients. Players are thus left with the decision of what items to recycle, all while having to avoid cluttering their belts with unused resources. &amp;lt;!-- If we were to discuss strategies, I (tecanec) feel like it should belong on its own page - which I most certainly won&#039;t object to writing! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained from [[Ice]] (from recycling [[Scrap]]) via [[Ice melting]]&lt;br /&gt;
* [[Stone]] can be obtained by recycling [[Scrap]]&lt;br /&gt;
* [[Iron ore]] can be obtained by recycling [[Concrete]]&lt;br /&gt;
* [[Iron plate]] can be obtained by recycling [[Iron gear wheel]], [[Battery]], or [[Electronic circuit]]&lt;br /&gt;
* [[Copper plate]] can be obtained by recycling [[Copper cable]], [[Battery]], or [[Low density structure]]&lt;br /&gt;
* [[Coal]] cannot be obtained and must be shipped in from other planets. However:&lt;br /&gt;
** [[Plastic bar]] can be obtained by recycling [[Advanced circuit]] or [[Low density structure]]&lt;br /&gt;
** There are no [[enemies]] on-planet, so [[Explosive]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[Heavy oil]] is readily available using [[offshore pump]]s&lt;br /&gt;
* [[Copper ore]] is not available as the only recipe it is used in is copper plates and smelting processes cannot be reversed&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Fulgora]] is connected to 3 other planets: [[Nauvis]], [[Gleba]], and [[Aquilo]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]|| 30,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Nauvis to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Gleba to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from Fulgora to Aquilo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Big&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 120%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk || .25&lt;br /&gt;
|-&lt;br /&gt;
| Medium || .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
fulgora_landscape.png|Example landscape of Fulgora.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The planet&#039;s ruins suggest that an unknown civilization once existed there before the game&#039;s events.&lt;br /&gt;
* In mythology, Fulgora is the Roman personification of lightning, and a shieldmaiden to the god of thunder, Jupiter.&lt;br /&gt;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Zinic</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=208725</id>
		<title>Fulgora</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fulgora&amp;diff=208725"/>
		<updated>2025-01-04T18:27:58Z</updated>

		<summary type="html">&lt;p&gt;Zinic: /* See also */  Added link to scrap recycling strategies page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[file:fulgora_preview.png|210px|right]]&#039;&#039;&#039;Fulgora&#039;&#039;&#039; is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands. During the night, the planet is ravaged by lightning storms, damaging buildings.&lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Fulgora (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
The following items are unlocked on Fulgora and can only be crafted on-planet:&lt;br /&gt;
* {{imagelink|Electromagnetic science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Electromagnetic plant|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning collector|space-age=yes}}&lt;br /&gt;
* {{imagelink|Lightning rod|space-age=yes}}&lt;br /&gt;
* {{imagelink|Recycler|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Fulgora but can be crafted elsewhere:&lt;br /&gt;
* {{imagelink|Mech armor|space-age=yes}}&lt;br /&gt;
* {{imagelink|Personal battery MK3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Energy shield MK2}}&lt;br /&gt;
* {{imagelink|Personal roboport MK2}}&lt;br /&gt;
* {{imagelink|Quality module 3|space-age=yes}}&lt;br /&gt;
* {{imagelink|Tesla turret|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fulgora Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 3 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 99&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 800&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
Fulgora is split between two distinct biomes. &lt;br /&gt;
* &#039;&#039;&#039;Plateaus&#039;&#039;&#039; are islands dotted around the landscape. They are the only biome where factories can be built. Some plateaus are home to [[fulgoran ruin|alien ruins]], which have [[fulgoran lightning attractor]]s, which can protect your buildings until unlocking your own [[lightning rod]]s. Other plateaus hold [[scrap]], Fulgora&#039;s sole resource.&lt;br /&gt;
* &#039;&#039;&#039;Oilsands&#039;&#039;&#039; are the lowlands between the plateaus. No buildings can be built in them except for [[rail support]]s. You can walk through them, but occasional oilpatches will slow you to a crawl. An [[offshore pump]] can be placed on the edge of oilsands to produce an unlimited amount of [[heavy oil]]. &amp;lt;!-- Are they oilsands or oillands? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Fulgoran terrain is mainly composed of oillands, on which nothing except for [[rail support]]s can be built. Traversal by foot across the oillands is possible, but slow. The oillands are further divided into deep and shallow areas, with deep areas slowing down player movement even further and not even allowing for rail supports to be built until [[rail support foundations (research)]] is researched.&lt;br /&gt;
&lt;br /&gt;
However, the oillands are also scattered with islands of various sizes, on which normal construction is possible. At first, these are the only place on Fulgora where factories can be built, as [[foundation]] for building on top of the oillands requires research that can not be performed until much later.&lt;br /&gt;
&lt;br /&gt;
The islands come in three size classes:&lt;br /&gt;
* Small islands with high amounts of resources, but with little room to build on&lt;br /&gt;
* Medium islands with lower amounts of resources, and with sufficient room for a small factory&lt;br /&gt;
* Large islands with no resources, but with enough room to build the main part of a medium-sized factory&lt;br /&gt;
&lt;br /&gt;
It is possible for two or more islands to overlap, potentially creating an even larger island that does have local resources. However, most islands are detached, meaning that transport between islands will have to occur by train. In many cases, the distance between two islands is also too vast for [[roboport]]s or [[big electric pole]]s to reach, thus requiring local [[logistic network|logistic]] and [[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]].&lt;br /&gt;
&lt;br /&gt;
Islands are also scattered with [[fulgorite]], [[fulgoran lightning attractor]]s, [[fulgoran ruin]]s and [[fulgoran vault ruin]]s, allowing players without the [[recycler]] to get access to basic resources.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Lightning ===&lt;br /&gt;
During [[time|nighttime]], dense thunderstorms occur on Fulgora, with frequent lightning strikes occurring across the surface. Lightning will strike each [[chunk]] once, every 10 seconds or so ( lightnings_per_chunk_per_tick = 1 / (60 * 10), --cca once per chunk every 10 seconds (600 ticks) )&lt;br /&gt;
&lt;br /&gt;
If a lightning strike is set to occur near a [[lightning rod]], [[lightning collector]], or [[fulgoran lightning attractor]], then the lightning will always hit said entity, rendering the lightning harmless. However, if such an entity can not be found, the lightning will strike where it occurs, causing damage to nearby entities.&lt;br /&gt;
&lt;br /&gt;
Lightning will prefer striking the entity with the highest priority, choosing randomly between entities tied for highest priority.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority above 1&lt;br /&gt;
|-&lt;br /&gt;
! Entity !! Priority Value&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning collector}} || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lightning rod}} || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran lightning attractor]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgoran vault ruin]] || 95&lt;br /&gt;
|-&lt;br /&gt;
| [[Colossal Fulgoran ruin]] || 94&lt;br /&gt;
|-&lt;br /&gt;
| [[Huge Fulgoran ruin]] || 93&lt;br /&gt;
|-&lt;br /&gt;
| [[Big Fulgoran ruin]] || 92&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Fulgoran ruin]] || 91&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning priority 1&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| Anything with the &amp;quot;Metal&amp;quot; impact soundset/category?&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pipe}} {{imagelink|Pipe to ground}} {{imagelink|Pump}} {{imagelink|Offshore pump}} || Pipes &amp;amp; Pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Small electric pole}} {{imagelink|Medium electric pole}} {{imagelink|Big electric pole}} {{imagelink|Substation}} || Electric Poles&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} {{imagelink|Accumulator}} || Electric Routing&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Recycler}} {{imagelink|Assembling machine 1}} {{imagelink|Assembling machine 2}} {{imagelink|Assembling machine 3}} || Recyclers and Assemblers&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Beacon}} || Beacons&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Radar}} || Radars&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} {{imagelink|Logistic robot}} {{imagelink|Construction robot}} || Roboports &amp;amp; Bots&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner inserter}} {{imagelink|Inserter}} {{imagelink|Long handed inserter}} {{imagelink|Fast inserter}} || Inserters (but not [[bulk inserter|bulk]]/[[stack inserter]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron chest}} {{imagelink|Steel chest}} {{imagelink|Storage chest}} {{imagelink|Passive provider chest}}&amp;lt;br&amp;gt;{{imagelink|Active provider chest}} {{imagelink|Requester chest}} {{imagelink|Buffer chest}} || Metal Chests (Notably &#039;&#039;&#039;not&#039;&#039;&#039; [[wooden chest]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cargo pod}} || Landed Cargo pods&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel furnace}} {{imagelink|Electric furnace}} || Metal Furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Heat exchanger}} {{imagelink|Heat pipe}} || Heat exchangers and pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} {{imagelink|Fusion reactor}} || Fusion Power&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Car}} {{imagelink|Tank}} || Cars &amp;amp; Tanks&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stops&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html Electric energy interface] {{imagelink|Asteroid collector}} {{imagelink|Thruster}} || Some Modded Situations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lightning Immune Entities&lt;br /&gt;
! Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [https://lua-api.factorio.com/latest/prototypes/LegacyStraightRailPrototype.html Legacy rail] {{imagelink|Rail}} {{imagelink|Rail ramp|Rail ramp|Rail ramps and elevated rails}} {{imagelink|Rail support}} || Rail Pieces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} {{imagelink|Rail chain signal}} || Rail Signals (Notably not [[Train stop]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Locomotive}} {{imagelink|Artillery wagon}} {{imagelink|Cargo wagon}} {{imagelink|Fluid wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wall}} {{imagelink|Land mine}} || Walls and Mines&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tree}} {{imagelink|Rock}} {{imagelink|Fulgorite}} || Trees &amp;amp; entities that count as a rock for [[Deconstruction planner|filtered destruction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lightning rods and collectors ===&lt;br /&gt;
&lt;br /&gt;
[[Lightning rod]]s and [[lightning collector]]s serve a secondary function beyond protecting an area from lightning strikes. They convert lightning into stored power, which [[Power production#Lightning power|they quickly discharge]] into the local [[electric system]]. With enough [[accumulator]]s to last during daytime or between lightning strikes, this can serve as the factory&#039;s main power source.&lt;br /&gt;
&lt;br /&gt;
With this, lightning on Fulgora become both a curse and a blessing: Players must keep their factory covered by lightning rods or collectors to avoid damage, and nighttime exploration becomes dangerous and risky. However, to an established base, lightning become a convenient source of electric energy, which is especially important given the weak [[solar panel|solar output]] on Fulgora&#039;s surface and the difficulty of setting up a global electric network on Fulgora before [[foundation]] becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
Aside from numerous items that can be collected by mining ancient ruins, only two &amp;quot;natural&amp;quot; resources occur on Fulgora, those being [[heavy oil]] and [[scrap]].&lt;br /&gt;
&lt;br /&gt;
Heavy oil can be obtained in infinite and non-diminishing amounts by placing an [[offshore pump]] on the shore of an island, allowing it to collect heavy oil directly from the oillands.&lt;br /&gt;
&lt;br /&gt;
Scrap is found in deposits on small and medium sized islands, as if it were an ore. However, in stark contrast to most other natural resources, scrap is not directly processed into a single basic resource like [[iron plate|iron]] or [[copper plate]]s using traditional production methods. Rather, it is [[recycler|recycled]] to produce a variety of items: &amp;lt;!-- Following list could probably be replaced by a table with probabilities. --&amp;gt;&lt;br /&gt;
* [[Ice]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Holmium ore]]&lt;br /&gt;
* [[Concrete]]&lt;br /&gt;
* [[Solid fuel]]&lt;br /&gt;
* [[Steel plate]]&lt;br /&gt;
* [[Copper cable]]&lt;br /&gt;
* [[Iron gear wheel]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Advanced circuit]]&lt;br /&gt;
* [[Processing unit]]&lt;br /&gt;
* [[Low density structure]]&lt;br /&gt;
&lt;br /&gt;
Since this list includes intermediate products, such as [[processing unit]]s, but no iron or copper plates, players are often forced to further recycle many of these items in order to obtain their ingredients. Players are thus left with the decision of what items to recycle, all while having to avoid cluttering their belts with unused resources. &amp;lt;!-- If we were to discuss strategies, I (tecanec) feel like it should belong on its own page - which I most certainly won&#039;t object to writing! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained from [[Ice]] (from recycling [[Scrap]]) via [[Ice melting]]&lt;br /&gt;
* [[Stone]] can be obtained by recycling [[Scrap]]&lt;br /&gt;
* [[Iron ore]] can be obtained by recycling [[Concrete]]&lt;br /&gt;
* [[Iron plate]] can be obtained by recycling [[Iron gear wheel]], [[Battery]], or [[Electronic circuit]]&lt;br /&gt;
* [[Copper plate]] can be obtained by recycling [[Copper cable]], [[Battery]], or [[Low density structure]]&lt;br /&gt;
* [[Coal]] cannot be obtained and must be shipped in from other planets. However:&lt;br /&gt;
** [[Plastic bar]] can be obtained by recycling [[Advanced circuit]] or [[Low density structure]]&lt;br /&gt;
** There are no [[enemies]] on-planet, so [[Explosive]]-based ammunition or [[grenade]]s are not needed&lt;br /&gt;
* [[Crude oil]] is not available, but [[Heavy oil]] is readily available using [[offshore pump]]s&lt;br /&gt;
* [[Copper ore]] is not available as the only recipe it is used in is copper plates and smelting processes cannot be reversed&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Fulgora]] is connected to 3 other planets: [[Nauvis]], [[Gleba]], and [[Aquilo]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]|| 30,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Nauvis to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from Gleba to Fulgora&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from Fulgora to Aquilo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Big&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 120%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk || .25&lt;br /&gt;
|-&lt;br /&gt;
| Medium || .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
fulgora_landscape.png|Example landscape of Fulgora.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The planet&#039;s ruins suggest that an unknown civilization once existed there before the game&#039;s events.&lt;br /&gt;
* In mythology, Fulgora is the Roman personification of lightning, and a shieldmaiden to the god of thunder, Jupiter.&lt;br /&gt;
* The planet is based on real-world [[:Wikipedia:Desert planet|desert planets]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Zinic</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio:About&amp;diff=208723</id>
		<title>Factorio:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:About&amp;diff=208723"/>
		<updated>2025-01-04T18:18:22Z</updated>

		<summary type="html">&lt;p&gt;Zinic: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;!-- From the official pressKit description --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;Factorio&#039;&#039;&#039; is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies.&lt;br /&gt;
&lt;br /&gt;
In the beginning you will find yourself chopping trees, mining ore and crafting mechanical arms and transport belts by hand, but in a short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet&#039;s resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.&lt;br /&gt;
&lt;br /&gt;
Join forces with other players in cooperative [[Multiplayer]], create huge factories, collaborate and delegate tasks between you and your friends.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&#039;&#039;&#039;[[Factorio:About|... read more ...]]&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
Add mods to increase your enjoyment, from small tweaks and helper mods to complete game overhauls, Factorio&#039;s ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don&#039;t find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Roadmap ==&lt;br /&gt;
The [[Roadmap]] is a description of the future goals for Factorio&#039;s development. One may consult it to discover what the developers of Factorio have in store for the game.&lt;br /&gt;
&lt;br /&gt;
Look at [http://www.factorio.com/blog The official blog]; Factorio Friday Facts (FFFs) have become a weekly feature and provide good information about the near future of the game.&lt;br /&gt;
&lt;br /&gt;
== Stats  ==&lt;br /&gt;
* Definition: Factorio is a sci-fi sandbox game.&lt;br /&gt;
* First public release date: Mid 2012.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* October 21, 2024: Factorio 2.0 is released alongside the [[Space Age]]{{SA}} expansion pack.&lt;br /&gt;
* August 25, 2023: [https://factorio.com/blog/post/fff-373 The expansion pack is announced].&lt;br /&gt;
** Weekly Factorio Friday Facts (FFFs) is resumed until [https://factorio.com/blog/post/fff-438 FFF-438], stopping on November 22, 2024.&lt;br /&gt;
* April 1, 2014: [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3026 Interview of Michal Kovarik in CanardPC]&lt;br /&gt;
* July 29, 2013: [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1120 Developer Interview]&lt;br /&gt;
** English video: http://www.youtube.com/watch?v=LuatfFHT9L0&lt;br /&gt;
**German video: http://www.youtube.com/watch?v=lywJUWYM3Yw&lt;br /&gt;
* February 5, 2013: [http://steamcommunity.com/sharedfiles/filedetails/?id=125195010 Steam greenlight campaign]&lt;br /&gt;
** Released on steam Early access on 25 Febuary 2016. Developers aim for a full release (ie. 1.0) in summer 2018.&lt;br /&gt;
**August 14, 2020: Version 1.0 released.&lt;br /&gt;
&lt;br /&gt;
=== What is the game inspired by? ===&lt;br /&gt;
* [[wikipedia:Dwarf Fortress|Dwarf Fortress]]&lt;br /&gt;
* [[wikipedia:Transport Tycoon|Transport Tycoon]]-like games, especially [[wikipedia:OpenTTD|OpenTTD]]&lt;br /&gt;
* [[wikipedia:Minecraft|Minecraft]] (especially the [https://www.curseforge.com/minecraft/mc-mods/buildcraft BuildCraft mod])&lt;br /&gt;
* [[wikipedia:Civilization (series)|Civilization series]]&lt;br /&gt;
* [[wikipedia:SpaceChem|SpaceChem]]&lt;br /&gt;
* [[wikipedia:Creeper_World#Creeper_World_3:_Arc_Eternal|Creeper World 3]]&lt;br /&gt;
* [[wikipedia:Terraria|Terraria]]&lt;br /&gt;
* [[wikipedia:Starbound|Starbound]]&lt;br /&gt;
* [http://grobots.sourceforge.net/ Grobots]&lt;br /&gt;
* [[wikipedia:RimWorld|RimWorld]]&lt;br /&gt;
* [[wikipedia:DayZ (video game)|DayZ]]&lt;br /&gt;
* [[wikipedia:FTL: Faster Than Light|FTL: Faster Than Light]]&lt;br /&gt;
* [http://unclaimedworld-game.com/ Unclaimed World]&lt;br /&gt;
* [https://www.coolmathgames.com/0-into-space Into Space] (shortly mentioned that the game will include elements from there)&lt;br /&gt;
* [https://yogscast.fandom.com/wiki/Dig-N-Rig Dig-N-Rig]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.indiegogo.com/projects/factorio Indiegogo-Campaign] &lt;br /&gt;
Raised €21,626, started 31 January 2013, finished on 3 March 2013.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=122388.0 Dwarf Fortress forum]&lt;br /&gt;
* [[wikipedia:Factorio|Wikipedia page for Factorio]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Zinic</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio:About&amp;diff=208722</id>
		<title>Factorio:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:About&amp;diff=208722"/>
		<updated>2025-01-04T18:06:31Z</updated>

		<summary type="html">&lt;p&gt;Zinic: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;!-- From the official pressKit description --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;Factorio&#039;&#039;&#039; is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies.&lt;br /&gt;
&lt;br /&gt;
In the beginning you will find yourself chopping trees, mining ore and crafting mechanical arms and transport belts by hand, but in a short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet&#039;s resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.&lt;br /&gt;
&lt;br /&gt;
Join forces with other players in cooperative [[Multiplayer]], create huge factories, collaborate and delegate tasks between you and your friends.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&#039;&#039;&#039;[[Factorio:About|... read more ...]]&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
Add mods to increase your enjoyment, from small tweaks and helper mods to complete game overhauls, Factorio&#039;s ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don&#039;t find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Roadmap ==&lt;br /&gt;
The [[Roadmap]] is a description of the future goals for Factorio&#039;s development. One may consult it to discover what the developers of Factorio have in store for the game.&lt;br /&gt;
&lt;br /&gt;
Look at [http://www.factorio.com/blog The official blog]; Factorio Friday Facts (FFFs) have become a weekly feature and provide good information about the near future of the game.&lt;br /&gt;
&lt;br /&gt;
== Stats  ==&lt;br /&gt;
* Definition: Factorio is a sci-fi sandbox game.&lt;br /&gt;
* First public release date: Mid 2012.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* October 21, 2024: Factorio 2.0 is released alongside the [[Space Age]]{{SA}} expansion pack.&lt;br /&gt;
* April 1, 2014: [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3026 Interview of Michal Kovarik in CanardPC]&lt;br /&gt;
* July 29, 2013: [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1120 Developer Interview]&lt;br /&gt;
** English video: http://www.youtube.com/watch?v=LuatfFHT9L0&lt;br /&gt;
**German video: http://www.youtube.com/watch?v=lywJUWYM3Yw&lt;br /&gt;
* February 5, 2013: [http://steamcommunity.com/sharedfiles/filedetails/?id=125195010 Steam greenlight campaign]&lt;br /&gt;
** Released on steam Early access on 25 Febuary 2016. Developers aim for a full release (ie. 1.0) in summer 2018.&lt;br /&gt;
**August 14, 2020: Version 1.0 released.&lt;br /&gt;
&lt;br /&gt;
=== What is the game inspired by? ===&lt;br /&gt;
* [[wikipedia:Dwarf Fortress|Dwarf Fortress]]&lt;br /&gt;
* [[wikipedia:Transport Tycoon|Transport Tycoon]]-like games, especially [[wikipedia:OpenTTD|OpenTTD]]&lt;br /&gt;
* [[wikipedia:Minecraft|Minecraft]] (especially the [https://www.curseforge.com/minecraft/mc-mods/buildcraft BuildCraft mod])&lt;br /&gt;
* [[wikipedia:Civilization (series)|Civilization series]]&lt;br /&gt;
* [[wikipedia:SpaceChem|SpaceChem]]&lt;br /&gt;
* [[wikipedia:Creeper_World#Creeper_World_3:_Arc_Eternal|Creeper World 3]]&lt;br /&gt;
* [[wikipedia:Terraria|Terraria]]&lt;br /&gt;
* [[wikipedia:Starbound|Starbound]]&lt;br /&gt;
* [http://grobots.sourceforge.net/ Grobots]&lt;br /&gt;
* [[wikipedia:RimWorld|RimWorld]]&lt;br /&gt;
* [[wikipedia:DayZ (video game)|DayZ]]&lt;br /&gt;
* [[wikipedia:FTL: Faster Than Light|FTL: Faster Than Light]]&lt;br /&gt;
* [http://unclaimedworld-game.com/ Unclaimed World]&lt;br /&gt;
* [https://www.coolmathgames.com/0-into-space Into Space] (shortly mentioned that the game will include elements from there)&lt;br /&gt;
* [https://yogscast.fandom.com/wiki/Dig-N-Rig Dig-N-Rig]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.indiegogo.com/projects/factorio Indiegogo-Campaign] &lt;br /&gt;
Raised €21,626, started 31 January 2013, finished on 3 March 2013.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=122388.0 Dwarf Fortress forum]&lt;br /&gt;
* [[wikipedia:Factorio|Wikipedia page for Factorio]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Zinic</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Alfonse&amp;diff=208721</id>
		<title>User talk:Alfonse</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Alfonse&amp;diff=208721"/>
		<updated>2025-01-04T17:59:39Z</updated>

		<summary type="html">&lt;p&gt;Zinic: Created page with &amp;quot;Hi Alfonse, In your edit to stack inserters, instead of saying &amp;quot;inserters that insert from x&amp;quot;, does it make more sense to say &amp;quot;inserters that grab from x&amp;quot; instead?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi Alfonse,&lt;br /&gt;
In your edit to [[https://wiki.factorio.com/index.php?title=Stack_inserter&amp;amp;oldid=208686|stack inserters]], instead of saying &amp;quot;inserters that insert from x&amp;quot;, does it make more sense to say &amp;quot;inserters that grab from x&amp;quot; instead?&lt;/div&gt;</summary>
		<author><name>Zinic</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=208720</id>
		<title>Tutorial:Scrap recycling strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=208720"/>
		<updated>2025-01-04T17:41:09Z</updated>

		<summary type="html">&lt;p&gt;Zinic: Fixed error that stated stone bricks come from stone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike with most other resources, processing [[scrap]] yields a variety of items, which is the most reliable source of obtaining most resources on [[Fulgora]] (aside from importing goods from other planets via the [[space platform]]). So it is important to understand how to use [[scrap]] on [[Fulgora]] to build a factory capable of crafting [[Electromagnetic science pack]]s and launching them into space.&lt;br /&gt;
&lt;br /&gt;
= Recycling Fundamentals =&lt;br /&gt;
[[Scrap]] can be gathered from [[Fulgoran ruin]]s or by mining patches of scrap scattered throughout [[Fulgora]]. Scrap can be recycled by hand or with the [[Recycler]]. But before this can be done, the player will need to mine a [[Fulgoran vault ruin]] by hand to unlock the recycling recipe and the Recycler. Mining scrap with mining drills and recycling them with the Recycler is the most effective means of building a factory on Fulgora. The Recycler has an output; it can output its products directly onto a belt or into other entities, like the [[Active provider chest]] or even other Recyclers. Strategies for dealing with excess products is discussed later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== What is each recycled product used for? ==&lt;br /&gt;
Recycling scrap produces 12 different items, with [[Holmium ore]] and [[Low density structure]] being the most rare product, and [[Iron gear wheel]] being the most common. Of the 12 different items, three of them serve a singular purpose:&lt;br /&gt;
* [[Ice]] is melted into [[water]]&lt;br /&gt;
* [[Solid fuel]] is combined with [[light oil]] to make [[rocket fuel]].&lt;br /&gt;
* [[Holmium ore]] is combined with water and [[stone]] to make [[holmium solution]].&lt;br /&gt;
&lt;br /&gt;
Water has various uses but it should be relatively easy to move around with [[pipe]]s. Rocket Fuel is mainly used to craft [[Rocket part]]s, but it can be used as fuel for your trains on Fulgora or burnt to provide power. Light oil is needed to produce rocket fuel, which is cracked from [[heavy oil]] and water. Heavy oil is a limitless resource on Fulgora and it is pumped from the [[Oil ocean]] by using an [[offshore pump]].&lt;br /&gt;
&lt;br /&gt;
The remaining 9 items produced by scrap recycling are used as ingredients for other products, as crafting components for rocket parts, or further recycled into their respective ingredients; some items can only be obtained this way. While each item can be recycled, only the necessary recyclable items for building a factory capable of crafting science packs on Fulgora are mentioned below.&lt;br /&gt;
* [[Processing unit]]s are used as rocket parts, as ingredients for the Recycler and [[Electromagnetic plant]], and it can be recycled into [[electronic circuit]]s.&lt;br /&gt;
* [[Advanced circuit]]s can be recycled for [[electronic circuit]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Low density structure]]s are used as rocket parts and can be recycled for [[copper plate]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Concrete]] is mostly used to craft [[Refined concrete]], but it is also used to craft the Recycler. Concrete can be recycled into [[stone brick]]s. The only purpose of stone bricks is to craft the [[Lightning rod]].&lt;br /&gt;
* [[Battery|Batteries]] are used to craft [[Accumulator]]s and [[Supercapacitor]]s. It can be recycled down to copper plates and [[iron plate]]s.&lt;br /&gt;
* [[Copper cable]] can be recycled for [[copper plate]]s.&lt;br /&gt;
* [[Iron gear wheel]]s can be recycled for [[iron plate]]s.&lt;br /&gt;
* [[Steel]] is mostly used to craft [[Refined concrete]], but it is also used to craft the Recycler and Electromagnetic plant.&lt;br /&gt;
* [[Stone]] is used to craft [[holmium solution]] and [[Electrolyte]].&lt;br /&gt;
&lt;br /&gt;
=== Other necessary ingredients ===&lt;br /&gt;
Electronic circuits, plastic bars, copper plates, iron plates, and stone bricks are are only obtained by recycling a recycled scrap.&lt;br /&gt;
* [[Electronic circuit]]s are most easily obtained from processing units, but obtaining them from advance circuits is also a viable way since advance circuits are slightly more common and don&#039;t serve any purpose other than to being recycled. Electronic circuits are mainly used for crafting [[Supercapacitor]]s.&lt;br /&gt;
* [[Plastic bar]]s are most easily obtained from low density structures, but advance circuits is also a good source for the same reasons listed in the above point. Plastic bars are mainly used to craft [[Superconductor]]s.&lt;br /&gt;
* [[Copper plate]]s are most easily obtained from low density structures, but being one of the most rare scrap product, it may be better to recycle any of the three circuits down to copper plates (with electronic circuits having the best yields), or by recycling batteries or copper cable.&lt;br /&gt;
* [[Steel plate]]s are best obtained from recycling iron gear wheels simply because iron gear wheels are so abundant.&lt;br /&gt;
* [[Stone brick]]s are only obtained from concrete and only are needed for crafting lightning rods.&lt;br /&gt;
&lt;br /&gt;
With these items, the player has everything needed to craft all the necessary intermediate products in order to craft Fulgora&#039;s science pack and launch it into space!&lt;br /&gt;
&lt;br /&gt;
= Getting rid of excess ingredients =&lt;br /&gt;
Scrap recycling will never yield the exact distribution of items that players might need. With scrap recycling, this is a problem; unlike on Nauvis, where having enough iron will simply pause iron production and nothing else, to pause production of one scrap recycling product is to pause scrap recycling altogether. In other words, if not every item produced by scrap recycling is consumed, then the belts will backup, and scrap recycling is stopped from producing any items at all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not always possible to use every item that scrap recycling produces. Some items have a limited set of applications that are not always relevant. Other times, you will need more of one item than another, causing an imbalance in what items are consumed.&lt;br /&gt;
&lt;br /&gt;
When an item has no other uses, it may therefore be necessary to destroy it outright. There is a way to do this: When trying to recycle an item that has no recyclable recipe, a Recycler will output the item itself with a 25% probability, leaving a 75% probability of destroying it. By looping the output of such a Recycler back into itself, it is possible to completely destroy these items.&lt;br /&gt;
&lt;br /&gt;
Be warned that scrap, while bountiful on some islands, is still a finite resource that can run out if wasted carelessly. And if all items produced by recycling have drains that simply destroy the items, it is possible to consume scrap even when the factory does not need it.&lt;br /&gt;
&lt;br /&gt;
== Efficiently trashing excess ==&lt;br /&gt;
&lt;br /&gt;
Some items produced directly or indirectly from scrap recycling have long crafting times. Especially bad is steel, which in an unmoduled recycler takes 2 seconds to recycle one steel, or 2.66 seconds in total considering the 25% chance of not destroying it.&lt;br /&gt;
&lt;br /&gt;
Some of these slow-to-recycle products can be crafted into other items at higher rates than they can be recycled. Steel can be turned into steel chests at 20 steel per second inside an unmoduled normal yellow assembler. This can then in-turn be recycled back down to steel even more quickly due to the 16x recycling speedup. Considering the recycling yield, a yellow assembler without modules can handle 15 steel per second, and a recycler 96, compared to a recycler for steel which handles 0.375 steel per second.&lt;br /&gt;
&lt;br /&gt;
Some such shortcuts are (speed comparison assuming one assembler and recycler at crafting speeds 1.25 and 0.5):&lt;br /&gt;
* [[Steel plate|Steel]] to [[steel chest]] (40x speedup)&lt;br /&gt;
* [[Iron plate|Iron]] to [[iron chest]] (8x speedup)&lt;br /&gt;
* [[Concrete]] to [[hazard concrete]] (6.25x speedup)&lt;br /&gt;
* [[Stone]] to [[landfill]] (10.42x speedup), note that landfill is unrecyclable so needs to be looped back into the recycler not the assembler&lt;br /&gt;
* [[Stone brick|Bricks]] to [[wall]]s (5x speedup)&lt;br /&gt;
&lt;br /&gt;
[[Copper plate|Copper]] to [[copper cable]] is the same speed as direct recycling. Mixing in copper with steel at 2:1 to make [[heat pipe]]s is a 10x speedup, as long as enough steel is trashed together with the copper.&lt;br /&gt;
&lt;br /&gt;
== Low-priority production ==&lt;br /&gt;
As an alternative to outright destroying the excess items, it may be possible to turn them into something that might be useful later, so that the items are not completely wasted. For example, instead of recycling all excess steel, the player could instead craft steel chests for additional storage, or [[Substation]]s to expand the electric grid at a later point. The point is not to make something that the player will need right away, as that is the job of the main production lines. Rather, it is to be seen as a bonus that players might want but do not need.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even these products will eventually fill up all storage and cause backups in the production line, meaning that destroying items might still become necessary in the long term.&lt;br /&gt;
&lt;br /&gt;
Inserting [[quality module]]s into Recyclers is another way to manage excess ingredients while also obtaining higher quality items without simply recycling items to destruction. Producing higher quality items can consume a lot of ingredients and are often nice to have without being outright necessary.&lt;br /&gt;
&lt;br /&gt;
= Other tips and tricks =&lt;br /&gt;
&lt;br /&gt;
== Recycling with quality modules ==&lt;br /&gt;
The recycler does not accept [[productivity module]]s. This is to prevent a net positive of items from being created when crafting and recycling items in a loop. However, this rejection of productivity modules in Recyclers also applies to scrap recycling, even though there is no way to re-craft scrap from the results of recycling. In exchange, the game offers infinite research for increasing the productivity of scrap recycling, specifically. This all means that players are free to use a different kind of module, such as quality modules, without worrying about the loss of productivity.&lt;br /&gt;
&lt;br /&gt;
Players may chose to place quality modules in their scrap Recyclers and sort the items by quality, sending [[File:Quality normal.png|15px|link=]]normal items to the main factory and using higher-quality items for a head start in quality manufacturing.&lt;br /&gt;
&lt;br /&gt;
However, players should keep in mind that, much like productivity, quality modules benefit from long production chains, as it increases the number of chances for item quality to be increased. Even after sorting away all [[File:Quality normal.png|15px|link=]]normal items, only 10% of the remaining items will be [[File:Quality rare.png|15px|link=]]rare or higher, as the probability of skipping a quality tier will always be 10% regardless of modules.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that [[File:Quality uncommon.png|15px|link=]]uncommon or higher [[holmium ore]] is not actually better than [[File:Quality normal.png|15px|link=]]normal holmium ore, because its sole use is to be used as an ingredient for [[holmium solution]], which is a fluid and therefore erases the quality of the holmium ore.&lt;/div&gt;</summary>
		<author><name>Zinic</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=208703</id>
		<title>Tutorial:Scrap recycling strategies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Scrap_recycling_strategies&amp;diff=208703"/>
		<updated>2025-01-04T07:38:25Z</updated>

		<summary type="html">&lt;p&gt;Zinic: Rewrote first half of page and fixed some errors and grammer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike with most other resources, processing [[scrap]] yields a variety of items, which is the most reliable source of obtaining most resources on [[Fulgora]] (aside from importing goods from other planets via the [[space platform]]). So it is important to understand how to use [[scrap]] on [[Fulgora]] to build a factory capable of crafting [[Electromagnetic science pack]]s and launching them into space.&lt;br /&gt;
&lt;br /&gt;
= Recycling Fundamentals =&lt;br /&gt;
[[Scrap]] can be gathered from [[Fulgoran ruin]]s or by mining patches of scrap scattered throughout [[Fulgora]]. Scrap can be recycled by hand or with the [[Recycler]]. But before this can be done, the player will need to mine a [[Fulgoran vault ruin]] by hand to unlock the recycling recipe and the Recycler. Mining scrap with mining drills and recycling them with the Recycler is the most effective means of building a factory on Fulgora. The Recycler has an output; it can output its products directly onto a belt or into other entities, like the [[Active provider chest]] or even other Recyclers. Strategies for dealing with excess products is discussed later in this tutorial.&lt;br /&gt;
&lt;br /&gt;
== What is each recycled product used for? ==&lt;br /&gt;
Recycling scrap produces 12 different items, with [[Holmium ore]] and [[Low density structure]] being the most rare product, and [[Iron gear wheel]] being the most common. Of the 12 different items, three of them serve a singular purpose:&lt;br /&gt;
* [[Ice]] is melted into [[water]]&lt;br /&gt;
* [[Solid fuel]] is combined with [[light oil]] to make [[rocket fuel]].&lt;br /&gt;
* [[Holmium ore]] is combined with water and [[stone]] to make [[holmium solution]].&lt;br /&gt;
&lt;br /&gt;
Water has various uses but it should be relatively easy to move around with [[pipe]]s. Rocket Fuel is mainly used to craft [[Rocket part]]s, but it can be used as fuel for your trains on Fulgora. Light oil is needed to produce rocket fuel, which is cracked from [[heavy oil]] and water. Heavy oil is a limitless resource on Fulgora and it is pumped from the [[Oil ocean]] by using an [[offshore pump]].&lt;br /&gt;
&lt;br /&gt;
The remaining 9 items produced by scrap recycling are used as ingredients for other products, as crafting components for rocket parts, or further recycled into their respective ingredients; some items can only be obtained this way. While each item can be recycled (and some into more than one different item), only the necessary recyclable items for building a factory capable of crafting science packs on Fulgora are listed below.&lt;br /&gt;
* [[Processing unit]]s are used as rocket parts, as ingredients for the Recycler and [[Electromagnetic plant]], and it can be recycled into [[electronic circuit]]s.&lt;br /&gt;
* [[Advanced circuit]]s can be recycled for [[electronic circuit]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Low density structure]]s are used as rocket parts and can be recycled for [[copper plate]]s and [[plastic bar]]s.&lt;br /&gt;
* [[Concrete]] is mostly used to craft [[Refined concrete]], but it is also used to craft the Recycler.&lt;br /&gt;
* [[Battery|Batteries]] are used to craft [[Accumulator]]s and [[Supercapacitor]]s. It can be recycled down to copper plates and [[iron plate]]s.&lt;br /&gt;
* [[Copper cable]] can be recycled for [[copper plate]]s.&lt;br /&gt;
* [[Iron gear wheel]]s can be recycled for [[iron plate]]s.&lt;br /&gt;
* [[Steel]] is mostly used to craft [[Refined concrete]], but it is also used to craft the Recycler and Electromagnetic plant.&lt;br /&gt;
* [[Stone]] is used to craft [[Electrolyte]] solution and can be recycled into [[Stone brick]]s. The only purpose of stone bricks is to craft the [[Lightning rod]].&lt;br /&gt;
&lt;br /&gt;
=== Other necessary ingredients ===&lt;br /&gt;
Electronic circuits, plastic bars, copper plates, iron plates, and stone bricks are are only obtained by recycling a recycled scrap.&lt;br /&gt;
* [[Electronic circuit]]s are most easily obtained from processing units, but obtaining them from advance circuits is also a viable way since advance circuits are slightly more common and don&#039;t serve any purpose other than to being recycled. Electronic circuits are mainly used for crafting [[Supercapacitor]]s.&lt;br /&gt;
* [[Plastic bar]]s are most easily obtained from low density structures, but advance circuits is also a good source for the same reasons listed in the above point. Plastic bars are mainly used to craft [[Superconductor]]s.&lt;br /&gt;
* [[Copper plate]]s are most easily obtained from low density structures, but being one of the most rare scrap product, it may be better to recycle any of the three circuits down to copper plates (with electronic circuits having the best yields), or by recycling batteries or copper cable.&lt;br /&gt;
* [[Steel plate]]s are best obtained from recycling iron gear wheels simply because iron gear wheels are so abundant.&lt;br /&gt;
* [[Stone brick]]s are only obtained from stone and only are needed for crafting lightning rods.&lt;br /&gt;
&lt;br /&gt;
With these items, the player has everything needed to craft all the necessary intermediate products in order to craft Fulgora&#039;s science pack and launch it into space!&lt;br /&gt;
&lt;br /&gt;
= Getting rid of excess ingredients =&lt;br /&gt;
Scrap recycling will never yield the exact distribution of items that players might need. With scrap recycling, this is a problem; unlike on Nauvis, where having enough iron will simply pause iron production and nothing else, to pause production of one scrap recycling product is to pause scrap recycling altogether. In other words, if not every item produced by scrap recycling is consumed, then the belts will backup, and scrap recycling is stopped from producing any items at all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not always possible to use every item that scrap recycling produces. Some items have a limited set of applications that are not always relevant. Other times, you will need more of one item than another, causing an imbalance in what items are consumed.&lt;br /&gt;
&lt;br /&gt;
When an item has no other uses, it may therefore be necessary to destroy it outright. There is a way to do this: When trying to recycle an item that has no recyclable recipe, a Recycler will output the item itself with a 25% probability, leaving a 75% probability of destroying it. By looping the output of such a Recycler back into itself, it is possible to completely destroy these items.&lt;br /&gt;
&lt;br /&gt;
Be warned that scrap, while bountiful on some islands, is still a finite resource that can run out if wasted carelessly. And if all items produced by recycling have drains that simply destroy the items, it is possible to consume scrap even when the factory does not need it.&lt;br /&gt;
&lt;br /&gt;
== Efficiently trashing excess ==&lt;br /&gt;
&lt;br /&gt;
Some items produced directly or indirectly from scrap recycling have long crafting times. Especially bad is steel, which in an unmoduled recycler takes 2 seconds to recycle one steel, or 2.66 seconds in total considering the 25% chance of not destroying it.&lt;br /&gt;
&lt;br /&gt;
Some of these slow-to-recycle products can be crafted into other items at higher rates than they can be recycled. Steel can be turned into steel chests at 20 steel per second inside an unmoduled normal yellow assembler. This can then in-turn be recycled back down to steel even more quickly due to the 16x recycling speedup. Considering the recycling yield, a yellow assembler without modules can handle 15 steel per second, and a recycler 96, compared to a recycler for steel which handles 0.375 steel per second.&lt;br /&gt;
&lt;br /&gt;
Some such shortcuts are (speed comparison assuming one assembler and recycler at crafting speeds 1.25 and 0.5):&lt;br /&gt;
* [[Steel plate|Steel]] to [[steel chest]] (40x speedup)&lt;br /&gt;
* [[Iron plate|Iron]] to [[iron chest]] (8x speedup)&lt;br /&gt;
* [[Concrete]] to [[hazard concrete]] (6.25x speedup)&lt;br /&gt;
* [[Stone]] to [[landfill]] (10.42x speedup), note that landfill is unrecyclable so needs to be looped back into the recycler not the assembler&lt;br /&gt;
* [[Stone brick|Bricks]] to [[wall]]s (5x speedup)&lt;br /&gt;
&lt;br /&gt;
[[Copper plate|Copper]] to [[copper cable]] is the same speed as direct recycling. Mixing in copper with steel at 2:1 to make [[heat pipe]]s is a 10x speedup, as long as enough steel is trashed together with the copper.&lt;br /&gt;
&lt;br /&gt;
== Low-priority production ==&lt;br /&gt;
As an alternative to outright destroying the excess items, it may be possible to turn them into something that might be useful later, so that the items are not completely wasted. For example, instead of recycling all excess steel, the player could instead craft steel chests for additional storage, or [[Substation]]s to expand the electric grid at a later point. The point is not to make something that the player will need right away, as that is the job of the main production lines. Rather, it is to be seen as a bonus that players might want but do not need.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even these products will eventually fill up all storage and cause backups in the production line, meaning that destroying items might still become necessary in the long term.&lt;br /&gt;
&lt;br /&gt;
Inserting [[quality module]]s into Recyclers is another way to manage excess ingredients while also obtaining higher quality items without simply recycling items to destruction. Producing higher quality items can consume a lot of ingredients and are often nice to have without being outright necessary.&lt;br /&gt;
&lt;br /&gt;
= Other tips and tricks =&lt;br /&gt;
&lt;br /&gt;
== Recycling with quality modules ==&lt;br /&gt;
The recycler does not accept [[productivity module]]s. This is to prevent a net positive of items from being created when crafting and recycling items in a loop. However, this rejection of productivity modules in Recyclers also applies to scrap recycling, even though there is no way to re-craft scrap from the results of recycling. In exchange, the game offers infinite research for increasing the productivity of scrap recycling, specifically. This all means that players are free to use a different kind of module, such as quality modules, without worrying about the loss of productivity.&lt;br /&gt;
&lt;br /&gt;
Players may chose to place quality modules in their scrap Recyclers and sort the items by quality, sending [[File:Quality normal.png|15px|link=]]normal items to the main factory and using higher-quality items for a head start in quality manufacturing.&lt;br /&gt;
&lt;br /&gt;
However, players should keep in mind that, much like productivity, quality modules benefit from long production chains, as it increases the number of chances for item quality to be increased. Even after sorting away all [[File:Quality normal.png|15px|link=]]normal items, only 10% of the remaining items will be [[File:Quality rare.png|15px|link=]]rare or higher, as the probability of skipping a quality tier will always be 10% regardless of modules.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that [[File:Quality uncommon.png|15px|link=]]uncommon or higher [[holmium ore]] is not actually better than [[File:Quality normal.png|15px|link=]]normal holmium ore, because its sole use is to be used as an ingredient for [[holmium solution]], which is a fluid and therefore erases the quality of the holmium ore.&lt;/div&gt;</summary>
		<author><name>Zinic</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=208029</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=208029"/>
		<updated>2024-12-17T05:48:42Z</updated>

		<summary type="html">&lt;p&gt;Zinic: Reordered description about requirements of launching a rocket in base game and removed redundant phrase &amp;quot;win the game&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
The &#039;&#039;&#039;rocket silo&#039;&#039;&#039; is an important production building that serves as the sole win condition and a source of [[space science pack]]s in the base game. In [[Space Age]]{{SA}}, it is instead the only way to launch items and the player off [[Nauvis]] to orbiting space platforms to visit the neighboring planets of [[Vulcanus]]{{SA}}, [[Fulgora]]{{SA}}, [[Gleba]]{{SA}}, and [[Aquilo]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[processing unit]]s, and [[concrete]], which all must be produced in [[assembly machine]]s or [[foundry|foundries]] and cannot be crafted by hand from raw materials. The rocket itself can only be produced in the silo.&lt;br /&gt;
&lt;br /&gt;
Once the silo has been built and placed it can be filled with [[processing unit]]s, [[low density structure]], and [[rocket fuel]], which will create [[rocket part]]s within the silo. 100 rocket parts are needed to construct a rocket (50 parts in Space Age{{SA}}). The silo accepts [[productivity module]]s, and due to the high resource cost of rockets, silos are a prime candidate for their use. Once constructed, the rocket will rise into position and be capable of launch. It is required to place a cargo landing pad somewhere on the planet in order to launch a rocket.&lt;br /&gt;
&lt;br /&gt;
Once a rocket has been constructed, the silo will continue to craft a second rocket within the silo. If both are constructed, once the first rocket has been launched, the second will rise into place without the silo going through its normal animation of closing and reopening its doors. This is particuarly useful in Space Age when crafting speeds are faster and rockets are in increased demand.&lt;br /&gt;
&lt;br /&gt;
Rocket parts had their recipe changed in version 2.0. Maps migrated from a previous version to 2.0 will need their production lines adjusted for silos to receive processing units instead of the now-removed [[rocket control unit]]s.&lt;br /&gt;
&lt;br /&gt;
== Base game ==&lt;br /&gt;
&lt;br /&gt;
The rocket silo is unlocked with its [[rocket silo (research)|respective technology]] using all [[science pack]]s except for military. It requires 10 low density structure, rocket fuel, and processing chips to make 1 [[rocket part]], for a total of 1,000 of each for a single rocket. Due to this high cost, it is highly recommended to use the highest-tier of productivity modules the player has available. Using four [[productivity module 3]]s will reduce this cost to 700 of each material. &lt;br /&gt;
&lt;br /&gt;
Before a rocket can be launched, the player must place a [[cargo landing pad]] somewhere on the planet. The landing pad can be anywhere on the planet, with no restrictions on distance from the silo, but only one can be placed, so it is recommended to place it in close proximity to the [[lab]]s.&lt;br /&gt;
&lt;br /&gt;
Launching a rocket requires a payload and launching one for the first time will trigger the victory screen, which thanks the player for playing and invites them to keep growing their factory, with the options of exiting the game, viewing the credits, or continuing the game. The first rocket must be launched manually by clicking the “launch” button. After that, the “launch automatically” button will appear. Selecting this will make the rocket launch automatically once it has a payload.&lt;br /&gt;
&lt;br /&gt;
Only two items can be used as a payload. The first is a [[satellite]]; launching a rocket with one of these will return a shipment of 1,000 [[space science pack]]s to the cargo landing pad roughly 29 seconds after the launch is triggered. The second is a...&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;li&amp;gt;[[Raw fish]]: Grants the &amp;quot;So long and thanks for all the fish!&amp;quot; achievement. Other than this, it also wastes the launch.&amp;lt;/li&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
== Space Age ==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
=== Basics ===&lt;br /&gt;
In Space Age, the silo is unlocked far earlier in the game, requiring 1,000 of only [[automation science pack|automation]], [[logistic science pack|logistics]] and [[chemical science pack|chemical]] science packs. The silo is a critical building for transporting items and the player offplanet to orbiting [[space platform]]s. Rockets are built identically to the base game, except that a single rocket part takes only 1 of each material instead of 10 and only 50 rocket parts are required per rocket. This means that a single rocket requires only 50 of each resource. The silo greatly benefits from higher [[quality]] productivity modules as well as the [[technologies#Infinite Research Exclusive to Space Age|rocket part productivity]] infinite technology, both of which can reduce the cost of rockets even further. &lt;br /&gt;
&lt;br /&gt;
The rocket can be manually launched in one of three ways:&lt;br /&gt;
* Deliver cargo: launch with a payload of any size or composition at any orbiting platform&lt;br /&gt;
* New platform: if the silo contains exactly one [[space platform starter pack]], clicking this will open the map and invite the player to enter a name for the new platform.&lt;br /&gt;
* Travel to platform: the rocket will launch to any orbiting platform with the player as its sole payload. The player can bring any equipped [[armor]], their installed modules, and any weapons, but no ammo for those weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:rocket_silo_gui.png|The rocket silo&#039;s UI in Space Age|310px|right]]&lt;br /&gt;
&lt;br /&gt;
=== Rocket capacity ===&lt;br /&gt;
Unlike in the base game, a space age rocket can accept nearly every item in the game as a payload. This is expressed by the silo as a weight limit. Every item in the game is given a “rocket capacity” which is the maximum number of items that can fit in a single rocket. An item’s rocket capacity can be read by the circuit network by feeding an item into the [[selector combinator]] and choosing the respective mode of operation. As a general rule of thumb, the more complex the item, the fewer can fit within a rocket. &lt;br /&gt;
&lt;br /&gt;
Some items, like the rocket silo itself and the [[atomic bomb]], are too heavy for rockets, and so the raw materials must be shipped to orbit individually and assembled on the destination planet.&lt;br /&gt;
&lt;br /&gt;
=== Orbital requests ===&lt;br /&gt;
The rocket silo can detect requests from any space platform in orbit around the current planet. These can be satisfied in two ways.&lt;br /&gt;
 &lt;br /&gt;
* If &amp;quot;Automatic requests from space platforms” is NOT selected, the silo acts as a large container. Items can be placed and removed with [[inserters]]. If the silo receives a full rocket of a single item that is requested, the rocket will automatically launch to the platform requesting that item, even if the payload is more than what is being requested, and  If multiple platforms are requesting the same item, the rocket will prioritize the earliest platform that the player created. This method of transportation is best for items with payload sizes which are created and loaded slowly over time, such as science packs.&lt;br /&gt;
&lt;br /&gt;
* If automatic requests IS selected, the silo acts similar to a [[requester chest]]. [[Logistic robot]]s will fill the silo automatically from the [[logistic network]], and the rocket will launch automatically when full, unless the requesting platform has set a minimum payload to a lower amount than a full load. If there are items in the rocket inventory when this box is selected, those items will be moved to the silo’s trash slots and be removed with logistics robots.&lt;br /&gt;
&lt;br /&gt;
Regardless of option selected, the rocket will only launch automatically when it contains one item. &lt;br /&gt;
&lt;br /&gt;
The silo is able to be connected to the [[circuit network]], with two output functions.&lt;br /&gt;
* Output requests: Outputs the sum of requests from all orbiting platforms, if any. A request is considered “satisfied” and will be removed from the output the instant the rocket launch is triggered, not when the delivery to the platform actually happens.&lt;br /&gt;
* Output contents. Outputs the contents of the rocket silo. If automatic requests is selected, this option will do nothing.&lt;br /&gt;
&lt;br /&gt;
== Maximum throughput ==&lt;br /&gt;
In the base game, a fully moduled silo has +611% crafting speed from beacons and +40% productivity. &lt;br /&gt;
&lt;br /&gt;
Modules accelerate crafting time in the first phase, but have no effect on animations in the other phases. &lt;br /&gt;
&lt;br /&gt;
There are five phases to a rocket launch. &lt;br /&gt;
&lt;br /&gt;
===== Working =====&lt;br /&gt;
Rocket parts must be assembled in the silo before the rocket can be deployed.&lt;br /&gt;
&lt;br /&gt;
The best possible time to assemble 100 rocket parts, based on the rocket part recipe and the module effects, is 1250 ticks, or ~20.833 seconds.&lt;br /&gt;
&lt;br /&gt;
1250 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Preparing rocket for launch =====&lt;br /&gt;
The rocket is brought up out of the silo so a payload can be inserted, if any.&lt;br /&gt;
&lt;br /&gt;
This animation lasts 890 ticks, or ~14.833 seconds. &lt;br /&gt;
&lt;br /&gt;
2140 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Waiting to launch rocket =====&lt;br /&gt;
The payload must be inserted. &lt;br /&gt;
&lt;br /&gt;
One fast inserter arm swing to insert a Satellite is 14 ticks, or ~0.233 seconds.&lt;br /&gt;
&lt;br /&gt;
2154 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Launching rocket =====&lt;br /&gt;
The rocket is launched with the payload. This phase ends when the result inventory appears inside the silo.&lt;br /&gt;
&lt;br /&gt;
1162 ticks, or ~19.367 seconds. &lt;br /&gt;
&lt;br /&gt;
3316 ticks elapsed.&lt;br /&gt;
&lt;br /&gt;
===== Reset =====&lt;br /&gt;
The silo door must close before the cycle begins again. &lt;br /&gt;
&lt;br /&gt;
368 ticks, or ~6.133 seconds.&lt;br /&gt;
&lt;br /&gt;
If a second rocket was buffered within the silo, this step is skipped.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
&#039;&#039;&#039;Grand Total: 3684 ticks&#039;&#039;&#039;, which gives a total cycle time of ~61.417 seconds, including time spent building rocket parts and inserting the payload.&lt;br /&gt;
&lt;br /&gt;
With a build time of 1250 + 14, the delay from animations is 2420 ticks.[https://www.reddit.com/r/technicalfactorio/comments/x92gfa/more_empirical_measurements_on_rocket_silos/]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Prior to version [[version history/2.0.0#2.0.7|2.0]], the rocket could accept any item as cargo; however, most did nothing in particular and simply wasted the launch. Notable exceptions included:&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; [[Vehicle]]s : When a vehicle was inserted into the payload slot, the player could enter the rocket like they would any other vehicle, then launch and ride it.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This allowed a fast-moving view of one&#039;s base (as the game world is internally 2-dimensional, the rocket actually simply moved north along the map), and then returned the player next to the launching silo once the launch animation had finished.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If all space near the rocket silo is occupied, the player is placed at spawn instead.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Wasted the launch, as the rocket&#039;s sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car&#039;s trunk or the &amp;quot;astronaut&amp;quot;s inventory does not count.)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Space science pack]]: Returned one [[raw fish]] for every science pack that was launched, but no more than 100 raw fishes per launch.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Victoryv2.jpg|The victory screen in 2.0&lt;br /&gt;
File:rocket_ready_SA_anim.gif|The rocket rising and being primed for launch.&lt;br /&gt;
File:rocket_launch_SA_anim.gif|The rocket launching.&lt;br /&gt;
File:Silo-ui-v2.jpg|The rocket silo&#039;s GUI in 2.0&lt;br /&gt;
File:rocket_silo_gui.png|The rocket silo&#039;s GUI in Space Age&lt;br /&gt;
File:rocket_silo_circuit_read_contents.png|Circuit connections for rocket silo.&lt;br /&gt;
File:rocket_silo_circuit_read_orbital_requests.png|Circuit connections for rocket silo.&lt;br /&gt;
File:rocket_silo_rising_rocket.gif|The rocket rising and being primed for launch pre 2.0.7.&lt;br /&gt;
File:rocket_silo_launch.gif|The rocket launching pre 2.0.7.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Updated sprite for the rocket. A payload is now required to win the game. &lt;br /&gt;
* Rocket silos continue producing parts for the next rocket while the current rocket is being launched. Completing another rocket soon enough skips closing and reopening the doors.&lt;br /&gt;
* {{SA}} Rocket silo circuit connection can read orbital requests}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Space related}}&lt;/div&gt;</summary>
		<author><name>Zinic</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fusion_reactor&amp;diff=208026</id>
		<title>Fusion reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fusion_reactor&amp;diff=208026"/>
		<updated>2024-12-17T05:32:17Z</updated>

		<summary type="html">&lt;p&gt;Zinic: added clarification word &amp;quot;equal&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Fusion reactor}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;fusion reactor&#039;&#039;&#039; generates [[plasma]]{{SA}} from [[fusion power cell]]{{SA}},  [[fluoroketone (cold)]]{{SA}}, and electricity. The plasma can be used in a [[fusion generator]]{{SA}} to generate power. Unlike the [[nuclear reactor]], a fusion fuel cell usage scales with the plasma output, so no energy is lost. A single reactor will output 100 MW worth of plasma. A single fusion power cell will be consumed in 400 seconds.&lt;br /&gt;
&lt;br /&gt;
A reactor requires 10 MW of power to generate plasma. As such, starting a reactor setup requires some external power, but once plasma is in the generators, the reactor setup can power itself.&lt;br /&gt;
&lt;br /&gt;
Fluoroketone is not permanently consumed by a fusion reactor setup; it is used as a coolant. The coolant is (effectively) converted into an equal amount of plasma by the reactor, and the generator generates hot fluoroketone based on how much plasma the generator consumes. So any cold fluoroketone consumed by a reactor will be regenerated by the generator. To keep the loop going, a [[Cryogenic plant]] must cool the hot fluoroketone back to cold before recirculating it into the reactor.&lt;br /&gt;
&lt;br /&gt;
Each reactor consumes at most 4 cold fluoroketone per second. As such, you must have cryogenic plants regenerating cold fluoroketone fast enough to keep pace with the reactors&#039; consumption. Assuming no modules are used, it requires 1 cryogenic plant to cool fluoroketone for one reactor.&lt;br /&gt;
&lt;br /&gt;
== Neighbour bonus ==&lt;br /&gt;
Like nuclear reactors, fusion reactors receive a bonus for adjacent operating reactors, which increases the energy potential of the outputting plasma by 100% per link. Fusion reactors have 2 connection on each side, so the highest bonus a reactor can practically receive, while still leaving room open for the necessary fluoroketone, is +500%.&lt;br /&gt;
&lt;br /&gt;
Unlike other power generators, the heat of the plasma generated is variable. The neighbor bonus determines the heat of the plasma. With no bonus, the plasma generated is at 1 million C. With a 100% bonus, the plasma generated is at 2 million C. And so on. Different reactors in an array can generate plasma at different temperatures, with the temperatures averaging out within the plasma fluid system. Fusion generators will generate power based on the heat of the plasma they are consuming, up to their maximum of 50 MW each.&lt;br /&gt;
&lt;br /&gt;
This also means that the amount of cold fluoroketone consumed by the reactor to generate power does not change with the neighbor bonus. It will always be 4/s (modified by quality). Two disconnected reactors and generators will consume 4 cold fluoroketone per second at max power draw as two reactors with a neighbor bonus.&lt;br /&gt;
&lt;br /&gt;
Of course, larger arrays of reactors and generators will require more fluoroketone to exist in the system, simply because there are more fluid pipes for the coolant and plasma to go through. But they do not require constantly adding more to the system.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]]{{SA}}&lt;br /&gt;
* [[Fusion generator]]{{SA}}&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Plasma]]&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;
{{ProductionNav}}&lt;/div&gt;</summary>
		<author><name>Zinic</name></author>
	</entry>
</feed>