https://wiki.factorio.com/api.php?action=feedcontributions&user=Dewin&feedformat=atomOfficial Factorio Wiki - User contributions [en]2024-03-29T15:43:52ZUser contributionsMediaWiki 1.38.2https://wiki.factorio.com/index.php?title=Portable_solar_panel&diff=170732Portable solar panel2019-03-15T22:18:43Z<p>Dewin: 0.17.0 History</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Portable solar panel}}<br />
<br />
'''Portable solar panels''' are the basic power generating units for [[modular armor]]. They provide only a small amount of power, and only during the daytime.<br />
<br />
Portable solar panels can be used to slowly recharge [[energy shield]]s out of combat, but are nearly useless for [[personal laser defense]] or [[exoskeleton]], even with a large number of [[Battery|batteries]].<br />
<br />
Portable solar panels are 1x1 in size and are therefore primarily used in [[modular armor]], which has a 5x5 grid that cannot usefully hold a much more powerful 4x4 [[portable fusion reactor]]. (It could store one, but there would be no room for anything to use the power.)<br />
<br />
The more advanced armors should almost always use portable fusion reactors instead.<br />
<br />
== History ==<br />
<br />
{{history|0.17.0|<br />
* Portable solar panels have [[Modular_armor_(research)|Modular armor]] as pre-requisite.<br />
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.}}<br />
<br />
== See also ==<br />
* [[Modular armor]]<br />
* [[Portable fusion reactor]]<br />
<br />
{{CombatNav}}<br />
{{C|Equipment}}</div>Dewinhttps://wiki.factorio.com/index.php?title=Fluid_wagon&diff=170202Fluid wagon2019-03-07T12:49:51Z<p>Dewin: /* Load and unload times */ Update based on 0.17.7 experimentals. Wow, these times have massively increased (nearly double) from 0.16</p>
<hr />
<div>{{Languages}}{{:Infobox:Fluid wagon}}<br />
The '''fluid wagon''', also known as the '''rail tanker''', is capable of transporting [[fluid system|fluids]] by [[rail]]. Fluids can be pumped in and out of the wagon using a [[pump]], each fluid wagon can have a maximum of 3 pumps attached at one time, 1 per tank section.<br />
Similar to [[cargo wagon]]s, a [[locomotive]] is required to move the liquid wagon.<br />
<br />
The fluid wagon can carry 25,000 units of fluid. It weighs the same of the regular cargo wagon but holds more fluid; a cargo wagon filled with [[barrel]]s can carry 20,000 units of fluid.<br />
<br />
== Troubleshooting ==<br />
To get fluid into the fluid wagon, you need a [[Railway#Stations|train station]] with pumps.<br />
<br />
The wagon needs to be aligned with the rail grid; do this by using the [[Automated rail transportation (research)|automated rail transportation]] [[train stop]]s as [[Railway#Train_schedule|train schedule]] destination, and a fueled locomotive.<br />
<br />
Also make sure that the [[rail]]s under the Fluid wagon are '''straight rails''' and not '''curved rails'''. The pumps will only work if the wagon is perfectly orthogonal to the grid.<br />
<br />
== Load and unload times ==<br />
<br />
Due to current [[fluid system]] mechanics, the fastest load and unload times for fluid wagons consist of pumps that are directly attached to storage tanks. Using more pumps per wagon reduces (un)loading time.<br />
<br />
Testing was done using a single locomotive attached to a single full fluid wagon, with pumps attached directly to empty storage tanks. Using this test setup:<br />
<br />
* Using 1 pump, the train remained in station for 380 ticks (~6.3 seconds)<br />
* Using 2 pumps, the train remained in station for 202 ticks (~3.7 seconds)<br />
* Using 3 pumps, the train remained in station for 152 ticks (~2.5 seconds)<br />
<br />
== History ==<br />
{{History|0.16.8|<br />
* Changed fluid wagon capacity from 75k to 25k (Same as storage tank).<br />
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).<br />
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.}}<br />
{{History|0.16.7|<br />
* Simplified to contain just 1 fluid instead of having 3 different fluid tanks}}<br />
{{History|0.15.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Locomotive]]<br />
* [[Cargo wagon]]<br />
* [[Railway]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>Dewinhttps://wiki.factorio.com/index.php?title=Power_production&diff=164903Power production2018-10-18T22:37:43Z<p>Dewin: /* Solar panels and accumulators */ Length of day was incorrect.</p>
<hr />
<div>{{Languages}}<br />
Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are multiple methods to produce electricity:<br />
<br />
== Steam engine power ==<br />
Each [[steam engine]] needs exactly 0.5 [[boiler]]s when running at full capacity. One [[offshore pump]] can supply 20 boilers and 40 steam engines.<br />
<br />
The above ratio can be calculated from information available in-game: One boiler consumes 3.6MW and produces energy stored in steam at 50% efficiency, so 1.8MW. One steam engine consumes 900kW of energy stored in steam, so each boiler can supply 2 steam engines: <code>1.8MW ÷ 0.9MW = 2</code>. One steam engine consumes 30 steam per second, and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 40 steam engines: <code>1200 unit/s ÷ 30 units/s = 40</code>. The number of boilers can be derived from the number of steam engines: <code>40 ÷ 2 = 20</code>. This produces the 1:20:40 ratio.<br />
<br />
[[File:SteamSetupExample.png|center|600px|thumb|A possible setup]]<br />
<br />
== Solar panels and accumulators ==<br />
<br />
=== Optimal ratio ===<br />
<br />
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.<br />
<br />
A "close enough" ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 20 extra solar panels, which is negligible but remember that the difference between the "close enough" ratio and the optimal ratio increases as you add more solar panels). <br />
<br />
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).<br />
[[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 setup demonstrating the 20:24 "close enough" ratio above.]]<br />
=== Calculations ===<br />
<br />
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is<br />
<pre>Accumulators / Solar_panels =<br />
(day + dawn) × (night + dawn × (day + dawn) / game_day) / game_day<br />
× Solar_power / Accumulator_energy</pre><br />
<br />
which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but <b>not</b> the length of days, a simplified version of this equation can be used.<br />
<pre>Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy</pre><br />
<br />
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as<br />
<pre>Accumulators / Solar_panels = 0.002016 /s × game_day </pre><br />
<br />
where game_day is the number of seconds in the game day which is 25000/60 s by default.<br />
<br />
=== See also ===<br />
<br />
* http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5168<br />
* http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5394<br />
* http://www.factorioforums.com/forum/viewtopic.php?f=5&t=7619<br />
<br />
== Nuclear power ==<br />
:''See also: [[Tutorial:Nuclear power]]''<br />
In general, nuclear power is produced by the following production chain: [[Uranium ore]] is mined and [[Uranium processing|processed]] to [[uranium-235]] and [[uranium-238]], then [[uranium fuel cell]]s are created from the two. These fuel cells are then burned in a [[nuclear reactor]] to create heat. The heat can be used to convert [[water]] to [[steam]] using a [[heat exchanger]] and the steam can be consumed by [[steam turbine]]s to produce power.<br />
<br />
A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ideal Ratio !! Simple Ratio !! Building<br />
|-<br />
| 25 || 1 ||{{imagelink|Offshore pump}}<br />
|-<br />
| 291 || 12 || {{imagelink|Heat exchanger}}<br />
|-<br />
| 500 || 20 || {{imagelink|Steam turbine}}<br />
|}<br />
<br />
== Ensuring enough energy is produced ==<br />
<br />
Try this checklist before you completely revamp your power source. You may also use this to rectify [[Wikipedia:Feedback|brownouts/blackouts]].<br />
<br />
* Did you connect the steam engine to the [[electric system]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any power pole will work.<br />
* Is steam able to reach all steam engines?<br />
* Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [[Pipe to ground|underground pipes]] are connected together.<br />
* Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)?<br />
* Are there enough steam generators (boilers, heat exchangers)?<br />
* Are there enough steam engines/turbines?<br />
<br />
See also the [[Tutorial:Applied_power_math|applied power math tutorial]] to answer the question ''how much coal do I need?''</div>Dewinhttps://wiki.factorio.com/index.php?title=Mining&diff=164852Mining2018-10-15T09:03:43Z<p>Dewin: Replace factorioforums.com -> forums.factorio.com since the latter appears to be down and the URLs are otherwise correct/go to the correct thread.</p>
<hr />
<div>{{Languages}}<br />
Mining drills are used to automate the extraction of resources. Drills are the first step to automating manufacture, although most resources have to be smelted in a [[furnace]] for further usage.<br />
<br />
<br />
== Mining Speed Formula ==<br />
<br />
Metal and mineral resources have a "mining hardness" rating. The rate at which they are produced is given by:<br />
<br />
(Mining power - Mining hardness) * Mining speed / Mining time = Production rate (in resource/sec)<br />
<br />
To calculate the time needed for one resource-item use this formula:<br />
<br />
Mining time / ((Mining power - Mining hardness) * Mining speed) = Seconds for one resource item<br />
<br />
Mining power and speed are functions of the miner while hardness and time are functions of the metal or mineral you are currently mining (you can place a miner over a mixed field).<br />
<br />
=== Mining By Hand ===<br />
When mining by hand or with a tool such as the [[iron axe]], the formula is modified slightly: <br />
(1 + Mining Speed Modifier) * .6 * (Tool power - Mining hardness) / Mining Time = Production rate (in resource/sec)<br />
<br />
This uses a player mining speed of .01 per tick or .6 per second, and their bare hands with no axe uses a Tool power of 1. The Mining Speed Modifier is typically 0, but can be modified via mod or console command. <br />
<br />
See also [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=8370 Calculate Time for production?].<br />
<br />
=== Infinite resources ===<br />
<br />
The output of the unmodified resource is the percentage yield of the tile currently used by the miner.<br />
<br />
Output of unmodified field * ( Number of modules in miner * Bonus from module ) + Output of unmodified field * ( Number of beacons * ( Number of modules * Distribution efficiency ) * Bonus from module + Productivity research bonus + 1 ) = Raw output per second <br />
<br />
Raw output per second * (Mining power - Mining hardness) * Mining speed) / Mining time = Production rate (in resource/sec)<br />
<br />
The mining drill or pumpjack will sum the production rate of all tiles below it and show that value in the tooltip.<br />
<br />
== Drill types ==<br />
{| class="wikitable"<br />
! Item !! Total raw !! Mining power !! Mining speed !! Mining power !! Covered area !!Max health<br />
|-<br />
| {{imagelink|Hand_icon|Player}} || - || 1 || 0.6 || - || 1 x 1 || 250<br />
|-<br />
| {{Imagelink|Burner mining drill|Burner mining drill}} || {{Icon|Iron plate|9|iron_plate}} {{icon|stone|5|stone}} || 2.5 || 0.35 || 300 kW ([[Fuel|burner]]) || 2 x 2 || 150<br />
|-<br />
| {{Imagelink|Electric mining drill|Electric mining drill}} || {{Icon|Iron plate|23|iron_plate}} {{Icon|Copper plate|4.5|copper_plate}} || 3 || 0.5 || 90 kW ([[Electric system|electric]]) || 5 x 5 || 300<br />
|-<br />
|}<br />
<br />
Note, that the Burner mining drill covers exactly its size (2x2, the covered area is also 2x2), while the Electric mining drill is one tile bigger (size is 3x3, but covered area is 5x5).<br />
<br />
Mining drills can only be placed on resources.<br />
<br />
== Output ==<br />
<br />
{| class="wikitable"<br />
! colspan="2" rowspan="2" | Resource<br />
! Burner M. Drill<br />
! Electric M. Drill<br />
! Electric M. Drill <br> Speed Module 3 x3<br />
! Electric M. Drill <br> Prod. Module 3 x3<br />
! Electric Mining Drill <br> Productivity Module 3 x3 <br> Beacon (Speed Module 3 x2) x8<br />
|-<br />
| '''Power''': 2.5 <br> '''Speed''': 0.35<br />
| '''Power''': 3.0 <br> '''Speed''': 0.5<br />
| '''Power''': 3.0 <br> '''Speed''': 1.25<br />
| '''Power''': 3.0 <br> '''Speed''': 0.275 <br> '''Bonus''': +30%<br />
| '''Power''': 3.0 <br> '''Speed''': 2.275 <br> '''Bonus''': +30%<br />
|-<br />
! scope="row" | Iron<br />
| Hardness: '''0.9''' <br> Time: '''2'''<br />
| {{Icon|Iron ore|0.28|iron_plate}} 0.28/sec<br />
| {{Icon|Iron ore|0.53|iron_plate}} 0.525/sec<br />
| {{Icon|Iron ore|1.31|iron_plate}} 1.3125/sec<br />
| {{Icon|Iron ore|0.38|iron_plate}} 0.375375/sec<br />
| {{Icon|Iron ore|3.11|iron_plate}} 3.105375/sec<br />
|-<br />
! scope="row" | Copper<br />
| Hardness: '''0.9''' <br> Time: '''2'''<br />
| {{Icon|Copper ore|0.28|copper_plate}} 0.28/sec<br />
| {{Icon|Copper ore|0.53|copper_plate}} 0.525/sec<br />
| {{Icon|Copper ore|1.31|copper_plate}} 1.3125/sec<br />
| {{Icon|Copper ore|0.38|copper_plate}} 0.375375/sec<br />
| {{Icon|Copper ore|3.11|copper_plate}} 3.105375/sec<br />
|-<br />
! scope="row" | Coal<br />
| Hardness: '''0.9''' <br> Time: '''2'''<br />
| {{icon|coal|0.28|coal}} 0.28/sec<br />
| {{icon|coal|0.53|coal}} 0.525/sec<br />
| {{icon|coal|1.31|coal}} 1.3125/sec<br />
| {{icon|coal|0.38|coal}} 0.375375/sec<br />
| {{icon|coal|3.11|coal}} 3.105375/sec<br />
|-<br />
! scope="row" | Stone<br />
| Hardness: '''0.4''' <br> Time: '''2'''<br />
| {{icon|stone|0.37|stone}} 0.3675/sec<br />
| {{icon|stone|0.65|stone}} 0.65/sec<br />
| {{icon|stone|1.63|stone}} 1.625/sec<br />
| {{icon|stone|0.46|stone}} 0.46475/sec<br />
| {{icon|stone|3.84|stone}} 3.84475/sec<br />
|-<br />
! scope="row" | Uranium<br />
| Hardness: '''0.9''' <br> Time: '''4'''<br />
| <br />
| {{icon|uranium ore|0.26|uranium-235}} 0.2625/sec<br />
| {{icon|uranium ore|0.66|uranium-235}} 0.65625/sec<br />
| {{icon|uranium ore|0.19|uranium-235}} 0.1876875/sec<br />
| {{icon|uranium ore|1.55|uranium-235}} 1.5526875/sec<br />
|-<br />
|}<br />
<br />
Unlike most other equipment, mining drills will output resources directly without the need of [[inserter]]s. This includes [[Transport belts]], [[Chests]], other mining drills (makes only sense for [[Burner mining drill]]), [[Furnace]]s, [[Assembling machine]]s etc.<br />
<br />
The above figures are modified by [[Mining productivity (research)|Mining productivity]] technology, which adds to any bonus from productivity modules.<br />
<br />
[[File:Burner drill to chest.png]] [[File:Burner drill to furnace.png]]<br />
<br />
== See also ==<br />
<br />
* [https://forums.factorio.com/forum/viewtopic.php?f=8&t=5830 Efficient mining setup for robots].<br />
* [https://forums.factorio.com/forum/viewtopic.php?f=8&t=2569 Extreme mining].<br />
* [https://forums.factorio.com/forum/viewtopic.php?f=8&t=6802 Smelting where you mine]<br />
<br />
{{C|Resource extraction}}</div>Dewinhttps://wiki.factorio.com/index.php?title=Fluid_wagon&diff=164836Fluid wagon2018-10-13T03:34:47Z<p>Dewin: Add data from throughput testing.</p>
<hr />
<div>{{Languages}}{{:Infobox:Fluid wagon}}<br />
The '''fluid wagon''', also known as the '''rail tanker''', is capable of transporting [[fluid system|fluids]] by [[rail]]. Fluids can be pumped in and out of the wagon using a [[pump]], each fluid wagon can have a maximum of 3 pumps attached at one time, 1 per tank section.<br />
Similar to [[cargo wagon]]s, a [[locomotive]] is required to move the liquid wagon.<br />
<br />
The fluid wagon can carry 25,000 units of fluid. It weighs the same of the regular cargo wagon but holds more fluid; a cargo wagon filled with [[barrel]]s can carry 20,000 units of fluid.<br />
<br />
== Troubleshooting ==<br />
To get fluid into the fluid wagon, you need a [[Railway#Stations|train station]] with pumps.<br />
<br />
The wagon needs to be aligned with the rail grid; do this by using the [[Automated rail transportation (research)|automated rail transportation]] [[train stop]]s as [[Railway#Train_schedule|train schedule]] destination, and a fueled locomotive.<br />
<br />
Also make sure that the [[rail]]s under the Fluid wagon are '''straight rails''' and not '''curved rails'''. The pumps will only work if the wagon is perfectly orthogonal to the grid.<br />
<br />
== Load and Unload Times ==<br />
<br />
Due to current [[fluid system]] mechanics, the fastest load and unload times for fluid wagons consist of pumps that are directly attached to storage tanks. Using more pumps per tank reduces (un)loading time.<br />
<br />
Testing was done using a single locomotive attached to a single full fluid wagon, with pumps attached directly to empty storage tanks. Using this test setup:<br />
<br />
* Using 1 pump, the train remained in station for 206 ticks (~3.5 seconds)<br />
* Using 2 pumps, the train remained in station for 132 ticks (~2.2 seconds)<br />
* Using 3 pumps, the train remained in station for 109 ticks (~1.8 seconds)<br />
<br />
== History ==<br />
{{History|0.16.8|<br />
* Changed fluid wagon capacity from 75k to 25k (Same as storage tank).<br />
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).<br />
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.}}<br />
{{History|0.16.7|<br />
* Simplified to contain just 1 fluid instead of having 3 different fluid tanks}}<br />
{{History|0.15.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Locomotive]]<br />
* [[Cargo wagon]]<br />
* [[Railway]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>Dewinhttps://wiki.factorio.com/index.php?title=News&diff=164835News2018-10-13T03:18:18Z<p>Dewin: Add FFF 264; archive FFF 254</p>
<hr />
<div><!-- CURRENT NEWS - PLEASE ARCHIVE BELOW <br />
10 news should be new, the rest should be archived...<br />
<br />
If the main page isn't updated for you, visit: <br />
https://wiki.factorio.com/index.php?title=Main%20Page&action=purge<br />
<br />
--><br />
== Latest ==<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:600px"><br />
What should be in the news and what not?<br />
<div class="mw-collapsible-content">The Factorio News in this wiki should be that kind of news, which - viewed from some future (for example in a year) - will be still relevant information. Examples:<br />
<br />
* Good: The developers released a new factorio friday facts post<br />
* Bad: Some youtuber has made his 100th Let's play about Factorio.<br />
* Good: The developers announce Greenlight Campaign of Factorio<br />
* Bad: There is a serious bug in MacOS-Version and you need to update to the current.<br />
</div></div><br />
<onlyinclude><br />
<!-- vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv --><br />
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2"><br />
* Oct 12 FFF #264: [https://www.factorio.com/blog/post/fff-264 Texture streaming]<br />
* Oct 05 FFF #263: [https://www.factorio.com/blog/post/fff-263 Trains in blueprints]<br />
* Sep 28 FFF #262: [https://www.factorio.com/blog/post/fff-262 Hello my name is: Compilatron]<br />
* Sep 21 FFF #261: [https://www.factorio.com/blog/post/fff-261 Performance + New player interaction]<br />
* Sep 14 FFF #260: [https://www.factorio.com/blog/post/fff-260 New fluid system]<br />
* Sep 07 FFF #259: [https://www.factorio.com/blog/post/fff-259 Scan-codes, Prototype IDs, HR worm]<br />
* Aug 31 FFF #258: [https://www.factorio.com/blog/post/fff-258 New autoplace]<br />
* Aug 24 FFF #257: [https://www.factorio.com/blog/post/fff-257 NPE/Campaign update]<br />
* Aug 17 FFF #256: [https://www.factorio.com/blog/post/fff-256 The little things 3]<br />
* Aug 10 FFF #255: [https://www.factorio.com/blog/post/fff-255 Construction tools]<br />
</div><includeonly>'''[[News#Archive|Older news...]]'''</includeonly></onlyinclude><br />
<br />
<!-- ARCHIVED NEWS (not included on main page) --><br />
<br />
== Archive ==<br />
''Archived news don't appear on the main page.''<br />
<br />
=== 2018 ===<br />
<br />
==== August ====<br />
<br />
* Aug 03 FFF #254: [https://www.factorio.com/blog/post/fff-254 No research queue for you]<br />
<br />
==== July ====<br />
<br />
* Jul 27 FFF #253: [https://www.factorio.com/blog/post/fff-253 Fans & Fun]<br />
* Jul 20 FFF #252: [https://www.factorio.com/blog/post/fff-252 Sound design & Map editor]<br />
* Jul 13 FFF #251: [https://www.factorio.com/blog/post/fff-251 A Fistful of Frames]<br />
* Jul 06 FFF #250: [https://www.factorio.com/blog/post/fff-250 Dead end conclusion]<br />
<br />
==== June ====<br />
<br />
* Jun 29 FFF #249: [https://www.factorio.com/blog/post/fff-249 Dead end exploration]<br />
* Jun 22 FFF #248: [https://www.factorio.com/blog/post/fff-248 Not Saturday Facts]<br />
* Jun 15 FFF #247: [https://www.factorio.com/blog/post/fff-247 Pricing and its exploits]<br />
* Jun 08 FFF #246: [https://www.factorio.com/blog/post/fff-246 The GUI update (Part 3)]<br />
* Jun 01 FFF #245: [https://www.factorio.com/blog/post/fff-245 Campaign concept]<br />
<br />
==== May ====<br />
<br />
* May 25 FFF #244: [https://www.factorio.com/blog/post/fff-244 Localised plurals & Modernisation progress]<br />
* May 18 FFF #243: [https://www.factorio.com/blog/post/fff-243 New GUI tileset]<br />
* May 11 FFF #242: [https://www.factorio.com/blog/post/fff-242 Offensive programming]<br />
* May 04 FFF #241: [https://www.factorio.com/blog/post/fff-241 New player experience]<br />
<br />
==== April ====<br />
<br />
* Apr 27 FFF #240: [https://www.factorio.com/blog/post/fff-240 Factorio-data & Fast pipe replace]<br />
* Apr 20 FFF #239: [https://www.factorio.com/blog/post/fff-239 PAX East report]<br />
* Apr 13 FFF #238: [https://www.factorio.com/blog/post/fff-238 The GUI update (Part II)]<br />
* Apr 06 FFF #237: [https://www.factorio.com/blog/post/fff-237 Rich & interactive text]<br />
<br />
==== March ====<br />
<br />
* Mar 30 FFF #236: [https://www.factorio.com/blog/post/fff-236 Building a rollup]<br />
* Mar 23 FFF #235: [https://www.factorio.com/blog/post/fff-235 0.16 stable]<br />
* Mar 16 FFF #234: [https://www.factorio.com/blog/post/fff-234 Office pictures]<br />
* Mar 09 FFF #233: [https://www.factorio.com/blog/post/fff-233 Wiki admin]<br />
* Mar 02 FFF #232: [https://www.factorio.com/blog/post/fff-232 PAX, Bugs, Graphs]<br />
<br />
==== February ====<br />
<br />
* Feb 23 FFF #231: [https://www.factorio.com/blog/post/fff-231 Belt compression & Crash log uploading]<br />
* Feb 16 FFF #230: [https://www.factorio.com/blog/post/fff-230 Engine modernisation]<br />
* Feb 09 FFF #229: [https://www.factorio.com/blog/post/fff-229 Taiwan report & Lamp staggering]<br />
* Feb 02 FFF #228: [https://www.factorio.com/blog/post/fff-228 High resolution turrets]<br />
<br />
==== January ====<br />
<br />
* Jan 26 FFF #227: [https://www.factorio.com/blog/post/fff-227 Rendering, Trees & Scenario talk]<br />
* Jan 19 FFF #226: [https://www.factorio.com/blog/post/fff-226 New mod portal & other news]<br />
* Jan 12 FFF #225: [https://www.factorio.com/blog/post/fff-225 Bots versus belts (part 2)]<br />
* Jan 05 FFF #224: [https://www.factorio.com/blog/post/fff-224 Bots versus belts]<br />
<br />
=== 2017 ===<br />
<br />
'''[[News/2017|Archived news from 2017]]<br />
<br />
===2016===<br />
<br />
'''[[News/2016|Archived news from 2016]]<br />
<br />
===2015===<br />
<br />
'''[[News/2015|Archived news from 2015]]<br />
<br />
===2014===<br />
<br />
'''[[News/2014|Archived news from 2014]]<br />
<br />
<noinclude><br />
{{Languages}}<br />
{{C|Main}}<br />
</noinclude></div>Dewin