https://wiki.factorio.com/api.php?action=feedcontributions&user=Fried+biter&feedformat=atomOfficial Factorio Wiki - User contributions [en]2024-03-29T15:31:56ZUser contributionsMediaWiki 1.38.2https://wiki.factorio.com/index.php?title=Template_talk:Main&diff=166416Template talk:Main2018-12-20T19:37:24Z<p>Fried biter: /* Labelling page(s) */</p>
<hr />
<div>== Singular and Plural form ==<br />
<br />
This new realize for {t|Main} doesn't work properly in French for two reasons: In French the plural form can't be achieve by just adding a "s". The plural of "Article principal" is "Articles principaux" and in French a space is need before ":" "Article principal :" and nor "Article principal:". I propose '''<nowiki>{{#if: {{{2|}}}|{{Translation|Main articles:}}|{{Translation|Main article:}}}} </nowiki>''' instead of <nowiki>{{Translation|Main article{{#if: {{{2|}}}|s}}}}: </nowiki>. Do you agree with those changes ? [[User:Mgiraud|Mgiraud]] ([[User talk:Mgiraud|talk]]) 18:51, 2 September 2016 (UTC)<br />
:Didn't think of that, my fault. You chan change it. (The space before the colon is weird, never seen it) [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) - <b>Factorio wiki administrator</b> 19:06, 2 September 2016 (UTC)<br />
:: Done. In French you need a space before ";", ":", "!", "?" but nor before "," and ".". Weird indeed :) [[User:Mgiraud|Mgiraud]] ([[User talk:Mgiraud|talk]]) 19:21, 2 September 2016 (UTC)<br />
<br />
== Labelling page(s) ==<br />
<br />
[[mw:Template:Main]] says there is a parameter `l1` to specify the first link label, but I don't see it works on the factorio wiki. Are there any alternatives or workarounds to label the link (especially for translating pagenames)? --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 19:37, 20 December 2018 (UTC)</div>Fried biterhttps://wiki.factorio.com/index.php?title=Template_talk:Main&diff=166415Template talk:Main2018-12-20T19:35:58Z<p>Fried biter: /* Labelling page(s) */ new section</p>
<hr />
<div>== Singular and Plural form ==<br />
<br />
This new realize for {t|Main} doesn't work properly in French for two reasons: In French the plural form can't be achieve by just adding a "s". The plural of "Article principal" is "Articles principaux" and in French a space is need before ":" "Article principal :" and nor "Article principal:". I propose '''<nowiki>{{#if: {{{2|}}}|{{Translation|Main articles:}}|{{Translation|Main article:}}}} </nowiki>''' instead of <nowiki>{{Translation|Main article{{#if: {{{2|}}}|s}}}}: </nowiki>. Do you agree with those changes ? [[User:Mgiraud|Mgiraud]] ([[User talk:Mgiraud|talk]]) 18:51, 2 September 2016 (UTC)<br />
:Didn't think of that, my fault. You chan change it. (The space before the colon is weird, never seen it) [[User:TheWombatGuru|TheWombatGuru]] ([[User talk:TheWombatGuru|talk]]) - <b>Factorio wiki administrator</b> 19:06, 2 September 2016 (UTC)<br />
:: Done. In French you need a space before ";", ":", "!", "?" but nor before "," and ".". Weird indeed :) [[User:Mgiraud|Mgiraud]] ([[User talk:Mgiraud|talk]]) 19:21, 2 September 2016 (UTC)<br />
<br />
== Labelling page(s) ==<br />
<br />
[[mw:Template:Main]] says there is a parameter `l1` to specify the first link label, but I don't see it works on the factorio wiki. Are there any alternatives or workarounds to label the link (especially for translating pagenames)?</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace&diff=166414User:Fried biter/workspace2018-12-20T19:31:41Z<p>Fried biter: /* 分配器(Splitter) */</p>
<hr />
<div>作業場/workspace<br />
日本語話者の方、マサカリ投げてくださると助かります<br />
<br />
----<br />
{{Languages}}<br />
'''ベルト輸送システム(Belt transport system)'''は、アイテムを異なる場所の間で輸送するために[[player/ja|プレイヤー]]が最初に触れることとなるシステム。[[Railway/ja|列車]]、[[Logistic network/ja|物流ロボット]]と並んで、Factorioにおけるアイテム輸送システムを構成している。<br />
(訳注:0.16現在、"transport"は搬送ベルトについてのみ「搬送」と訳され、それ以外に於いては「輸送」と訳されている。以下では固有名詞以外は「輸送」に統一する)<br />
<br />
ベルトは特にアイテムの搬送に用いられ、エネルギーを使わずに稼働する。ベルトは他の動くエンティティ、例えば[[player/ja|プレイヤー]]、[[vehicle/ja|乗り物]]や[[enemies/ja|バイター]]とも干渉でき、動きを速めたり遅めたりする。<br />
<br />
== 搬送ベルトの種類 ==<br />
<br />
以下はFactorioで利用できる搬送ベルト全てのチャート。<br />
<br />
{| class="wikitable"<br />
! [[Transport belts/ja|搬送ベルト]] !! [[Underground belts/ja|地下搬送ベルト]] !! [[Splitters/ja|分配器]] !! 最大スループット(アイテム毎[[game-second/ja|秒]]) !! 必要研究 !! 原材料(ベルト1つあたり)<br />
|-<br />
| {{Imagelink|Transport belt|Transport belt/ja|搬送ベルト}}<br />
| {{Imagelink|Underground belt|Underground belt/ja|地下搬送ベルト}}<br />
| {{Imagelink|Splitter|Splitter/ja|分配器}} <br />
| 13.333<br />
| [[Logistics (research)/ja|物流学1]]<sup>1</sup><br />
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}<br />
|-<br />
| {{Imagelink|Fast transport belt|Fast transport belt/ja|高速搬送ベルト}}<br />
| {{Imagelink|Fast underground belt|Fast underground belt/ja|高速地下搬送ベルト}}<br />
| {{Imagelink|Fast splitter|Fast splitter/ja|高速分配器}} <br />
| 26.666<br />
| [[Logistics 2 (research)/ja|物流学2]]<br />
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}<br />
|-<br />
| {{Imagelink|Express transport belt|Express transport belt/ja|超高速搬送ベルト}}<br />
| {{Imagelink|Express underground belt|Express underground belt/ja|超高速地下搬送ベルト}}<br />
| {{Imagelink|Express splitter|Express splitter/ja|超高速分配器}} <br />
| 40.0 <br />
| [[Logistics 3 (research)/ja|物流学3]]<br />
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}<br />
|-<br />
|}<br />
<br />
(1) 地下搬送ベルトと分配器のみ。ノーマル搬送ベルトはゲーム開始時から利用可能。<br />
<br />
ベルト階級にかかわらず、ぎっしり詰まった搬送ベルトは6~8アイテムを保持できる。詳細は[[Transport_belts/Physics/ja|搬送ベルトの物理]]参照。<br />
<br />
== ベルトの階級(Tier) ==<br />
<br />
[[File:Transport_belts_speed.gif|300px|thumb|top|3種のベルトとその速度(上から順に: 通常ベルト、高速ベルト、超高速ベルト)]]<br />
3種類の階級のベルトが使える。[[transport belt/ja|搬送ベルト]]は黄色くて一番遅いが、同時に一番製造コストが安い。次の階級は赤い[[fast transport belt/ja|高速搬送ベルト]]で、通常の2倍速。[[express transport belt/ja|超高速搬送ベルト]]は最も階級が高く、青色で通常の3倍、もしくは赤ベルトの1.5倍。<br />
{{clear}}<br />
<br />
== ベルト機構 ==<br />
<br />
=== ベルトの合流・分岐 ===<br />
<br />
どの階級のベルトも、アイテムが載るレーンを2つ持つ。一種類の素材を2つ流すことも、2つの異なる素材を同じベルトに流すこともできる。混合ベルトは鉱石の精錬や、[[high tech science pack/ja|ハイテクサイエンスパック]]のように多くの異なる原料を要求するアイテムを製造するのに便利。混合ベルトは分配器フィルタで分離できる。地下ベルトは片方を通さないので、地下ベルトを用いて分離することもできる。<br />
<br />
[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]<br />
<br />
合流/分離はよく[[splitter/ja|分配器]]で行われる。2番めのgifに見られる小技については、'''[[Belt_transport_system#ベルトレーン分岐|地下ベルト]]'''節に詳しい。<br />
<br />
=== レーンバランシング ===<br />
<br />
[[inserters/ja|インサータ]]のベルトへのアイテムの置き方が原因で、レーンが偏ってしまうことがある。スループットを維持するには、レーンバランシングが不可欠だ。以下のgifでは2つのやり方を示す。前者は、最初に1レーンのみが使われている場合のみ機能する。原理についての詳細は、[[Balancer mechanics/ja#レーンバランサ]]を見よ。<br />
<br />
[[File:Transport_belts_balance1.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_balance2.gif|top]]<br />
<br />
=== ベルトスループット ===<br />
[[File:Stack inserters fill express belt.gif|frame|right|[[stack inserter/ja|スタックインサータ]]4つで超高速ベルトを満載できる。左の2つはスタックサイズ12、右の2つはスタックサイズ7。]]<br />
スループットの最大化は、ベルトを効率化するために重要である。そのため、いくつかの定義を導入しよう。<br />
<br />
; 速度(Speed)<br />
: ベルトがどれほど速く動くか。 <br />
; 密度(Density) <br />
: アイテムがどれほどぎっちりベルトに載せられているか。 <br />
; スループット(Throughput)<br />
: 速度×密度。所与の時間において、どれほど多くのアイテムが通過するかを表す。<br />
<br />
では、スループットを拡張しうる3つの可能性を見ていこう。<br />
<br />
; 密度の増加 <br />
:しばしば、アイテムの間隙に他のアイテムが入れられるほど大きくはないギャップが生じる。しかし、掘削機、インサータ、ベルトのサイドローディングではベルト上のアイテムを一時的に押し込めることで、そうした隙間にもアイテムを無理やり詰め込むことができる。押し込められた隙間は、ベルト前方が再び動き始めたときに通常のサイズまで拡張される。<br />
; 速度の増加 <br />
:工場内のベルトがすでに最大の密度だとしても、よりよいベルトにアップグレードして速度を改善できる可能性がある。まず最初にしなければならないのはボトルネックを探すことで、たいていすぐ見つかる。アイテムが高速に(もしくは全く)動かない、もしくは最大密度で停止しているような部分があり、そしてこの「進んでは止まる」状態が突如として解消される箇所もあるだろう。そこがボトルネックだ。大概の場合、こここそがベルト最適化を必要とする場所だ。<br />
; ベルトの増加 <br />
:さらなる並列ベルトの追加によってもスループットを向上できる。単純な話、スループットが必要なアイテムを運ぶベルトはたくさん置こう。<br />
<br />
=== ベルト便利ワザ ===<br />
<br />
敵の襲撃に防御が間に合うためには、高速に移動できることが重要だ。ベルト上を走ると、ベルトの速度に応じて[[player/ja|プレイヤー]]の移動速度が早まったり遅くなったりする。だから、[[defense/ja|防衛拠点]]に向けてベルトを張り巡らせておくと良い。<br />
<br />
一方で、プレイヤーのみがベルト上を移動できるわけではない。バイターやスピッターも移動できる。これを悪用して防衛を強化できる。まず、超高速搬送ベルトを壁の前に設置しておくことで、バイターが防壁にたどり着くまでの時間を引き伸ばせる。次に、スピッターを壁の近くに移動できる。こうすれば、より多くのタレットが一度に1体のスピッターを攻撃できる。<br />
<br />
ほかの便利な利用法としては、搬送ベルトに[[car/ja|自動車]]を載せることもできる。自動車はインベントリを持ち、[[inserters/ja|インサータ]]で積み込める。つまり、ベルト上を動く箱として利用できる。これにはいくつかのアドバンテージがあり、第一にこの自動車回転寿司のスループットは極めて高い。第二に、インサータスタックサイズボーナスが適用されるので、インサータがより効率的になる。<br />
<br />
== 分配器(Splitter) ==<br />
<br />
[[Splitters/ja|分配器]]は別の形でアイテムを操作する。分配器は2x1の大きさで、2つまでの入力ベルトからやってきたアイテムを2つまでの出力ベルトに1:1の比で分配する。資源を2本のベルトに分けたり、複数のベルトをバランシングしたりするのに用いられる。<br />
<br />
=== 機構 ===<br />
<br />
分配器の挙動は一見単純だ。しかし実のところ、事はそれほど単純でもない。分配器には驚くほど多くの活用法がある。<br />
<br />
* 分配器は入出力ベルトを2つずつ持つ。1本のベルトからアイテムを受け取った場合、2本の出力に均等に分配する。<br />
* もし片方の出力が完全に詰まっていて、均等に分配できない場合、すべての入力を空いている方の出力ベルトに流す。<br />
* 分配器は、2本の入力に対し1本の出力しか持たないこともできる。<br />
* 分配器はアイテムのレーンを保存する。右レーンのアイテムを左レーンに移動することはなく、逆もまた然り。<br />
* 分配器は片方の入出力を優先できる。分配器をクリックしてGUIを開くことで、優先度を設定できる。<br />
* 分配器の出力ベルト1本を1種類のアイテムにフィルタリングできる。そのアイテムのみがその出力に流れ、それ以外はもう片方に流れるようになる。フィルタが設定されていると、その側の出力ベルトが優先される。<br />
<br />
ベルトを結合/分割するには、分配器が入力ベルトと同じ速さでなければならず、さもなくば分配器がボトルネックと化す。<br />
<br />
==== 優先度 ====<br />
分配器の入力側も出力側も、左右どちらかを優先できる。<br />
<br />
入力優先度が設定された分配器は、その側の入力を先に利用しようとし、優先入力ベルトが空いているときのみもう片方を利用する。<br />
<br />
同様に、出力優先度が設定された分配器もすべての入力をその側に流そうとし、優先出力ベルトが詰まっているときのみもう片方に出力する。<br />
<br />
==== フィルタ ====<br />
分配器のフィルタスロットに特定のアイテムが設定されている場合、出力優先度のスライダーはフィルタ用になる。設定された種別のアイテムはすべてその出力に流され、他のアイテムは全てもう一方に流される。入力優先度はフィルタと独立して設定できる。<br />
<br />
=== バランシング ===<br />
<br />
{{Main|Balancer mechanics/ja|l1=バランシング機構}}<br />
<br />
分配器は、複数本のベルトや複数個のベルトレーンを均等に分配するためにも利用できる。<br />
<br />
=== ベルトレーン操作 ===<br />
<gallery mode="slideshow"><br />
File:Swap_belt_lanes.png|レーンごとに異なるアイテムが載ったベルトのレーンを入れ替えている。<br />
File:Splitter_seperate_belt_lanes.png|異なるアイテムが載ったレーンを分割する。<br />
</gallery><br />
<br />
== 地下搬送ベルト(Underground belt) ==<br />
<br />
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts/ja|通常のベルト]].<br />
<br />
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)<br />
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.<br />
* For the connection only the endpoints (entry-side and exit-side) are relevant.<br />
* The maximum distance underground is 8 [[tile/ja|tile]]s with [[express underground belt/ja|超高速地下搬送ベルト]]s.<br />
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.<br />
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.<br />
<br />
=== ベルトレーン分岐 ===<br />
<gallery mode="slideshow"><br />
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).<br />
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.<br />
<br />
</gallery><br />
<br />
== 関連項目 ==<br />
* [[Splitters/ja|分配器]]<br />
* [[Transport belts/ja|搬送ベルト]]<br />
* [[Underground belts/ja|地下搬送ベルト]]<br />
<br />
{{C|Belt transport system}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace&diff=166180User:Fried biter/workspace2018-12-13T14:06:11Z<p>Fried biter: </p>
<hr />
<div>作業場/workspace<br />
日本語話者の方、マサカリ投げてくださると助かります<br />
<br />
----<br />
{{Languages}}<br />
'''ベルト輸送システム(Belt transport system)'''は、アイテムを異なる場所の間で輸送するために[[player/ja|プレイヤー]]が最初に触れることとなるシステム。[[Railway/ja|列車]]、[[Logistic network/ja|物流ロボット]]と並んで、Factorioにおけるアイテム輸送システムを構成している。<br />
(訳注:0.16現在、"transport"は搬送ベルトについてのみ「搬送」と訳され、それ以外に於いては「輸送」と訳されている。以下では固有名詞以外は「輸送」に統一する)<br />
<br />
ベルトは特にアイテムの搬送に用いられ、エネルギーを使わずに稼働する。ベルトは他の動くエンティティ、例えば[[player/ja|プレイヤー]]、[[vehicle/ja|乗り物]]や[[enemies/ja|バイター]]とも干渉でき、動きを速めたり遅めたりする。<br />
<br />
== 搬送ベルトの種類 ==<br />
<br />
以下はFactorioで利用できる搬送ベルト全てのチャート。<br />
<br />
{| class="wikitable"<br />
! [[Transport belts/ja|搬送ベルト]] !! [[Underground belts/ja|地下搬送ベルト]] !! [[Splitters/ja|分配器]] !! 最大スループット(アイテム毎[[game-second/ja|秒]]) !! 必要研究 !! 原材料(ベルト1つあたり)<br />
|-<br />
| {{Imagelink|Transport belt|Transport belt/ja|搬送ベルト}}<br />
| {{Imagelink|Underground belt|Underground belt/ja|地下搬送ベルト}}<br />
| {{Imagelink|Splitter|Splitter/ja|分配器}} <br />
| 13.333<br />
| [[Logistics (research)/ja|物流学1]]<sup>1</sup><br />
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}<br />
|-<br />
| {{Imagelink|Fast transport belt|Fast transport belt/ja|高速搬送ベルト}}<br />
| {{Imagelink|Fast underground belt|Fast underground belt/ja|高速地下搬送ベルト}}<br />
| {{Imagelink|Fast splitter|Fast splitter/ja|高速分配器}} <br />
| 26.666<br />
| [[Logistics 2 (research)/ja|物流学2]]<br />
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}<br />
|-<br />
| {{Imagelink|Express transport belt|Express transport belt/ja|超高速搬送ベルト}}<br />
| {{Imagelink|Express underground belt|Express underground belt/ja|超高速地下搬送ベルト}}<br />
| {{Imagelink|Express splitter|Express splitter/ja|超高速分配器}} <br />
| 40.0 <br />
| [[Logistics 3 (research)/ja|物流学3]]<br />
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}<br />
|-<br />
|}<br />
<br />
(1) 地下搬送ベルトと分配器のみ。ノーマル搬送ベルトはゲーム開始時から利用可能。<br />
<br />
ベルト階級にかかわらず、ぎっしり詰まった搬送ベルトは6~8アイテムを保持できる。詳細は[[Transport_belts/Physics/ja|搬送ベルトの物理]]参照。<br />
<br />
== ベルトの階級(Tier) ==<br />
<br />
[[File:Transport_belts_speed.gif|300px|thumb|top|3種のベルトとその速度(上から順に: 通常ベルト、高速ベルト、超高速ベルト)]]<br />
3種類の階級のベルトが使える。[[transport belt/ja|搬送ベルト]]は黄色くて一番遅いが、同時に一番製造コストが安い。次の階級は赤い[[fast transport belt/ja|高速搬送ベルト]]で、通常の2倍速。[[express transport belt/ja|超高速搬送ベルト]]は最も階級が高く、青色で通常の3倍、もしくは赤ベルトの1.5倍。<br />
{{clear}}<br />
<br />
== ベルト機構 ==<br />
<br />
=== ベルトの合流・分岐 ===<br />
<br />
どの階級のベルトも、アイテムが載るレーンを2つ持つ。一種類の素材を2つ流すことも、2つの異なる素材を同じベルトに流すこともできる。混合ベルトは鉱石の精錬や、[[high tech science pack/ja|ハイテクサイエンスパック]]のように多くの異なる原料を要求するアイテムを製造するのに便利。混合ベルトは分配器フィルタで分離できる。地下ベルトは片方を通さないので、地下ベルトを用いて分離することもできる。<br />
<br />
[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]<br />
<br />
合流/分離はよく[[splitter/ja|分配器]]で行われる。2番めのgifに見られる小技については、'''[[Belt_transport_system#ベルトレーン分岐|地下ベルト]]'''節に詳しい。<br />
<br />
=== レーンバランシング ===<br />
<br />
[[inserters/ja|インサータ]]のベルトへのアイテムの置き方が原因で、レーンが偏ってしまうことがある。スループットを維持するには、レーンバランシングが不可欠だ。以下のgifでは2つのやり方を示す。前者は、最初に1レーンのみが使われている場合のみ機能する。原理についての詳細は、[[Balancer mechanics/ja#レーンバランサ]]を見よ。<br />
<br />
[[File:Transport_belts_balance1.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_balance2.gif|top]]<br />
<br />
=== ベルトスループット ===<br />
[[File:Stack inserters fill express belt.gif|frame|right|[[stack inserter/ja|スタックインサータ]]4つで超高速ベルトを満載できる。左の2つはスタックサイズ12、右の2つはスタックサイズ7。]]<br />
スループットの最大化は、ベルトを効率化するために重要である。そのため、いくつかの定義を導入しよう。<br />
<br />
; 速度(Speed)<br />
: ベルトがどれほど速く動くか。 <br />
; 密度(Density) <br />
: アイテムがどれほどぎっちりベルトに載せられているか。 <br />
; スループット(Throughput)<br />
: 速度×密度。所与の時間において、どれほど多くのアイテムが通過するかを表す。<br />
<br />
では、スループットを拡張しうる3つの可能性を見ていこう。<br />
<br />
; 密度の増加 <br />
:しばしば、アイテムの間隙に他のアイテムが入れられるほど大きくはないギャップが生じる。しかし、掘削機、インサータ、ベルトのサイドローディングではベルト上のアイテムを一時的に押し込めることで、そうした隙間にもアイテムを無理やり詰め込むことができる。押し込められた隙間は、ベルト前方が再び動き始めたときに通常のサイズまで拡張される。<br />
; 速度の増加 <br />
:工場内のベルトがすでに最大の密度だとしても、よりよいベルトにアップグレードして速度を改善できる可能性がある。まず最初にしなければならないのはボトルネックを探すことで、たいていすぐ見つかる。アイテムが高速に(もしくは全く)動かない、もしくは最大密度で停止しているような部分があり、そしてこの「進んでは止まる」状態が突如として解消される箇所もあるだろう。そこがボトルネックだ。大概の場合、こここそがベルト最適化を必要とする場所だ。<br />
; ベルトの増加 <br />
:さらなる並列ベルトの追加によってもスループットを向上できる。単純な話、スループットが必要なアイテムを運ぶベルトはたくさん置こう。<br />
<br />
=== ベルト便利ワザ ===<br />
<br />
敵の襲撃に防御が間に合うためには、高速に移動できることが重要だ。ベルト上を走ると、ベルトの速度に応じて[[player/ja|プレイヤー]]の移動速度が早まったり遅くなったりする。だから、[[defense/ja|防衛拠点]]に向けてベルトを張り巡らせておくと良い。<br />
<br />
一方で、プレイヤーのみがベルト上を移動できるわけではない。バイターやスピッターも移動できる。これを悪用して防衛を強化できる。まず、超高速搬送ベルトを壁の前に設置しておくことで、バイターが防壁にたどり着くまでの時間を引き伸ばせる。次に、スピッターを壁の近くに移動できる。こうすれば、より多くのタレットが一度に1体のスピッターを攻撃できる。<br />
<br />
ほかの便利な利用法としては、搬送ベルトに[[car/ja|自動車]]を載せることもできる。自動車はインベントリを持ち、[[inserters/ja|インサータ]]で積み込める。つまり、ベルト上を動く箱として利用できる。これにはいくつかのアドバンテージがあり、第一にこの自動車回転寿司のスループットは極めて高い。第二に、インサータスタックサイズボーナスが適用されるので、インサータがより効率的になる。<br />
<br />
== 分配器(Splitter) ==<br />
<br />
[[Splitters/ja|分配器]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts<br />
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance<br />
multiple belts.<br />
<br />
=== 機構 ===<br />
<br />
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.<br />
<br />
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.<br />
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.<br />
* Splitters can also take two inputs and one output.<br />
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.<br />
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.<br />
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.<br />
<br />
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will<br />
become a bottleneck.<br />
<br />
==== 優先度 ====<br />
For both the input and output side of the splitter it is possible to set the priority to either left or right.<br />
<br />
A splitter where the input priority has been set will first try to consume the specified input side, and will only<br />
consume the other input once there is a gap on the prioritized input belt.<br />
<br />
Similarly a splitter where the output priority has been set will try to redirect all incoming items<br />
to the specified output, and will only output on the other output once the specified output is full.<br />
<br />
==== フィルター ====<br />
If a specific item is set in the splitter's filter slot, the slider for the output priority will<br />
be used for the filter instead. All items of the set type will be redirected to that specific output<br />
and all other items are directed to the other output. The input priority can be set independently of the filter.<br />
<br />
=== バランシング ===<br />
<br />
{{Main|Balancer mechanics}}<br />
<br />
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.<br />
<br />
=== ベルトレーン操作 ===<br />
<gallery mode="slideshow"><br />
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.<br />
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.<br />
</gallery><br />
<br />
== 地下搬送ベルト(Underground belt) ==<br />
<br />
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts/ja|通常のベルト]].<br />
<br />
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)<br />
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.<br />
* For the connection only the endpoints (entry-side and exit-side) are relevant.<br />
* The maximum distance underground is 8 [[tile/ja|tile]]s with [[express underground belt/ja|超高速地下搬送ベルト]]s.<br />
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.<br />
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.<br />
<br />
=== ベルトレーン分岐 ===<br />
<gallery mode="slideshow"><br />
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).<br />
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.<br />
<br />
</gallery><br />
<br />
== 関連項目 ==<br />
* [[Splitters/ja|分配器]]<br />
* [[Transport belts/ja|搬送ベルト]]<br />
* [[Underground belts/ja|地下搬送ベルト]]<br />
<br />
{{C|Belt transport system}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace&diff=166179User:Fried biter/workspace2018-12-13T14:02:30Z<p>Fried biter: /* ベルト便利ワザ */</p>
<hr />
<div>作業場/workspace<br />
日本語話者の方、マサカリ投げてくださると助かります<br />
<br />
----<br />
{{Languages}}<br />
'''ベルト輸送システム(Belt transport system)'''は、アイテムを異なる場所の間で輸送するために[[player/ja|プレイヤー]]が最初に触れることとなるシステム。[[Railway/ja|列車]]、[[Logistic network/ja|物流ロボット]]と並んで、Factorioにおけるアイテム輸送システムを構成している。<br />
(訳注:0.16現在、"transport"は搬送ベルトについてのみ「搬送」と訳され、それ以外に於いては「輸送」と訳されている。以下では固有名詞以外は「輸送」に統一する)<br />
<br />
ベルトは特にアイテムの搬送に用いられ、エネルギー無しで可動する。ベルトは他の動くエンティティ、例えば[[player/ja|プレイヤー]]、[[vehicle/ja|乗り物]]や[[enemies/ja|バイター]]とも干渉でき、動きを早めたり遅めたりする。<br />
<br />
== 搬送ベルトの種類 ==<br />
<br />
以下はFactorioで利用できる搬送ベルト全てのチャート。<br />
<br />
{| class="wikitable"<br />
! [[Transport belts/ja|搬送ベルト]] !! [[Underground belts/ja|地下搬送ベルト]] !! [[Splitters/ja|分配器]] !! 最大スループット(アイテム毎[[game-second/ja|秒]]) !! 必要研究 !! 原材料(ベルト1つあたり)<br />
|-<br />
| {{Imagelink|Transport belt|Transport belt/ja|搬送ベルト}}<br />
| {{Imagelink|Underground belt|Underground belt/ja|地下搬送ベルト}}<br />
| {{Imagelink|Splitter|Splitter/ja|分配器}} <br />
| 13.333<br />
| [[Logistics (research)/ja|物流学1]]<sup>1</sup><br />
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}<br />
|-<br />
| {{Imagelink|Fast transport belt|Fast transport belt/ja|高速搬送ベルト}}<br />
| {{Imagelink|Fast underground belt|Fast underground belt/ja|高速地下搬送ベルト}}<br />
| {{Imagelink|Fast splitter|Fast splitter/ja|高速分配器}} <br />
| 26.666<br />
| [[Logistics 2 (research)/ja|物流学2]]<br />
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}<br />
|-<br />
| {{Imagelink|Express transport belt|Express transport belt/ja|超高速搬送ベルト}}<br />
| {{Imagelink|Express underground belt|Express underground belt/ja|超高速地下搬送ベルト}}<br />
| {{Imagelink|Express splitter|Express splitter/ja|超高速分配器}} <br />
| 40.0 <br />
| [[Logistics 3 (research)/ja|物流学3]]<br />
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}<br />
|-<br />
|}<br />
<br />
(1) 地下搬送ベルトと分配器のみ。ノーマル搬送ベルトはゲーム開始時から利用可能。<br />
<br />
ベルト階級にかかわらず、ぎっしり詰まった搬送ベルトは6~8アイテムを保持できる。詳細は[[Transport_belts/Physics/ja|搬送ベルトの物理]]参照。<br />
<br />
== ベルトの階級(Tier) ==<br />
<br />
[[File:Transport_belts_speed.gif|300px|thumb|top|3種のベルトとその速度(上から順に: 通常ベルト、高速ベルト、超高速ベルト)]]<br />
3種類の階級のベルトが使える。[[transport belt/ja|搬送ベルト]]は黄色くて一番遅いが、同時に一番製造コストが安い。次の階級は赤い[[fast transport belt/ja|高速搬送ベルト]]で、通常の2倍速。[[express transport belt/ja|超高速搬送ベルト]]は最も階級が高く、青色で通常の3倍、もしくは赤ベルトの1.5倍。<br />
{{clear}}<br />
<br />
== ベルト機構 ==<br />
<br />
=== ベルトの合流・分岐 ===<br />
<br />
どの階級のベルトも、アイテムが載るレーンを2つ持つ。一種類の素材を2つ流すことも、2つの異なる素材を同じベルトに流すこともできる。混合ベルトは鉱石の精錬や、[[high tech science pack/ja|ハイテクサイエンスパック]]のように多くの異なる原料を要求するアイテムを製造するのに便利。混合ベルトは分配器フィルタで分離できる。地下ベルトは片方を通さないので、地下ベルトを用いて分離することもできる。<br />
<br />
[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]<br />
<br />
合流/分離はよく[[splitter/ja|分配器]]で行われる。2番めのgifに見られる小技については、'''[[Belt_transport_system#ベルトレーン分岐|地下ベルト]]'''節に詳しい。<br />
<br />
=== レーンバランシング ===<br />
<br />
[[inserters/ja|インサータ]]のベルトへのアイテムの置き方が原因で、レーンが偏ってしまうことがある。スループットを維持するには、レーンバランシングが不可欠だ。以下のgifでは2つのやり方を示す。前者は、最初に1レーンのみが使われている場合のみ機能する。原理についての詳細は、[[Balancer mechanics/ja#レーンバランサ]]を見よ。<br />
<br />
[[File:Transport_belts_balance1.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_balance2.gif|top]]<br />
<br />
=== ベルトスループット ===<br />
[[File:Stack inserters fill express belt.gif|frame|right|[[stack inserter/ja|スタックインサータ]]4つで超高速ベルトを満載できる。左の2つはスタックサイズ12、右の2つはスタックサイズ7。]]<br />
スループットの最大化は、ベルトを効率化するために重要である。そのため、いくつかの定義を導入しよう。<br />
<br />
; 速度(Speed)<br />
: ベルトがどれほど速く動くか。 <br />
; 密度(Density) <br />
: アイテムがどれほどぎっちりベルトに載せられているか。 <br />
; スループット(Throughput)<br />
: 速度×密度。所与の時間において、どれほど多くのアイテムが通過するかを表す。<br />
<br />
では、スループットを拡張しうる3つの可能性を見ていこう。<br />
<br />
; 密度の増加 <br />
:しばしば、アイテムの間隙に他のアイテムが入れられるほど大きくはないギャップが生じる。しかし、掘削機、インサータ、ベルトのサイドローディングではベルト上のアイテムを一時的に押し込めることで、そうした隙間にもアイテムを無理やり詰め込むことができる。押し込められた隙間は、ベルト前方が再び動き始めたときに通常のサイズまで拡張される。<br />
; 速度の増加 <br />
:工場内のベルトがすでに最大の密度だとしても、よりよいベルトにアップグレードして速度を改善できる可能性がある。まず最初にしなければならないのはボトルネックを探すことで、たいていすぐ見つかる。アイテムが高速に(もしくは全く)動かない、もしくは最大密度で停止しているような部分があり、そしてこの「進んでは止まる」状態が突如として解消される箇所もあるだろう。そこがボトルネックだ。大概の場合、こここそがベルト最適化を必要とする場所だ。<br />
; ベルトの増加 <br />
:さらなる並列ベルトの追加によってもスループットを向上できる。単純な話、スループットが必要なアイテムを運ぶベルトはたくさん置こう。<br />
<br />
=== ベルト便利ワザ ===<br />
<br />
敵の襲撃に防御が間に合うためには、高速に移動できることが重要だ。ベルト上を走ると、ベルトの速度に応じて[[player/ja|プレイヤー]]の移動速度が早まったり遅くなったりする。だから、[[defense/ja|防衛拠点]]に向けてベルトを張り巡らせておくと良い。<br />
<br />
一方で、プレイヤーのみがベルト上を移動できるわけではない。バイターやスピッターも移動できる。これを悪用して防衛を強化できる。まず、超高速搬送ベルトを壁の前に設置しておくことで、バイターが防壁にたどり着くまでの時間を引き伸ばせる。次に、スピッターを壁の近くに移動できる。こうすれば、より多くのタレットが一度に1体のスピッターを攻撃できる。<br />
<br />
ほかの便利な利用法としては、搬送ベルトに[[car/ja|自動車]]を載せることもできる。自動車はインベントリを持ち、[[inserters/ja|インサータ]]で積み込める。つまり、ベルト上を動く箱として利用できる。これにはいくつかのアドバンテージがあり、第一にこの自動車回転寿司のスループットは極めて高い。第二に、インサータスタックサイズボーナスが適用されるので、インサータがより効率的になる。<br />
<br />
== 分配器(Splitter) ==<br />
<br />
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts<br />
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance<br />
multiple belts.<br />
<br />
=== 機構 ===<br />
<br />
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.<br />
<br />
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.<br />
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.<br />
* Splitters can also take two inputs and one output.<br />
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.<br />
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.<br />
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.<br />
<br />
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will<br />
become a bottleneck.<br />
<br />
==== 優先度 ====<br />
For both the input and output side of the splitter it is possible to set the priority to either left or right.<br />
<br />
A splitter where the input priority has been set will first try to consume the specified input side, and will only<br />
consume the other input once there is a gap on the prioritized input belt.<br />
<br />
Similarly a splitter where the output priority has been set will try to redirect all incoming items<br />
to the specified output, and will only output on the other output once the specified output is full.<br />
<br />
==== フィルター ====<br />
If a specific item is set in the splitter's filter slot, the slider for the output priority will<br />
be used for the filter instead. All items of the set type will be redirected to that specific output<br />
and all other items are directed to the other output. The input priority can be set independently of the filter.<br />
<br />
=== バランシング ===<br />
<br />
{{Main|Balancer mechanics}}<br />
<br />
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.<br />
<br />
=== ベルトレーン操作 ===<br />
<gallery mode="slideshow"><br />
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.<br />
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.<br />
</gallery><br />
<br />
== 地下搬送ベルト(Underground belt) ==<br />
<br />
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].<br />
<br />
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)<br />
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.<br />
* For the connection only the endpoints (entry-side and exit-side) are relevant.<br />
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.<br />
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.<br />
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.<br />
<br />
=== ベルトレーン分岐 ===<br />
<gallery mode="slideshow"><br />
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).<br />
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.<br />
<br />
</gallery><br />
<br />
== 関連項目 ==<br />
* [[Splitters/ja|分配器]]<br />
* [[Transport belts/ja|搬送ベルト]]<br />
* [[Underground belts/ja|地下搬送ベルト]]<br />
<br />
{{C|Belt transport system}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Steam/ja&diff=166177Steam/ja2018-12-13T11:18:24Z<p>Fried biter: Translate from Special:PermanentLink/164295</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Steam}}<br />
'''蒸気(Steam)'''は、水を[[boiler/ja|ボイラー]]や[[heat exchanger/ja|熱交換器]]で熱することにより得られる[[fluid system/ja|気体]]。[[pipe/ja|パイプ]]で分配することで、[[steam engine/ja|蒸気機関]]や[[steam turbine/ja|蒸気タービン]]における電力生成に利用できる。蒸気はまた、[[oil refinery/ja|原油精製所]]で[[coal liquefaction/ja|石炭の液化]]をする際にも利用される。蒸気は流体なので、[[storage tank/ja|貯蔵タンク]]に貯められる。<br />
<br />
== 電力生成 ==<br />
蒸気に含まれるエネルギーは、温度と線形に比例して上昇する(気温15°C分は差し引いて)。蒸気のエネルギー貯蔵はちょうど''200ジュール / 1単位 / セルシウス温度''で、つまり1単位の温度が1度上がるごとにちょうど200ジュール増える。<br />
<br />
どんな場合にも、ボイラーで作られた蒸気は165°C、熱交換器で作られた蒸気は500°Cになる。温度の高さは単位蒸気あたりのエネルギー密度の高さに等しく、つまり高温であればあるほど体積あたりエネルギーも高い。[[pipe/ja|パイプ]]や[[storage tank/ja|貯蔵タンク]]を流れたりとどまったりする蒸気はその過程で熱を失うことがなく、水を蒸気にするために注ぎ込んだエネルギー量は、蒸気エンジンやタービンが100%の効率で稼働するならばそっくりそのまま返ってくる。(注意: ボイラーは蒸気の生成時に50%の効率しか出せない!)<br />
<br />
たとえば、25000単位の165°C蒸気を蓄えた貯蔵タンクは、<br />
<pre style="width: 68%;padding-right: 0em;">(200ジュール / 単位 / 摂氏) * 25000単位 * (165°C-15°C) = 750 000 000ジュール = 750 MJ </pre><br />
<br />
<br />
同様に、25000単位の500°C蒸気を蓄えた貯蔵タンクは、2.425 ''ギガ''ジュールのエネルギーを持つ。これは完全に充電された[[accumulator/ja|蓄電池]]485個分に匹敵する、驚くべき大容量と言える。<br />
(200ジュール / 単位 / 摂氏) * 25000単位 * (500°C-15°C) = 2 425 000 000ジュール = 2.425 GJ<br />
<br />
蒸気エンジンやタービンの扱える温度より低い温度の蒸気については、電力出力は低くなるものの、エネルギー損失は発生しない。しかしながら、蒸気エンジンやタービンの扱える最高温度より熱い蒸気については、電力出力が上限値によって制約され、余剰エネルギーは損なわれる。これにもかかわらず、蒸気エンジンとタービンのどちらも、任意の発生源に由来する蒸気から電力を生成できる。<br />
<br />
== トリビア ==<br />
* 貯蔵タンクの充填メーターは、蒸気の場合、下からではなく上から溜まっていく。<br />
<br />
== 関連項目 ==<br />
* [[Fluid system/ja|流体システム]]<br />
* [[Electric system/ja|電気システム]]<br />
* [[Oil processing/ja|原油処理技術]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Fluids}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Heavy_oil/ja&diff=166176Heavy oil/ja2018-12-13T10:53:14Z<p>Fried biter: Update the translation based on Special:Permanentlink/166175</p>
<hr />
<div>{{languages}}<br />
{{:Infobox:Heavy oil}}<br />
<br />
'''重油(Heavy oil)'''は、[[crude oil/ja|原油]]を[[oil refinery/ja|原油精製所]]で精製した液体。[[light oil/ja|軽油]]や[[lubricant/ja|潤滑油]]に加工できる。 [[Solid fuel/ja|固形燃料]]や[[flamethrower ammo/ja|火炎放射機用燃料]]も重油から作成できる。固形燃料にする前に重油を軽油へと加工しておくと、より効率が良い。<br />
<br />
{| class="wikitable"<br />
! 施設 !! 加工 !! 成果物<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{Imagelink|Basic oil processing}} || {{Icon|Crude oil|100}} + {{icon|Time|5}} → {{Icon|Heavy oil|30}} + ({{Icon|Light oil|30}} {{Icon|Petroleum gas|40}})<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{Imagelink|Advanced oil processing}} || {{Icon|Crude oil|100}} + {{icon|Water|50}} + {{icon|Time|5}} → {{Icon|Heavy oil|10}} + ({{Icon|Light oil|45}} {{Icon|Petroleum gas|55}})<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{imagelink|Coal liquefaction}} || {{icon|Coal|10}} + {{Icon|Heavy oil|25}} + {{icon|Steam|50}} + {{icon|Time|5}} → {{Icon|Heavy oil|35}} + ({{Icon|Light oil|15}} + {{Icon|Petroleum gas|20}})<br />
|}<br />
<br />
== 関連項目 ==<br />
* [[Fluid system/ja|流体システム]]<br />
* [[Oil processing/ja|原油加工]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Fluids}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Heavy_oil&diff=166175Heavy oil2018-12-13T10:52:26Z<p>Fried biter: Unify the table tp light oil</p>
<hr />
<div>{{languages}}<br />
{{:Infobox:Heavy oil}}<br />
<br />
'''Heavy oil''' is a liquid produced by refining [[crude oil]] in an [[oil refinery]]. It can be processed into [[light oil]] and [[lubricant]]. [[Solid fuel]] and [[flamethrower ammo]] can also be created from heavy oil. It is more efficient to process heavy oil into light oil before creating solid fuel from it.<br />
<br />
{| class="wikitable"<br />
! Building !! Process !! Results<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{Imagelink|Basic oil processing}} || {{Icon|Crude oil|100}} + {{icon|Time|5}} → {{Icon|Heavy oil|30}} + ({{Icon|Light oil|30}} {{Icon|Petroleum gas|40}})<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{Imagelink|Advanced oil processing}} || {{Icon|Crude oil|100}} + {{icon|Water|50}} + {{icon|Time|5}} → {{Icon|Heavy oil|10}} + ({{Icon|Light oil|45}} {{Icon|Petroleum gas|55}})<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{imagelink|Coal liquefaction}} || {{icon|Coal|10}} + {{Icon|Heavy oil|25}} + {{icon|Steam|50}} + {{icon|Time|5}} → {{Icon|Heavy oil|35}} + ({{Icon|Light oil|15}} + {{Icon|Petroleum gas|20}})<br />
|}<br />
<br />
== History ==<br />
<br />
{{history|0.13.0|<br />
* Changed fluid color to match icon color.}}<br />
<br />
{{history|0.9.1|<br />
* Can now be cracked into [[light oil]].}}<br />
<br />
{{history|0.9.0|<br />
* Introduced}}<br />
<br />
<br />
== See also ==<br />
* [[Fluid system]]<br />
* [[Oil processing]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Fluids}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Light_oil/ja&diff=166174Light oil/ja2018-12-13T10:49:37Z<p>Fried biter: </p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Light oil}}<br />
<br />
'''軽油(Light oil)''' は、[[crude oil/ja|原油]]([[oil refinery/ja|原油精製所]]で)、または[[heavy oil/ja|重油]]を([[chemical plant/ja|化学プラント]]で)精製した液体。<br />
<br />
軽油は[[petroleum gas/ja|プロパンガス]]に変換でき、あるいは[[solid fuel/ja|固形燃料]]や[[flamethrower ammo/ja|火炎放射器用燃料]]の原料となる。<br />
<br />
{| class="wikitable"<br />
! 施設 !! 加工 !! 成果物<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{Imagelink|Basic oil processing}} || {{Icon|Crude oil|100}} + {{icon|Time|5}} → {{Icon|Light oil|30}} + ({{Icon|Heavy oil|30}} {{Icon|Petroleum gas|40}})<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{Imagelink|Advanced oil processing}} || {{Icon|Crude oil|100}} + {{icon|Water|50}} + {{icon|Time|5}} → {{Icon|Light oil|45}} + ({{Icon|Heavy oil|10}} {{Icon|Petroleum gas|55}})<br />
|-<br />
| {{Imagelink|Chemical plant|Chemical plant}} || {{Imagelink|Heavy oil cracking}} || {{Icon|Heavy oil|40}} + {{icon|Water|30}} + {{icon|Time|3}} → {{Icon|Light oil|30}}<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{imagelink|Coal liquefaction}} || {{icon|Coal|10}} + {{Icon|Heavy oil|25}} + {{icon|Steam|50}} + {{icon|Time|5}} → {{Icon|Light oil|15}} + ({{Icon|Heavy oil|35}} + {{Icon|Petroleum gas|20}})<br />
|}<br />
<br />
== 関連項目 ==<br />
* [[Fluid system/ja|流体システム]]<br />
* [[Oil processing/ja|原油処理技術]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Fluids}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Light_oil/ja&diff=166173Light oil/ja2018-12-13T10:48:43Z<p>Fried biter: Translate from Special:PermanentLink/158684</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Light oil}}<br />
<br />
'''軽油(Light oil)''' は、[[crude oil/ja|原油]]([[oil refinery/ja|原油精製所]]で)、または[[heavy oil/ja|重油]]を([[chemical plant/ja|化学プラント]]で)精製した液体。<br />
<br />
軽油は[[petroleum gas/ja|プロパンガス]]に変換でき、あるいは[[solid fuel/ja|固形燃料]]や[[flamethrower ammo/ja|火炎放射器用燃料]]の原料となる。<br />
<br />
{| class="wikitable"<br />
! Building !! Process !! Results<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{Imagelink|Basic oil processing}} || {{Icon|Crude oil|100}} + {{icon|Time|5}} → {{Icon|Light oil|30}} + ({{Icon|Heavy oil|30}} {{Icon|Petroleum gas|40}})<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{Imagelink|Advanced oil processing}} || {{Icon|Crude oil|100}} + {{icon|Water|50}} + {{icon|Time|5}} → {{Icon|Light oil|45}} + ({{Icon|Heavy oil|10}} {{Icon|Petroleum gas|55}})<br />
|-<br />
| {{Imagelink|Chemical plant|Chemical plant}} || {{Imagelink|Heavy oil cracking}} || {{Icon|Heavy oil|40}} + {{icon|Water|30}} + {{icon|Time|3}} → {{Icon|Light oil|30}}<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{imagelink|Coal liquefaction}} || {{icon|Coal|10}} + {{Icon|Heavy oil|25}} + {{icon|Steam|50}} + {{icon|Time|5}} → {{Icon|Light oil|15}} + ({{Icon|Heavy oil|35}} + {{Icon|Petroleum gas|20}})<br />
|}<br />
<br />
== 関連項目 ==<br />
* [[Fluid system/ja|流体システム]]<br />
* [[Oil processing/ja|原油処理技術]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Fluids}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter&diff=166172User:Fried biter2018-12-13T09:39:47Z<p>Fried biter: /* other TBDs */</p>
<hr />
<div>main work: En -> Ja<br />
<br />
I can read English to some extent, but can write/speak just a little.<br />
<br />
== 参考ショートカット ==<br />
<br />
=== 基本 ===<br />
* [[Factorio:Wiki rules]]<br />
* [[Factorio:Style guide]]<br />
<br />
=== 翻訳関連 ===<br />
* [[Factorio:Translation_guide]]<br />
<br />
==== 要翻訳 ====<br />
* [[Factorio:Wanted_pages/ja]]<br />
<br />
==== 翻訳先確認 ====<br />
* [[:Category:Japanese_page]] 和訳済みページ一覧<br />
** [[Special:MostLinkedCategories]] <s>うわっ…私の母語ページ数、少なすぎ?</s><br />
* [[Template:Translation/ja]] 翻訳テンプレートリスト<br />
* [[Factorio:Navigation/ja]] カテゴリまとめのまとめ<br />
<br />
==== 翻訳元確認 ====<br />
* [[:Category:Infobox_page]]<br />
<br />
==== About me ====<br />
* [{{fullurl:Special:Contributions|&contribs=user&target=Fried_biter&namespace=&newOnly=1}} 起稿(翻訳)の一覧]<br />
<br />
== サブページ ==<br />
一覧は[{{fullurl:Special:PrefixIndex|prefix=User:Fried_biter/}}]を参照。多分全部以下に説明書くけど<br />
<br />
=== 作業場 ===<br />
日本語話者の皆様からのマサカリ歓迎。<br />
* [[/workspace]] 比較的重そう/積みそうなモノはこちら。<br />
* [[/workspace2]] 基本的に小~中モノを寝かせて推敲するか、超短期用。重いものを2つ同時に着手する場合、重いものも置くかも<br />
<br />
== メモ ==<br />
=== 翻訳補助ツール(Translation helper script) ===<br />
[https://gist.github.com/fried-biter/e2fd70c43196c234a931c36e135815af jupyter notebook]<br />
<br />
It's my notebook to automate routine works, such as adding language suffix, translate item name using l10n files, or so.<br />
I hope this help you somewhat, though not well documented or modulized yet.<br />
<br />
翻訳補助ツールです。本体のローカライズ用ファイルを読んでいい感じにリンク変換してくれたりします。<br />
自分用なのでモジュール化とか全然してませんが、何かの助けになれば。<br />
<br />
==== テンプレ翻訳手順 ====<br />
* [x] 各種アイテムの訳を自動生成、リンクの張り替え(ローカルの訳文ファイルから?wiki側の[[Template:Translation/ja]]から?)<br />
* [ ] リンクに/jaを入れる<br />
** 簡易: <code><nowiki>%s/\[\[\(.\{-}\)\]\]/\[\[\1\/ja\|\]\]/g</nowiki></code> これは<nowiki>[[Hogehoge|Hoge and Hoge]]</nowiki>や<nowiki>[[Hoge#hoge]]</nowiki>のような形式に対応できない<br />
* [x] コピペ元ヒストリの取得とかも自動でやりたみ。<s>基本的にMediawiki APIが叩けるbot権限もらえないと駄目(つまり事実上無理)っぽい?</s><br />
<br />
==== テンプレ定訳 ====<br />
* [ ] 各種テンプレート([[Template:Translation/ja]])<br />
* [x] 記事冒頭の定義文('''ほげほげ(Hogehoge)'''は、ふがふがのぴよぴよである。)<br />
* [x] 記事末尾の関連項目(See also -> 関連項目)<br />
* [x] よくある節名(UsageとかHistoryスキップとか)<br />
<br />
==== 要約欄テンプレート ====<br />
* [ ] <code><nowiki>[WIP] Copied [[___Pagename___]] from [[Special:PermanentLink/___revision_number_here___]] to translate</nowiki></code><br />
* [x] <code><nowiki>Translate from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code><br />
** <code><nowiki>Translate [[___Pagename___]] from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code><br />
** <code><nowiki>Translate [[___Pagename___]] to Japanese from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code> 基本/jaページ下なんだしto Japaneseは余計?<br />
<br />
==== other TBDs ====<br />
* [ ] make use of (my) workspaces<br />
* [ ] override plural cannnonical name e.g. <code><nowiki>[[tank|tanks]] -> [[tank/ja|戦車]]</nowiki></code> (thoungh unrecommended, it's all over the place.)<br />
* [ ] Proper nouns not in <code>base.cfg</code> nor <code>core.cfg</code>. e.g. [[Fluid system]]<br />
<br />
=== Wikipediaとの違い ===<br />
* このWikiは[[Factorio:Copyrights|GFDLでライセンスしていない]]。<s>よって翻訳時に履歴継承が必要ない(が、あったほうが便利なので基本付けていきたい)</s>大嘘。CC BY-NC-SAにはAttribution条項があるから履歴継承はこっちでも必須、ほとんど誰もしてないのはたんなる陋習<br />
<br />
=== あやしいところ/慣習の不理解 ===<br />
* See Also節の定訳(jawpに倣うなら「関連項目」。「ご参考」とか、未訳のまま「See also」とかが多い)<br />
** というか翻訳テンプレート全般。wikifyはとりあえず日本語化したものを増やしてからでもいいと思うけど<br />
* Infoboxが未訳多し、というか英語ですら無いのが多い("Total raw"が"Ressource totale"とか。他言語版のInfobox訳例を引っ張ってきて途中で放置?)<br />
** [[Template:Translation/ja]]<br />
** [[Special:Diff/156596|ある程度fix]]。<code>| Specific = Particularité</code>と<code>| Tech = Technique</code>はどこで使われてる語かわからないので放置、特定次第修正すること<br />
** ノートに議題提起。特にないようなら上述の自動訳と合わせてスクリプトで対処したい案件<br />
<br />
* factorioの深い部分の定訳。[http://wikiwiki.jp/factorio/?FrontPage factorio@jp wiki]とか[https://crowdin.com/project/factorio/ja ゲーム本体の翻訳サイト]とか適宜見に行くべき<br />
** 本体のl10n用ファイル<br />
*** <code>/path/to/factorio/data/core/locale/ja/core.cfg</code><br />
*** <code>/path/to/factorio/data/base/locale/ja/base.cfg</code><br />
<br />
=== 他 ===<br />
* mediawiki文法がだいぶあやしくなっている… 復習しないと<br />
* このwikiってSandboxが機能してないっぽい?自動で消えないみたいだけど好き勝手に[[Main_Page/sandbox]]を使っていいのかな??<br />
** とりあえずユーザページ下に作っていろいろやってたら[[Special:Diff/158635|ルール増えてた]]。それでいいみたい</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter&diff=166171User:Fried biter2018-12-13T09:34:05Z<p>Fried biter: /* メモ */ update what is automated</p>
<hr />
<div>main work: En -> Ja<br />
<br />
I can read English to some extent, but can write/speak just a little.<br />
<br />
== 参考ショートカット ==<br />
<br />
=== 基本 ===<br />
* [[Factorio:Wiki rules]]<br />
* [[Factorio:Style guide]]<br />
<br />
=== 翻訳関連 ===<br />
* [[Factorio:Translation_guide]]<br />
<br />
==== 要翻訳 ====<br />
* [[Factorio:Wanted_pages/ja]]<br />
<br />
==== 翻訳先確認 ====<br />
* [[:Category:Japanese_page]] 和訳済みページ一覧<br />
** [[Special:MostLinkedCategories]] <s>うわっ…私の母語ページ数、少なすぎ?</s><br />
* [[Template:Translation/ja]] 翻訳テンプレートリスト<br />
* [[Factorio:Navigation/ja]] カテゴリまとめのまとめ<br />
<br />
==== 翻訳元確認 ====<br />
* [[:Category:Infobox_page]]<br />
<br />
==== About me ====<br />
* [{{fullurl:Special:Contributions|&contribs=user&target=Fried_biter&namespace=&newOnly=1}} 起稿(翻訳)の一覧]<br />
<br />
== サブページ ==<br />
一覧は[{{fullurl:Special:PrefixIndex|prefix=User:Fried_biter/}}]を参照。多分全部以下に説明書くけど<br />
<br />
=== 作業場 ===<br />
日本語話者の皆様からのマサカリ歓迎。<br />
* [[/workspace]] 比較的重そう/積みそうなモノはこちら。<br />
* [[/workspace2]] 基本的に小~中モノを寝かせて推敲するか、超短期用。重いものを2つ同時に着手する場合、重いものも置くかも<br />
<br />
== メモ ==<br />
=== 翻訳補助ツール(Translation helper script) ===<br />
[https://gist.github.com/fried-biter/e2fd70c43196c234a931c36e135815af jupyter notebook]<br />
<br />
It's my notebook to automate routine works, such as adding language suffix, translate item name using l10n files, or so.<br />
I hope this help you somewhat, though not well documented or modulized yet.<br />
<br />
翻訳補助ツールです。本体のローカライズ用ファイルを読んでいい感じにリンク変換してくれたりします。<br />
自分用なのでモジュール化とか全然してませんが、何かの助けになれば。<br />
<br />
==== テンプレ翻訳手順 ====<br />
* [x] 各種アイテムの訳を自動生成、リンクの張り替え(ローカルの訳文ファイルから?wiki側の[[Template:Translation/ja]]から?)<br />
* [ ] リンクに/jaを入れる<br />
** 簡易: <code><nowiki>%s/\[\[\(.\{-}\)\]\]/\[\[\1\/ja\|\]\]/g</nowiki></code> これは<nowiki>[[Hogehoge|Hoge and Hoge]]</nowiki>や<nowiki>[[Hoge#hoge]]</nowiki>のような形式に対応できない<br />
* [x] コピペ元ヒストリの取得とかも自動でやりたみ。<s>基本的にMediawiki APIが叩けるbot権限もらえないと駄目(つまり事実上無理)っぽい?</s><br />
<br />
==== テンプレ定訳 ====<br />
* [ ] 各種テンプレート([[Template:Translation/ja]])<br />
* [x] 記事冒頭の定義文('''ほげほげ(Hogehoge)'''は、ふがふがのぴよぴよである。)<br />
* [x] 記事末尾の関連項目(See also -> 関連項目)<br />
* [x] よくある節名(UsageとかHistoryスキップとか)<br />
<br />
==== 要約欄テンプレート ====<br />
* [ ] <code><nowiki>[WIP] Copied [[___Pagename___]] from [[Special:PermanentLink/___revision_number_here___]] to translate</nowiki></code><br />
* [x] <code><nowiki>Translate from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code><br />
** <code><nowiki>Translate [[___Pagename___]] from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code><br />
** <code><nowiki>Translate [[___Pagename___]] to Japanese from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code> 基本/jaページ下なんだしto Japaneseは余計?<br />
<br />
==== other TBDs ====<br />
* [ ] make use of (my) workspaces<br />
* [ ] override plural cannnonical name e.g. <code><nowiki>[[tank|tanks]] -> [[tank/ja|戦車]]</nowiki></code> (thoungh unrecommended, it's all over the place.)<br />
* [ ] Proper nouns not in <code>base.cfg</code> nor <code>core.cfg</code>. e.g. [[Fluid network]]<br />
<br />
=== Wikipediaとの違い ===<br />
* このWikiは[[Factorio:Copyrights|GFDLでライセンスしていない]]。<s>よって翻訳時に履歴継承が必要ない(が、あったほうが便利なので基本付けていきたい)</s>大嘘。CC BY-NC-SAにはAttribution条項があるから履歴継承はこっちでも必須、ほとんど誰もしてないのはたんなる陋習<br />
<br />
=== あやしいところ/慣習の不理解 ===<br />
* See Also節の定訳(jawpに倣うなら「関連項目」。「ご参考」とか、未訳のまま「See also」とかが多い)<br />
** というか翻訳テンプレート全般。wikifyはとりあえず日本語化したものを増やしてからでもいいと思うけど<br />
* Infoboxが未訳多し、というか英語ですら無いのが多い("Total raw"が"Ressource totale"とか。他言語版のInfobox訳例を引っ張ってきて途中で放置?)<br />
** [[Template:Translation/ja]]<br />
** [[Special:Diff/156596|ある程度fix]]。<code>| Specific = Particularité</code>と<code>| Tech = Technique</code>はどこで使われてる語かわからないので放置、特定次第修正すること<br />
** ノートに議題提起。特にないようなら上述の自動訳と合わせてスクリプトで対処したい案件<br />
<br />
* factorioの深い部分の定訳。[http://wikiwiki.jp/factorio/?FrontPage factorio@jp wiki]とか[https://crowdin.com/project/factorio/ja ゲーム本体の翻訳サイト]とか適宜見に行くべき<br />
** 本体のl10n用ファイル<br />
*** <code>/path/to/factorio/data/core/locale/ja/core.cfg</code><br />
*** <code>/path/to/factorio/data/base/locale/ja/base.cfg</code><br />
<br />
=== 他 ===<br />
* mediawiki文法がだいぶあやしくなっている… 復習しないと<br />
* このwikiってSandboxが機能してないっぽい?自動で消えないみたいだけど好き勝手に[[Main_Page/sandbox]]を使っていいのかな??<br />
** とりあえずユーザページ下に作っていろいろやってたら[[Special:Diff/158635|ルール増えてた]]。それでいいみたい</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter&diff=166170User:Fried biter2018-12-12T19:11:55Z<p>Fried biter: Add translation helper script (WIP)</p>
<hr />
<div>main work: En -> Ja<br />
<br />
I can read English to some extent, but can write/speak just a little.<br />
<br />
== 参考ショートカット ==<br />
<br />
=== 基本 ===<br />
* [[Factorio:Wiki rules]]<br />
* [[Factorio:Style guide]]<br />
<br />
=== 翻訳関連 ===<br />
* [[Factorio:Translation_guide]]<br />
<br />
==== 要翻訳 ====<br />
* [[Factorio:Wanted_pages/ja]]<br />
<br />
==== 翻訳先確認 ====<br />
* [[:Category:Japanese_page]] 和訳済みページ一覧<br />
** [[Special:MostLinkedCategories]] <s>うわっ…私の母語ページ数、少なすぎ?</s><br />
* [[Template:Translation/ja]] 翻訳テンプレートリスト<br />
* [[Factorio:Navigation/ja]] カテゴリまとめのまとめ<br />
<br />
==== 翻訳元確認 ====<br />
* [[:Category:Infobox_page]]<br />
<br />
==== About me ====<br />
* [{{fullurl:Special:Contributions|&contribs=user&target=Fried_biter&namespace=&newOnly=1}} 起稿(翻訳)の一覧]<br />
<br />
== サブページ ==<br />
一覧は[{{fullurl:Special:PrefixIndex|prefix=User:Fried_biter/}}]を参照。多分全部以下に説明書くけど<br />
<br />
=== 作業場 ===<br />
日本語話者の皆様からのマサカリ歓迎。<br />
* [[/workspace]] 比較的重そう/積みそうなモノはこちら。<br />
* [[/workspace2]] 基本的に小~中モノを寝かせて推敲するか、超短期用。重いものを2つ同時に着手する場合、重いものも置くかも<br />
<br />
== メモ ==<br />
=== 翻訳補助ツール(Translation helper script) ===<br />
[https://gist.github.com/fried-biter/e2fd70c43196c234a931c36e135815af jupyter notebook]<br />
<br />
It's my notebook to automate routine works, such as adding language suffix, translate item name using l10n files, or so.<br />
I hope this help you somewhat, though not well documented or modulized yet.<br />
<br />
翻訳補助ツールです。本体のローカライズ用ファイルを読んでいい感じにリンク変換してくれたりします。<br />
自分用なのでモジュール化とか全然してませんが、何かの助けになれば。<br />
<br />
==== テンプレ翻訳手順 ====<br />
* 各種アイテムの訳を自動生成、リンクの張り替え(ローカルの訳文ファイルから?wiki側の[[Template:Translation/ja]]から?)<br />
* リンクに/jaを入れる<br />
** 簡易: <code><nowiki>%s/\[\[\(.\{-}\)\]\]/\[\[\1\/ja\|\]\]/g</nowiki></code> これは<nowiki>[[Hogehoge|Hoge and Hoge]]</nowiki>や<nowiki>[[Hoge#hoge]]</nowiki>のような形式に対応できない<br />
* コピペ元ヒストリの取得とかも自動でやりたみ。基本的にMediawiki APIが叩けるbot権限もらえないと駄目(つまり事実上無理)っぽい?<br />
<br />
==== テンプレ定訳 ====<br />
* 各種テンプレート([[Template:Translation/ja]])<br />
* 記事冒頭の定義文('''ほげほげ(Hogehoge)'''は、ふがふがのぴよぴよである。)<br />
* 記事末尾の関連項目(See also -> 関連項目)<br />
* よくある節名(UsageとかHistoryスキップとか)<br />
<br />
==== 要約欄テンプレート ====<br />
* <code><nowiki>[WIP] Copied [[___Pagename___]] from [[Special:PermanentLink/___revision_number_here___]] to translate</nowiki></code><br />
* <code><nowiki>Translate from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code><br />
** <code><nowiki>Translate [[___Pagename___]] from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code><br />
** <code><nowiki>Translate [[___Pagename___]] to Japanese from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code> 基本/jaページ下なんだしto Japaneseは余計?<br />
<br />
=== Wikipediaとの違い ===<br />
* このWikiは[[Factorio:Copyrights|GFDLでライセンスしていない]]。<s>よって翻訳時に履歴継承が必要ない(が、あったほうが便利なので基本付けていきたい)</s>大嘘。CC BY-NC-SAにはAttribution条項があるから履歴継承はこっちでも必須、ほとんど誰もしてないのはたんなる陋習<br />
<br />
=== あやしいところ/慣習の不理解 ===<br />
* See Also節の定訳(jawpに倣うなら「関連項目」。「ご参考」とか、未訳のまま「See also」とかが多い)<br />
** というか翻訳テンプレート全般。wikifyはとりあえず日本語化したものを増やしてからでもいいと思うけど<br />
* Infoboxが未訳多し、というか英語ですら無いのが多い("Total raw"が"Ressource totale"とか。他言語版のInfobox訳例を引っ張ってきて途中で放置?)<br />
** [[Template:Translation/ja]]<br />
** [[Special:Diff/156596|ある程度fix]]。<code>| Specific = Particularité</code>と<code>| Tech = Technique</code>はどこで使われてる語かわからないので放置、特定次第修正すること<br />
** ノートに議題提起。特にないようなら上述の自動訳と合わせてスクリプトで対処したい案件<br />
<br />
* factorioの深い部分の定訳。[http://wikiwiki.jp/factorio/?FrontPage factorio@jp wiki]とか[https://crowdin.com/project/factorio/ja ゲーム本体の翻訳サイト]とか適宜見に行くべき<br />
** 本体のl10n用ファイル<br />
*** <code>/path/to/factorio/data/core/locale/ja/core.cfg</code><br />
*** <code>/path/to/factorio/data/base/locale/ja/base.cfg</code><br />
<br />
=== 他 ===<br />
* mediawiki文法がだいぶあやしくなっている… 復習しないと<br />
* このwikiってSandboxが機能してないっぽい?自動で消えないみたいだけど好き勝手に[[Main_Page/sandbox]]を使っていいのかな??<br />
** とりあえずユーザページ下に作っていろいろやってたら[[Special:Diff/158635|ルール増えてた]]。それでいいみたい</div>Fried biterhttps://wiki.factorio.com/index.php?title=User_talk:Bilka&diff=166149User talk:Bilka2018-12-12T17:11:21Z<p>Fried biter: /* Wanted pages for script */ new section</p>
<hr />
<div>'''Welcome to ''Factorio''!'''<br />
We hope you will contribute much and well.<br />
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].<br />
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 13:07, 17 November 2016 (UTC)<br />
<br />
== Templates that might need CSS cleanup ==<br />
* [[Template:Outdated image]]<br />
** Consider adding css for ''.boilerplate'' classes. This will put all the css of [[Template:Game image]], [[Template:Move]], [[Template:Screenshot]], etc. in one place and reduce loading times --[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]])<br />
<s><br />
* [[Template:Game image]]<br />
</s><br />
--[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]]) 11:37, 29 April 2017 (UTC)<br />
=== Cleanup done ===<br />
* [[Template:Key]]<br />
* [[Template:Move]]<br />
* [[Template:Disambiguation]]<br />
* [[Template:Cleanup]]<br />
* [[Template:Delete]]<br />
--[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 11:52, 29 April 2017 (UTC)<br />
<br />
: CSS has been merged into .factorio-boilerplate for all templates that use [[Template:Boilerplate]]. [[Template:Outdated image]], [[Template:Game image]], and [[Template:Screenshot]] still use .boilerplate. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:48, 9 February 2018 (UTC)<br />
<br />
== Navigation box links ==<br />
<br />
Hi Bilka! I found the misfunction on [[Factorio:Navigation|Navigation]] page. There are links to Navboxes in lower row of each Navbox but in all languages it links to English template. I'm going to change links. Please see the [[User:Snowball_II/Sandbox/ru|example]]. Is it OK to create pages [[Template:ProductionNav/ru]], [[Template:CombatNav/ru]] and so on? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 22:50, 11 May 2017 (UTC)<br />
<br>One more question. Is it OK to create pages with Russian names. For example [[Железная плита]] with redirection to [[Iron_plate/ru]]? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 13:05, 12 May 2017 (UTC)<br />
<br />
: Hi again. I have not received any response so i create pages [[Factorio:Navigation/Logistics]], [[Factorio:Navigation/Logistics/ru]] and change link on [[Template:ProductionNav]]. Don't you mind? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 19:59, 15 May 2017 (UTC)<br />
<br />
:: Hey there snowball. Not sure why Bilka didn't respond to you, but we are internally debating how to fix navigation boxes. Please leave it alone until we can form a consensus. As for creating russian redirection names, that's completely fine. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) - <span style="color:#FF0000">Admin</span> 21:21, 15 May 2017 (UTC)<br />
<br />
== German translation worldgenerator ==<br />
<br />
Hi Bilka! I just tried to translate the page [[World_generator]] and for me it feels like the page is verry unorganized since it's not written with a intelligent order. So I stopped translating and tried to rearrange the site. My goal was, writing about the Generator in general, then talking about possible configurations, after that talking about the presets. This because it makes no sence for me to talk about presets if you don't understand what they actually change within the config. So I tried to build up the page like you see the menu ingame. I would like to hear your feedback on my attempt. [[user:Hoeloe/de|Weltengenerator Vorschlag]]<br />
<br />
Another problem are those sheets with the preesets. I don't know right now if it makes sence to translate them and how. What do you think, can you help me?<br />
<br />
Btw: Thanks for CoReading my stuff and checking for typos, I'm trying my best :)<br />
<br />
Greetngs from switzerland [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 11:39, 1 September 2017 (UTC)<br />
<br />
:Your organization definitely seems better to me. I think the biggest problem of the article is that it talks about the gui, its options and their effects, and about how the world generation works. Your organization somewhat seperates those topics, which makes the article more readable.<br />
<br />
:Some possible improvements: Perhaps you could also list the presets and their descriptions in the first small section on them, and then put something like "Für genauere Information was die Voreinstellungen verändern, siehe [[#Voreinstellungen|]]". A link from the "basically it works with perlin noise" to the section that explains more about it would also be good. I think it might be a good idea to rework the preset resource table so that it only lists the ''changes'' from the default, instead of every single option, no matter if one of the presets changes it. Since the official game has translaions on everything used in the world generation gui, translating the rest of the tables shouldn't be too hard. It would be nice if you could do that reorganization also on the English page, "aber es ist kein muss".<br />
<br />
:I appreciate how well you translate pages. I personally struggle with translating pages like Crafting or the World generator page because I am so used to the English words for things that I can't find appropriate German translations (even though German is my first language...). So thank you for your work on them! -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:12, 1 September 2017 (UTC)<br />
<br />
::Thanks for your feedback. I will try to totally rewrite the presets part, but first I need to think about how to. I often use links, sometimes it feels too much for me, but the Perlin Noise one makes sence. There is one big point about the english page I struggle. The [[User:Hoeloe/de#Erweiterte_Konfiguration|Erweiterte Konfiguration]] is actually not covered right now. I don't know, maybe I will try to rewrite the english one, but I definitely need someone to check it since english is not my native language as well.<br />
<br />
::I just translate the stuff 1:1, rearrange the sentence so it's readable in german and sometimes I switch some terms for better wording. But I know, sometimes you realy need to think about it since english can be written verry easy, flat and repeating while german can be very complex. I thank you for appreciating my work and also that you check it and help me. Ah and when you read my stuff particularly check for missing β's since this letter does not exist in the Swiss-Deutsche Rechtschreibung :) -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 13:30, 1 September 2017 (UTC)<br />
<br />
:::Yeah, the advanced options just weren't added to that page yet because it hasn't really seen much of an update to 0.15. I can definitely check the changed page (or your WIP of a rework) for language or ask Gangsir to have a look at it. But what I can read from you right now, your English isn't too bad either :) As a heads up: You should translate page titles, like the title on the crafting page or on the campaign page, using the translation/de template instead of displaytitle. Oh and when you use the languages template, please don't put a blank line between it and the following text. Doing that creates some ugly whitespace at the start of the page. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:16, 1 September 2017 (UTC)<br />
<br />
::::Okay, *hust* wieso sagt mir das keiner? Dann möge jemand die Anleitung aus dem Language Template entfernen! :P -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 12:43, 2 September 2017 (UTC)<br />
<br />
:::::I don't see any instructions on that template page that mention using displaytitle. Only in the template itself, stating that it does that. Should I reword that comment? -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:56, 2 September 2017 (UTC)<br />
<br />
::::::I just found this sentence in the language template and also in other translated /de articles. That was why I used it, I didn't know the translation template does this job. I need to say I'm not very used to wikis in terms of templates ''programming'' and stuff. Also there is no guide which explains all this.<br />
<br />
::::::What do you think about my attempt of the english [[User:Hoeloe/sandbox|Wordlgenerator]]-page? I messed arround with the page again. The ''How it works'' part is now in ''Generation'', Made no sence to me to seperate this. I also changed that ''Generation'' is the first section (we can still swap this afterwards). The ''Presets'' part now does directly attend the individual presets. [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 08:04, 4 September 2017 (UTC)<br />
<br />
:::::::Such a (style) guide is currently WIP. Just another thing that is missing documentation :/<br />
<br />
:::::::Looks good so far. However, I think putting the technical generation info first isn't a good move. I imagine that the article is frequented by beginners who just want to know what changing the settings does, not how excatl the world is generated, or when chunks are generated. I think it would be a better idea to take the first few paragraphs of that section (up to the algorithm subsection) and leave them at the beginning of the article, perhaps without a header, more as a general thing. The rest of the generation section should be moved below the presets. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:44, 4 September 2017 (UTC)<br />
<br />
== About <nowiki>{{translation/ms}}</nowiki> ==<br />
<br />
Will do... and now I know how that template works. [[User:SNN95|SNN95]] ([[User talk:SNN95|talk]]) 11:14, 1 October 2017 (UTC)<br />
<br />
== Shipwreck ==<br />
<br />
I understand the merging, but did you really need to wipe everything? I worked a very long time on that stuff. I don't see the harm in the shipwreck getting mentioned. It is part of the game - something the player can interact with. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:28, 26 January 2018 (UTC)<br />
<br />
:Well, the page had to go and I thought I had copied the relevant info. The problem is simply that we cant document the campaign only items at the same place as the freeplay items, that would only confuse the player; but making the shipwreck a subpage of the campaign page doesnt sound useful either, so the info should just be on the campaign (sub-)page. Feel free to add more info back to the campaign page. Since I dont think you can view the deleted page, I copied the latest state of the Shipwreck page to hastebin: [https://hastebin.com/semafisila]. Let me know if you think some of the images should be restored too, or just include them in the campagin page text about the shipwreck as redlinks and I'll restore the relevant ones. I hope this solution is okay for you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 09:00, 26 January 2018 (UTC)<br />
<br />
== Template:Inventory/pl ==<br />
<br />
Hi Bilka, <br />
I apologize for the confusion with the site Inventory/pl, I read the rules, but I did not apply :(<br />
<br />
I wanted to make the name appear in my language after hovering over the icon, so I just start translate in links on this page, from <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}]]</div></pre> to <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|Taśmociąg]]</div></pre><br />
<br />
After you deleted the page, I started to wonder if it would be better to add to all links in Template:Inventory <pre>{{Translation|...}}</pre> for example: <pre><div class="factorio-icon">[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|{{Translation|Transport belt}}]]</div></pre><br />
<br />
Do I think right? {{Unsigned|JakubSTR|11:15, 9 February 2018}}<br />
<br />
: That indeed was a good idea, so I added it. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:41, 9 February 2018 (UTC)<br />
<br />
== Intermediary Products ==<br />
<br />
Am I allowed to make a page on intermediary products? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:06, 9 February 2018 (UTC)<br />
<br />
: What would be on it? We already have [[:Category:Intermediate products]] which lists all of the items in the intermediate tab in the inventory, what extra information would you add to a page about them? Also please consider moving this discussion to the wiki-work channel in the [https://discord.gg/factorio factorio subreddit discord], communication is much faster there :) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:16, 9 February 2018 (UTC)<br />
<br />
I was also thinking about adding such page or modifying [[:Category:Intermediate products]], as there are now two meanings to the phrase "intermediate products": this can either be the products on the "intermediate products" tab or the items that can be created using productivity modules. I've tried to clarify this on the [[Module]] page, but perhaps a separate one would help with that too. [[User:Uukgoblin|Uukgoblin]] ([[User talk:Uukgoblin|talk]]) 13:54, 1 May 2018 (UTC)<br />
<br />
:Intermediate products are intermediate products and that's it. The error message you get from productivity modules is simply misleading, and will hopefully be changed. However, I've been thinking about making a category for "recipes that accept productivity modules" for a while. If you have an idea for a shorter, non-misleading name that is not "intermediate produtcs", let me know and I'll set up the category. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 14:04, 1 May 2018 (UTC)<br />
:: OK, that makes sense. Yeah, a good name for such category is not easy to come up with :-) Maybe the devs will sort it out for us when they fix the error message ;-) [[User:Uukgoblin|Uukgoblin]] ([[User talk:Uukgoblin|talk]]) 14:18, 1 May 2018 (UTC)<br />
<br />
== Is there any ways to mark the translation obsolete? ==<br />
<br />
Hi Bilka! I'm glad that [[special:diff/156286|you gave me a welcome message]].<br />
<br />
I found some of translations obsolete and useless.<br />
For example, the Japanese version of [[Electric system/ja|Electric system]] didn't mentioned [[Steam turbine]] or [[Nuclear power (research)]].<br />
Maybe it's too much and too obvious for example, but there should be more obsolete texts it's not so clear to be obsolete.<br />
<br />
The wiki forced editors to follow the English version, so I think it's convenient if there is a template, a category or something to state that the translation is obsolete. (It's also good if some bots automagically detect the obsolete pages and notify readers/writers of that)<br />
--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 07:34, 8 March 2018 (UTC)<br />
<br />
:If we had such a template, we would just end up with many pages being marked, which is not an improvement, it's just clutter. If you see that a page is outdated, update it. If you dont have the time/energy/whatever to update it, put it on a to-do-list in your userspace. This has the same result as marking with a template, but wont clutter a lot of pages. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 20:14, 8 March 2018 (UTC)<br />
<br />
:: First, I don't think it's not an improvement that mark obsolete pages obsolete, since it could be simply a lie. It helps not only writers but also readers. So I don't think it's enough to put in my mind or my userspace.<br />
:: But your concern is reasonable. Well, If we put and remove the template by hand, it should be just clutter. But I don't think leaving it to bots are quite hard. Basically, it watches [[Special:RecentChanges]]. If an English page is edited, then follow the inter-lang links and paste the template(or anything). If a non-English page which contains the template is edited, simply remove the template. If this is too much or too less, we can add some conditions like:<br />
::* tolerant to small changes (ex: edit only 2bytes changed, which is likely to fix typo)<br />
::* tolerant unless it's too obsolete (ex: only if the sum of changes in the original is more than a threshold / only if the translation is n-months older than original)<br />
::* force non-English editors to tell translation edits from the other minor ones apart (ex: translate edit should contain '[Tt]ranslat' in Summary)<br />
::* etc...<br />
:: If your concern is that template/category/something itself is a clutter to readers, maybe it's not so much. [https://en.wikipedia.org/wiki/Category:Articles_needing_additional_references Make it hidden category as wikipedia do]. If your concern is about server performances, it's over. I have no way to deal it with :P --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 04:59, 9 March 2018 (UTC)<br />
<br />
::: My concern is that it wont be useful because so many pages will be marked. Furthermore, a script that automatically marks pages will be very error-prone since it's a bot, and not a human. But I should be able to throw together a script that makes a list of most likely outdated pages. That will take a few days, then we can review the list to see if it would actually be useful to mark all of those pages, and take appropiate action. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:37, 9 March 2018 (UTC)<br />
<br />
:::: I understood your concern. And I believe it can be solved by an appropriate conditioning. Anyway, I'm glad to hear that you are willing to try it to gather information to review. Thank you for your support with a bot. I hope it will work out fine. (p.s. I don't know [https://www.mediawiki.org/wiki/Help:Bots what language you are using to run bot on the wiki], but I can r/w some python or java so maybe I can help you with reviewing script)--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 10:32, 10 March 2018 (UTC)<br />
<br />
::::: I wrote the script, you can find it here: [https://github.com/Bilka2/Wiki-scripts/blob/master/Find-outdated-lang-pages.js] The result of it is about what I was expecting: [[User:Bilka/Outdated pages]]. Most pages are outdated, so the list is rather useless. I excluded my own and my bot's edit from the language page dates because I only made structure maintaining edits on language pages without actually changing the content. I hope this shows why I dont think it's a good idea to mark the pages with templates. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 18:27, 29 March 2018 (UTC)<br />
<br />
:(<- outdent) Thank you for writing a script! And as mentioned above, some filtering by certain conditions might be useful to reduce the number of "outdated" pages. [https://github.com/Bilka2/Wiki-scripts/blob/master/Find-outdated-lang-pages.js#L191 The script simply compare their timestamps], and this results in too many candidates and make the list useless. So why not try to introduce some limitations such as <code>en.timestamp > langTimestamp + PATIENCE_CONST</code>, or setting <code>rvlimit</code> parameter gives us previous revisions so that we can ignore minor edits. I don't know how it costs server resources, but if not too much, I think it still can be useful. (P.S. Can I run/test the script without special privileges? [[Special:ApiSandbox]] is not so flexible...) --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 06:28, 30 March 2018 (UTC)<br />
<br />
:: Both your proposed conditions will falsify the result. Even 1 edit on a page can make any translation outdated, no matter how old it is, see for example [[Special:Diff/155934]]. So for example excluding pages that are "only" a week/month outdated will lead to wrong results. We have no rules or guides for what to mark as a minor edit since it is impossible to enforce, so sorting by that would also lead to wrong results. You should be able to test the script by just copying pasting it into the browser console and running <code>main(languages);</code> after lowering the 100 in line 112 and 113 to 50 to account for your lower api limits. The create page call on line 64 also wont work, you'll have to find another way to print the output somewhere. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 09:29, 31 March 2018 (UTC)<br />
<br />
== Translate template to different word-order languages ==<br />
<br />
Hi Bilka! I find it hard to translate [[:Template:about]] to Japanese.<br />
<br />
In the [[Factorio:Translation_guide]], it says translation of templates should be done with just replace the argument of the template.<br />
And the first sentence of [[:Template:about]] is <code><nowiki>{{Translation|This article is about}} {{{1}}}.</nowiki></code>.<br />
But in Japanese, that sentence should be translated as <code><nowiki>この項目では、{{{1}}}について説明しています。</nowiki></code>. I mean, another translation template is needed after <code><nowiki>{{{1}}}</nowiki></code> to simply substitute. Some similar issue should be aroud here and there since Japanese has quite different word-order to English or other Europian languages, so I want to know how to translate in such cases.<br />
<br />
(reference: [https://ja.wikipedia.org/wiki/Template:Otheruses#%E4%BB%96%E3%81%AE%E9%A0%85%E7%9B%AE%E3%81%B8%E3%81%AE%E8%AA%98%E5%B0%8E Template:Otheruses in Japanese Wikipedia], which is used as equivalent of [https://en.wikipedia.org/wiki/Template:About Template:About in the other languages].){{Unsigned|Fried biter|13:20, 10 March 2018}}<br />
<br />
:Sadly there is no good way to solve this issue. Due to how translations are set up on this wiki, I can't add another translation template after the <code><nowiki>{{{1}}}</nowiki></code>, or include it in the template used for the sentence, neither of these options would yield the desired result. So, your options now are either making template:about/ja and translating the template directly, or rewording the sentence in a way that uses the English sentence structure, which would be preferable. I can understand that the second option may be very hard to do, which is why the first option would be acceptable. This issue and the options to solve it vary on a case by case basis, so please let me know of any other templates where you also have this problem before doing anything with them. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 14:03, 11 March 2018 (UTC)<br />
<br />
:: Okay, I will postpone translating [https://wiki.factorio.com/Special:AllPages?from=&to=&namespace=10 the templates] until the consensus about how to translate them has reached by the Japanese editors community. Additionally, I will inspect them and try translations by rewording. If it's done, I will notice you. --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 05:30, 12 March 2018 (UTC)<br />
<br />
== Getting rid of BurnerNav template ==<br />
<br />
Hi, Thanks for the initial warm welcome!<br />
<br />
I've seen that the [[Template:BurnerNav]] didn't get the same treatment as other nav templates, so I've added missing links. However, I've now realised that the content of this template is entirely covered by other nav templates (Intermediate products, Production items, Logistics templates). What about getting rid of that template and relaying on the existing ones instead? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 17:53, 28 March 2018 (UTC)<br />
<br />
:I agree, so I added the valid fuel row to the infoboxes to completely replace the template, the template will be deleted soon. Please next time think about these kind of implications before editing some of the most used templates on the wiki. Thank you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 18:37, 28 March 2018 (UTC)<br />
<br />
:: Yes, definitely a big oversight from my side. Sorry about that! [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 18:58, 28 March 2018 (UTC)<br />
<br />
== Roadmap ==<br />
<br />
Hi,<br />
<br />
The [[Roadmap]] page is deceptively empty. What about merging [[Roadmap/Coming_Releases]] with it, as it serves as the actual Roadmap page anyway? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 13:47, 1 April 2018 (UTC)<br />
<br />
: Hey, this had been planned for a while, thank you for reminding me. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 14:43, 1 April 2018 (UTC)<br />
<br />
:: Thank you, this is much better now. [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 14:57, 1 April 2018 (UTC)<br />
<br />
== Tutorial: Combinator tutorial edit ==<br />
<br />
Hey Bilka. This was my first edit, so forgive me for overlooking the summary section of the edit page. I removed a link that serves no educational purpose and seems self-promotional to me. Exploring this youtube channel does lead to some videos that may or may not be relevant, but the link itself is too aspecific. And because of the other link (reddit), it is also redundant.<br />
<br />
Even if it were just plain text, claiming ownership of an idea on this wiki seems inappropriate to me, although I'm not sure if there's a specific rule against it.<br />
<br />
By the way, is this the place to post this, or should I use the discussion page of the page in question? {{Unsigned|Koekjesfabriek|20:55, 30 April 2018}}<br />
<br />
:The design is mostly known under the name of the original designer ("Madzuris train loader"), so it is not directly self-promotional. I however agree that the link to the reddit thread is enough, so I removed the youtube link again, and included the name with the reddit link, so that people searching for the design can still find it.<br />
<br />
:This is the right place; a big reason for reverting your edit was that it was your first edit, and a "controversial" one, so I expected some kind of reasoning. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 07:49, 1 May 2018 (UTC)<br />
<br />
<br />
== New translation language - pt-pt ==<br />
<br />
Hey Bilka, I am new to the wiki and I would like to contribute translations in pt-pt. Can you please add support for this language? Thanks. [[User:FranzPT|FranzPT]] ([[User talk:FranzPT|talk]]) 15:03, 4 July 2018 (UTC)<br />
<br />
:Thanks for the notice, I have added support for pt-pt. Have fun translating! -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:06, 4 July 2018 (UTC)<br />
<br />
::Nice, thanks for the quick response. I will carefully read about the translation rules/procedures and start asap. [[User:FranzPT|FranzPT]] ([[User talk:FranzPT|talk]]) 16:30, 4 July 2018 (UTC)<br />
<br />
== What is the standard on what information is useful? ==<br />
<br />
Are you always this hostile to everyone? Honestly, this explains why the wiki has so much outdated information. I'm just trying to follow some kind of consistent guideline.<br />
<br />
A number of pages already use smallest whole-number ratios as building guidelines, especially for early and midgame structures. https://wiki.factorio.com/Solar_panel 23.8 solar panels per megawatt is somehow "useful information", and 1,000 / 42 is apparently not "easy to calculate"? What exactly is the standard?<br />
<br />
If power grid information is that obvious, does the laser turret page really need a note about energy usage at all? Again, I'm just trying to find a consistent standard. Does every single page for a high-energy drain building need a "don't forget to build accumulators and steam storage" reminder? The roboport page only has a much less specific "make sure your power grid can handle the load" reminder (again, is it really necessary to even have that, when the building clearly consumes up to 5 MW when active?). But then it just copy-pastes numbers from the sidebar. The numbers are literally right next to duplicate information. That's "helpful" and "not easy to calculate"? You're really going to need to explain, clearly and precisely, what the standard is, instead of making rude, passive-aggressive remarks. {{Unsigned|Arrkhal|20:19, 10 July 2018}}<br />
<br />
:Since you presented examples I will explain the rough guidelines using them:<br />
<br />
::The information on the solar panel page is useful because you deal in predictable units in the electric system; usually you will know how much power you want your solar panels to supply. This amount of power can usually be obtained directly from the game when you are building solar panels to replace another energy source, or from online calculators when you are planning a setup. It shouldn't have its own section though, that is likely just a relict from an earlier version of the page.<br />
<br />
:: In contrast, when dealing with enemies nothing is predictable: Neither the number of enemies, when they will attack, or their strength can be reliably predicted, meaning that you will never know how much shots your turrets will fire. So, the information does not have a use case.<br />
<br />
::I am still unsure about how suitable the sentence on the laser turret page is, which is why I modified it when I reverted your edit. I will put further thought into whether it should be removed completely. In general, the high power demand should not be mentioned on every page. The roboport section wasn't changed since the guidelines were established, so I took the liberty to fix it.<br />
<br />
:As you can see, there can't really be a consistent standard about something where context matters immensely. I recommend you to just edit the pages while trying to follow the general style. After a while you will get a feeling for what is suitable, and until then, your edits will be corrected. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 19:26, 10 July 2018 (UTC)<br />
<br />
::Thanks for taking the time to explain the general guidelines more clearly, and I apologize if my first comment was itself passive-agressive, I was just a little frustrated with the lack of consistency with page information, and lack of clear communication about exactly what was amiss with my edits, instead of just generic "not helpful" and "then don't edit" notes. Anyway, if specific power grid management tips shouldn't go on most buildings, maybe it should just a basic "this building has unpredictable and high power needs which can lead to brownouts or blackouts, unless the power grid is able to compensate" with a link to the power grid guide, rather than the much more specific advice for accumulators and steam storage? [[User:Arrkhal|Arrkhal]] ([[User talk:Arrkhal|talk]]) 03:33, 15 July 2018 (UTC)<br />
<br />
:::I don't think that a generic sentence is better than a specific one, so I will keep it how it is for now. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 09:52, 15 July 2018 (UTC)<br />
<br />
== Code for blueprint ==<br />
<br />
I can place the code of the <nowiki>[[:File:5to2_balancer.png]]</nowiki>? [[User:AiltonCow|<span style="color: #dbe520;">Ailton</span><span style="color:pink;">Cow</span>]] ([[User talk:AiltonCow|<span style="color:green;">Talk</span>]]) ([http://steamcommunity.com/id/ailtoncow Steam]) - Okarin. 06:14, 29 July 2018 (UTC)<br />
<br />
:Sure, the balancers should have blueprint strings. Just remember to include all 3 belt tiers in the book and to name the blueprints and book.<br />
<br />
:And while I am talking with you, please add the ratio sections to the 3 science pack pages that your partially translated. Thank you. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 19:49, 27 July 2018 (UTC)<br />
<br />
== disambiguation ==<br />
<br />
Hi again, can you see the page [[Furnace/pt-br]]? the disambiguation template its not translating the page name -- [[User:AiltonCow|<span style="color: #dbe520;">Ailton</span><span style="color:pink;">Cow</span>]] ([[User talk:AiltonCow|<span style="color:green;">Talk</span>]]) ([http://steamcommunity.com/id/ailtoncow Steam]) - Okarin. 10:51, 31 July 2018 (UTC)<br />
<br />
:Fixed. If you ever want different text than the page title there, use <nowiki>{{Disambiguation|my different text}}</nowiki>. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 10:55, 31 July 2018 (UTC)<br />
<br />
== The history section in translated pages ==<br />
Hi. So... why the historical section should not be in the translated pages? I don't understand it. Because I would like to see a history of changes of a particular thing from update to update. And, by the way, in all the articles I translated, the historical section was also. <br />
And, yeah, this is article where you wrote message about history section:<br />
https://wiki.factorio.com/Firearm_magazine/ru<br />
By some reason there's no my nickname... I'm Aldekotan, russian translator.{{Unsigned|Aldekotan|08:02, 1 August 2018}}<br />
<br />
:For the same reason the version history is not translated: The history section is copied from the in-game changelog, which also is not translated. Furthermore, users would often only partially translate the history section, like on the page you linked. However, it is just a guideline, so if you want you can still translate the history section and include it. You sign talk page messages like this: <code><nowiki>~~~~</nowiki></code>. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 08:11, 1 August 2018 (UTC)<br />
<br />
== Localisation stringtables ==<br />
<br />
- Can't find 'em. Is there a page containing the translations like "Power Production"->"Stromerzeugung", which you can edit, or is it only accessible to the staff ? {{Unsigned|Factoruser|19:33, 20 August 2018}}<br />
<br />
:You can find them here: [[Template:Translation/de]]. Please read the [[Factorio:translation guide|translation guide]] for help with translations. I also saw that you summarized your edits in German. While I can understand it, it would be nice if you wrote your summaries in English so that they are accessible to all wiki users. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 19:45, 20 August 2018 (UTC)<br />
<br />
== Images ==<br />
<br />
As you can see, I'm pretty good at making images/gifs/whatever. Wherever I make an edit, you don't seem to be far behind. So I might as well ask you directly: are there any more pages in need of images? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:46, 6 October 2018 (CDT)<br />
<br />
:And yet you managed to catch me on a weekend off work :P One article that I can think of is [[deconstruction planner]] — it needs a general update to include the filter functionality which should include images of the GUI. If you are able to make gifs using an external program/website, you could also have a stab at making all the biter/spitter/worm images on [[enemies]] transparent gif using the files from the game files, like the small biter and spitter. You could also make more of the "[thing] entity" images that are included in the infoboxes, you seem to know the general rules for those already, but here they are again: Entity on grass, zoom level 2, alt mode on, images 300 or 400 px width/height if possible, no clutter/smoke/clouds/decoratives as usual.<br />
<br />
:Something to keep in mind when uploading images: Add <nowiki>{{Screenshot}}</nowiki> to screenshots, and <nowiki>{{Game image}}</nowiki> to game images (and the enemy gif renders) in the file description to categorize them correctly and to keep the licensing clear. Furthermore, please name your images with spaces/underscores, it makes them more readable and easier to search for. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 12:14, 7 October 2018 (CDT)<br />
<br />
::The thing about the images of enemies... Do they need to be animated? Or is that just a bonus? Also, could you elaborate on the "zoom level 2" thing? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:26, 10 October 2018 (CDT)<br />
<br />
:::Yes, animation and transparency is a requirement. If you don't know how to do that (I don't completely know myself...), don't worry about them. With "zoom level 2" I mean that your screenshots for the entities in the infoboxes should be taken at that zoom level (of course with hr graphics). You can do that with the screenshot command (and setting it there) or by pressing F5 and using the zoom level that you can find at the top left. It's a way to ensure that all images have the same scale.-- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:35, 10 October 2018 (CDT)<br />
<br />
::::Going through the files of the game and seeing how the enemies are drawn in-game, it's no secret why we don't have pixel-perfect animations of the all the enemies. They are drawn by very strange layers and the image files don't show up as we see living creatures in-game. I could *try* to come up with something, but it would take me a very long time so I wouldn't look forward to any miracles. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:27, 23 October 2018 (CDT)<br />
<br />
== Starter map ==<br />
<br />
I think I need to bring in some context for this one. The save I found was on the forums and I did some editing to it. I thought it was one of the greatest starter saves ever. I don't know how that made you feel when you saw it added here, but your "no. just no." comment shed some light on that. If it makes you feel any better, I'll never do such edits without your consent again. I don't want to mess up your wiki, I want to make this the best wiki anyone has ever known. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:26, 10 October 2018 (CDT)<br />
:I'm sorry reacting in such a way, I didn't intend to make you feel bad about the edit. My reaction stems from the fact that the wiki should not show off "the best setup" to players. Tutorials are somewhat exempt from that, but even they should not include images that simply show "the best setup" or "I use this setup". This is especially about including a way for the player to gain access to the design without "thinking about it" - so blueprint strings, and map downloads. Including a save in the quick start guide encourages the player to just use something premade for them without ever learning about the options, or finding out if they even need such an optimized map. We as the wiki want to encourage exploration, not discourage it. I hope that is more clear now, sorry again for being rude. Please do continue to make your edits, their quality was rather good so far. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 15:35, 10 October 2018 (CDT)<br />
<br />
== Wanted pages for script ==<br />
<br />
Hi Bilka! I'm writing some quick-and-dirty translation helper script, which automates routine works such as item-name link translations (and include NO google-translation, of course). As of now, I scrape [[Factorio:Wanted_pages/ja]] to obtain Japanese wanted pages. Is it acceptable way? Or should I hit the wiki API with <code>?action=query&list=querypage&qppage=Wantedpages</code> by myself? [https://github.com/Bilka2/Wiki-scripts/blob/master/wanted_pages.py#L88-L89 Fetching top 10k results like your bot] require me 20 requests, perhaps more expensive than a <code>index.php?action=raw</code> request. --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 17:11, 12 December 2018 (UTC)</div>Fried biterhttps://wiki.factorio.com/index.php?title=Storage_tank/ja&diff=166042Storage tank/ja2018-12-11T01:45:15Z<p>Fried biter: Translate from Special:PermanentLink/165150</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Storage tank}}<br />
[[File:storagetank.png|thumb|150px|Four storage tanks linked together to form a large storage facility.]]<br />
'''貯蔵タンク(storage tank)'''は、25,000単位の流体を保持できる建造物。受動的なストレージで、これ自体は入力も出力も持たず、圧力に依存して充たされる。つまり基本的には、巨大なパイプである。<br />
<br />
== 利用 ==<br />
<br />
貯蔵タンクは、容量に対する割合がつながっているパイプのそれと同じになるようにのみ充たされる。パイプが水50単位を運んでいるなら、タンクは容量の50%が充たされる。(たとえば遠くの[[pumpjack/ja|油井]]のような)圧力の低いところから吸い上げてタンクを満杯にするためには、[[Pump/ja|ポンプ]]が利用できる。<br />
<br />
貯蔵タンクはしばしば、[[Oil processing/ja|原油処理]]の原料や余った精製物を貯めておくのに利用され、これにより[[oil refinery/ja|原油精製所]]が中断なく稼働できるようになる。[[circuit network/ja|回路ネットワーク]]に繋ぐこともでき、中身の流体を信号としてネットワークに送信できる。<br />
<br />
貯蔵タンクは''回収して建て直す''(流体は破棄される)か、[[pump/ja|ポンプ]]で吸い上げることにより空っぽにできる。<br />
<br />
== 「エネルギータンク」としての利用 ==<br />
<br />
:''関連: [[Electric system/ja#Steam tanks as power storage|電力ストレージとしての蒸気タンク]]''<br />
<br />
貯蔵タンクは[[accumulator/ja|蓄電池]]の代わりにもなる。[[steam engine/ja|蒸気機関]]や[[steam turbine/ja|タービン]]による蒸気の利用が一日の中で大きく変動する場合(たとえば、[[solar panel/ja|ソーラーパネル]]や[[laser turret/ja|レーザータレット]]によって)、電力消費量が低いうちに貯蔵タンクを蒸気で満たしておくことで、高負荷時にそれらを活用することができる。<br />
[[heat exchanger/ja|熱交換器]]の500°Cの蒸気で満たされた貯蔵タンクは、約2.4GJを保持できる。[[boiler/ja|ボイラー]]の165°Cの蒸気で満たされた貯蔵タンクは、750MJを保持できる。<br />
<br />
=== 計算 ===<br />
<br />
* 1'''貯蔵タンク'''は25,000単位の500ºC蒸気を保持。<br />
<br />
* 1[[Steam turbine/ja|蒸気タービン]]は、毎秒60単位の500ºC蒸気を用いて、5,820kW = 5,820kJ/sの出力。<br />
* 1貯蔵タンクは、1蒸気タービンを25,000 ∕ 60 ≈ 416.6667sに渡って最大稼働させられる。<br />
* 貯蔵タンクは、500ºC蒸気を媒体に25,000 ∕ 60 × 5,820 = '''2,425,000kJ'''まで保持できる。<br />
<br />
<br />
* 1'''貯蔵タンク'''は25,000単位の165ºC蒸気を保持。<br />
<br />
* 1[[Steam engine/ja|蒸気機関]]は、毎秒30単位の165ºC蒸気を用いて、900kW = 900kJ/sの出力。<br />
* 1貯蔵タンクは、1蒸気機関を25,000 ∕ 30 ≈ 833.3333sに渡って最大稼働させられる。<br />
* 貯蔵タンクは、165ºC蒸気を媒体に25,000 ∕ 30 × 900 = '''750,000kJ'''まで保持できる。<br />
<br />
== 関連項目 ==<br />
* [[Fluid system/ja|流体システム]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Storage}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace2&diff=166041User:Fried biter/workspace22018-12-11T01:17:16Z<p>Fried biter: </p>
<hr />
<div>{{Languages}}<br />
[[File:main_bus.jpg|thumb|400px|メインバスが、いくつかの異なるアイテムや中間生成物に利用されている。]]<br />
<!-- alternate first sentence: The concept of a '''Main bus''' is the order and central distribution of materials to assembling machines. --><br />
'''メインバス(Main Bus)'''の概念は、組立機で最も利用され、また利用価値のある原料を中核に据えるもの。<br />
これにより構造化された配置が強制され、利用するアイテム全てをバスから引っ張り出すしかなくなるため、「スパゲッティ工場」と格闘する良い手段となる。<br />
これらは同時に欠点でもあり、より多くのベルトを使用するし、よってベルトのバッファにより多くのスペースを使用するのでコンパクトさからは程遠い。<br />
<br />
バス構造を利用するかどうかはしばしば、マップ開始時や、最初に炉を並べるときに決定される。<br />
<br />
バスはよく、鉄、銅、鋼の精錬から始まり、時間と距離が離れるほどにより多くの異なったアイテムを含むようになる。<br />
ベルト(分岐先があればそれも)が飽和するほどの生産量を確保できない場合、飽和''しない''それらは「偽」バス("fake"-bus)と呼ばれる。<br />
特に、アイテムが止まってしまい、ベルトが一見運べそうに見えるだけの量を運べないせいで全てのベルトがいっぱいになっている場合は騙されやすい。<br />
後の拡張に備えた空間のせいでこうなることもある。この場合ブループリントの仮設置が便利で、ベルトが利用不能なアイテムで一杯になることを防げる。<br />
<br />
バスの方向が垂直か水平かは個人の好みで、十中八九後から利用拡大のために拡張することとなるだろう、分かれた生産部をどう動かすかによる。<br />
向きごとにプレイヤーが監視できる幅もまた、この決定に影響する。<br />
曲がり角の存在が許されないわけではないが、殆ど見られない。大概の場合、予定外の池が出てきたときくらいにしか使わないだろう。<br />
<br />
== 内容物 ==<br />
どのアイテムをバスに置くかは個人の好みだ。<br />
いくつかのアイテムは、「オンサイト(on-site)」で、つまりバスで運ぶのではなく必要となる場所で作ったほうがよいだろう。<br />
いい例としては[[copper cable/ja|銅線]]が挙げられ、銅板として運ぶよりかさばってしまう。<br />
<br />
以下に上げるのは、過去の人々がそのバスに置いてきた物々。<br />
* [[Iron plate/ja|鉄板]]用のいくつかのベルト。だいたい4の倍数本。[[underground belt/ja|地下搬送ベルト]]で潜れるのが4マスなので。<br />
* 同様に、[[Copper plate/ja|銅板]]用のいくつかのベルト。だいたい鉄板よりは少なく。0.15現在、とても少なく。<br />
* [[Iron gear wheel/ja|鉄の歯車]]もそれなりにバスで見られる。0.15現在、鉄板の半分のスペースしか取らず(より密度が高く)、多くのレシピで利用されるため。<br />
* [[Electronic circuit/ja|電子基板]]とその後も<br />
* [[Advanced circuit/ja|発展基板]]は高速に使い切られてしまうものの、多くの異なった製品で利用されるわけではないのでいうほど必須ではない。<br />
* [[Steel plate/ja|鋼材]]。<br />
* [[Processing unit/ja|制御基板]]は、上述した他の中間生成物よりずっと少ないレシピでしか利用されないのでバスには殆ど見られない。<br />
* [[Battery/ja|電池]]。<br />
* [[Plastic bar/ja|プラスチック棒]](場合によっては、プラスチックが製造される場所から[[coal/ja|石炭]]と入れ替わりで)。<br />
どのアイテムも、そのアイテムが必要になったときに引き出せるように専用ベルトを持つ。<br />
<br />
バスに流体パートを設ける人もいる。例えば以下のようなもの。<br />
* 制御基板用の[[Sulfuric acid/ja|硫酸]]。<br />
* [[concrete/ja|コンクリート]]用の[[Water/ja|水]]。<br />
* [[express transport belt/ja|超高速搬送ベルト]]用の[[Lubricant/ja|潤滑油]]。<br />
<br />
== アドバイスと制限 ==<br />
Having all possible items on a bus results in a huge wide bus with a lot of belt-buffer for expensive items and standing belts of output-items that wont get used in another process.<br />
These items are often just put into [[chests/ja|チェスト]] for personal use rather than on a bus.<br />
<br />
The width of the bus can become a problem if it is very wide.<br />
Players sometimes choose to only build on one side of the bus until they can estimate that they wont need more belts on the bus.<br />
<br />
It is advisable to leave ''space'' between the groups of belts of one item for underground belt to surface and for other things to cross the bus.<br />
A recommended numbers is two free spaces for every group of four belts, although leaving more space can be useful too.<br />
Same with the production that is to the side of the bus, leave space ''between the builds'' for later expansion or belts that go between, at least three, six to ten is fitting.<br />
Grouping differing items together can cause problems when splitting them off, hence only groupings of two differing items is recommended. <br />
Having smaller groups of only one or two is also not a bad thing.<br />
<br />
When [[logistic robot/ja|物流ロボット]]s are available one might start moving some items by robots instead of using the bus. <br />
Some players eventually phase out the main bus entirely in favor of robots. <br />
This may happen at a later stage in the game up to which a bus is a very good tool to reduce clutter. <br />
But robots have their own difficulties and require a lot more resources and knowledge of the game.<br />
<br />
For very large amounts of items [[railway/ja|鉄道技術]]s may be a better alternative that can not only carry large amounts of ore but also the intermediate and end-products.<br />
This can lead to designs of a base consisting of only train-stations with small [[logistic network/ja|物流ネットワーク]]s without any belts.<br />
For a comparison of belt, logistic robot and railway transport systems, refer to the [[Tutorial:Transport_use_cases/ja|Transport use cases tutorial]].<br />
<br />
One [https://redd.it/5gn30r reddit post] mentions the use of [[cargo wagon/ja|貨物車両]]s as a means to increase throughput and reduce the size of a bus.<br />
<br />
== 分離 ==<br />
When one wants to use the items on their bus one could directly take items off the bus as if it is just a belt, though that would mean an extremely long bus and useless lengths of other belts.<br />
This is sometimes done to get Items crafted into a chest for personal use like [[pipe/ja|パイプ]] which only uses Iron plates.<br />
However in most cases a belt is split away from the main bus that can deliver the resource to the factory. Split-off designs aren't strictly necessary but help immensely. The following designs have the additional property that if the incoming belts are fully saturated then the split-off belt will be full (recall that a single splitter with a single full input belt will by default split off a half-filled belt).<br />
<br />
With [[splitter/ja|分配器]] priorities that were added in 0.16 it is very simple to split off a belt from a main bus while ensuring good throughput properties. The design shown here makes sure that the belts on the right side are filled first, so belts can be taken from the right every time without the need to further rebalance. Thus up to a full belt can be delivered and the remaining resources can go through on the main bus.<br />
<br />
[[File:4-split-priority.png]]<br />
<br />
Alternatively, one can make split-off setups without priority splitters. The idea is that one wants to draw from every belt (and lane even) equally to not have too few items at the current planned production and not have empty and at the same time standing belts of items.<br />
That way at every step along the bus a few items are split off and used up and when the production comes to a stop the items go on to be used by the next production.<br />
<br />
The following are 2 designs for a split-off off a 2-wide bus (by reddit user [https://www.reddit.com/user/unique_2 /u/unique_2]).<br />
<gallery mode="nolines" widths=224px heights=320px ><br />
File:2-split_variant_a.png|{{BlueprintString|bp-string=0eNqVld9ugyAUxl/FnKstwRbwT1sfY7fL0mhLHIlFh9DMGN99qO1mWrrCFfHI9+NwvgP0UFSaNZILBVkP/FCLFrL3HlpeirwaY6prGGRw5lJpE0Eg8tMYmGeEFAYEXBzZN2RkQB7Kt4WSWpVcsdNC1lRcKSYXsshBpmQu2qaWKixYpRbiePhAwITiirN509NHtxf6VJhlMvKIgaCpWyOrxbiqQYUUQWeGeBgTusFQdwz5BxN5ZxPZMLE3htowiTMGXykIjlyyw/wrtjBT70LdQKkFuvmFamO7LGVtxidY01bXXqq1avTYNXfgrW8hsa2Ou/v2tqS1SubEiA1BsKcX+HnVCPH1lzhAqb8X+M8KLh44QSKHIl6sxavEIVHvQ2I3JvEx13rMSOqCwBeEPYuN72as9wbZ+p5OgzEX7HQZZ4tnBkGVG52J0XDaUyB5+amCl6IL1nqtBf/SbE9fg9xMPTPZTuA0jmmabiihu2H4AQXcOK0=}}<br />
<br />
File:2-split_variant_b.png|{{BlueprintString|bp-string=0eNqVlNFugzAMRX8F+WmTwkpSSlc+Y6/TVEEbdZZoYMGphir+fYZOHVrTijwhQu7J9Y3xGcrK6caiIcjPgLvatJC/n6HFgymqYY26RkMOJ7TkeEWAKY7DwmVHrKAXgGavvyGXvQhQvk2UyqtE0seJrKmQSNuJbDlDRrYwbVNbiktd0USc9h8CtCEk1Jeix5dua9yx5GNyeY8hoKlbltVmOJVRMW/t+JH2g6F/GDUbkzygLIPNLH2YNBijfJjVbMzVjIA9Wr27fFIeZnZ707cJvaweuFpfCY6v2B5szc/HWQ++ftumdtS4oUFuuK+hoSU+d5sZ9cXXAqUPIZPA3L1GpAy9Pb8ZFRx38pc2mjthy+BO97tLQ+L2tpNcBXSk30QWWov3p5XrwBHCFJ5t4xzMJxNeQFWwjNdUPFYUWTx8UvRUdtHCLZzBL6e36jkqeetJ23bkZmmqsmytpNr0/Q+uzw2D}}<br />
</gallery><br />
<br />
Putting a lane-balancer after a split-off is not necessary most of the time as the rest moves on if the belt has no draw or if only one lane is used. <br />
If there is enough input for the item to saturate a whole belt then putting a lane-balancer in wont help to get more items later on. <br />
Putting a lane-balancer after an inherently balanced build that produces the item is also not necessary as then half of the production pauses and the other half fills the moving lane to saturation. <br />
The following is a split-off off a 4-wide bus.<br />
<br />
<gallery mode="nolines" widths=224px heights=256px ><br />
File:4-split_l.png|{{BlueprintString|bp-string=0eNqlld1qhDAQhV+lzHUsxv/6DPsGpRTdDUvAjRLjUhHfvaPWVTBbMu1VcPR8OTOTMQOUVScaLZWBfAB5rlUL+fsArbyqoppipm8E5HCX2nQYYaCK2xRYvvAiGBlIdRFfkPOREZSnnTKwKqURt01mdKHaptbGK0VlduLwP+Jo/GAglJFGiiX1+aH/VN2tFBqTejA6VOirrnFdKAyaukVhraZ9EeYFDHpc0NFqo+5M000bHsABAewTuCHFMCeAo2fVPGAfVAsl/kM9+WZPqifuEmd3KxUPHVykFuflXWKBpu5Q7gzNtkloKmkMxo44/zVec7cg3qitCGwU7lMxVjOcuyTEfxLyrYiA2j27k9DBif+rkYg8lS6Hk8f0oXTiJsQO2suWUhpoP0oZofJIwJ/u/IPOdxcQg6pA7xiLvBnyMl0ad6HbZZSyNOBZmPhhNI7frCw6ag==}}<br />
<br />
File:4-split_lr.png|{{BlueprintString|bp-string=0eNqdld9qgzAUxl9lnOs4TBq19Rl6tdsxhrahBGyUGMuK+O476jqFxpGzq+DR75fv/DHpoaw61VhtHOQ96FNtWsjfe2j1xRTVGHP3RkEON21dhxEGpriOgfmLSMLAQJuz+oKcD8yj1E5dF5mzhWmb2rqoVJVbiYVXvLXtcaXckZRvK6UcPhgo47TTas57erh/mu5aKosZ/ao7VNiLrXGdnTNo6haFtRk3RVgkGNxxQTsPD3Xnmm5M8gksCOCYwN1RDHMCWBLAFG7yjwrzBazNBjfdmrhNKg4gnLVVp/ld6oFmwdDYyxQe5j7cKA82elimvqm0cxh7xsWvyaOeHgSP6R0PaQznwQnz4CJyEZIw/0k49ua7o06Mv2wywEn8p5GEfDYE1T2lHw1B3IzYT3/Z9pQGCi/iQKg8EvDon66mfHUHMqgK9I4xGU2Ql2qE3JRt539NSpGmmeDiMAzfI+ZmDA==}}<br />
<br />
File:4-split_r.png|{{BlueprintString|bp-string=0eNqlldFugzAMRX9l8nOYcEih5TP2Ok0TbaMqEgQUQjVU8e8LdAy0hirWniIM9+TajsMNjmUnG6O0hfwG6lTrFvL3G7TqootyjNm+kZDDVRnbuQgDXVRj4P5FJGBgoPRZfkGOAyMo31ZK7lUqK6tFZk2h26Y2NjrK0q7EyX/EYvhgILVVVsl76tND/6m76iiNS2qLwaCpWyer9birQ0WcQe+WZBgN/cHwX0znNjYXU7t1AxTPHDYnU3e26UbbD9yEwI2QABYEMIW7I9eT++qZkjHow2TBmHg2w+CsjDzdX3EPc7+c9KZU1rrYo6n4dffE1iHYFgbbwpjeUVw6qvRGQxFD8sWffGNfusip3fRWDZMAJ/FTI4I8pkEl2tGnNIibEs+Jv2wZpYHeacQ9ofKO4O7c6X7OV/8fBmXhvLuYiCbIy8i4StNOiFQInqYZR34Yhm/sYzpB}}<br />
</gallery><br />
<br />
Taking two belts off of this wont produce two belts worth of output, the middle one only carries ''half a belt'' to each side!<br />
As of 0.16 Splitters can prioritize one in- and output lane, therefore the above design can supply fully saturated belts, if the splitters are set up in a way that prioritizes the output belt (to earlier production) rather than letting items go on.<br />
<br />
<br />
The following are two designs for a split-off off a 4-wide bus that feature an in-line lane-balancer(by reddit user [https://www.reddit.com/user/moomaka /u/moomaka]).<br />
<gallery mode="nolines" widths=224px heights=288px ><br />
File:4-split_l_lane.png|{{BlueprintString|bp-string=0eNqVllFugzAMhq9S5WmToCUh0JYz7AbTNEGbVdEgQSFUQxV3n4ExsTVs8VOEyf/Z2I7DjRRlK2ojlSXZjciTVg3Jnm+kkReVl4PNdrUgGblKY1uwBETl1WCYdoSc9AGR6iw+SEb7AKF8WiiZUymtqBayupTWCrOQxR4ya3LV1NrYsBClXYh5/xIQoay0UkwfPT50r6qtCnCT0W9GCwpzMRrWiRKQWjcg1GrwC7AQNnewQERzGLq1dTs4vAMzBBjDjRHcCMHla8m8o7KZ6qAk3pTwCwNdQc7SiNP0jjugKRpKf0JTB3R/33OrBafb5H/gAV+Y32F6lOmI98LwXmiE795VN1KteaHehZ0L4eo5yrCty5yYGItxR8PxEyXqPZKV+DRstE1Goju01AMxEyInwefU0D9jOCCz7I7j6D8SphQ7S84iTE6dA49R9ElhHtVmDH3OvbAxon7u78XeE5B4uILH6zpb/IgEpMxBBjYejqFsSvFmNw9Ft9m1u0rrKn/PH2HbVZhmGiicszTdM8qOff8JVpvtyQ==}}<br />
<br />
File:4-split_r_lane.png|{{BlueprintString|bp-string=0eNqdlt1ugjAUx1/F9GpLitJDReUxdrssC2jjmkFLSjEjhndfwbkQLabHq4bC/3c+e8qZFGUraiOVJdmZyL1WDcnez6SRR5WXw57takEycpLGtm6HEpVXw8bli4iTnhKpDuKHZKynCOXbRAlepbSimsjqUlorzESWBMisyVVTa2OjQpR2Iub9ByVCWWmluAQ9PnSfqq0KZyZjcwxKat04mVaDVYeKEkq6YekHh24w8I9pnWFzNNqtcyB2BdFrNLq1dTv4fQdOMGBAgDkCHCO4a3RCmS+hKRoDPswmHAMPvNk+UV53UMhBGrG/vIOA3O2eKDbMmZFqxgqLn4gG8NGw8LPlN8J9UMBCb+vggyb3A2juELDlOgDIse0b+9qOrQP8imC5HhHezmVpCIL9IfxebEIQ8UMvtuhpE/cBnbzDptk7JCDGpNk//xn+TEFAhAD4kRDETTA19Ycc3uPxNffuMh4v7mzyS0JJmTuZ2+PR6MvCyOOXXbwU3WLVriqtq/w7f3XfnYRpRmjKOaTpBhjs+v4XLT/v+g==}}<br />
</gallery><br />
<br />
The way in which materials are split off from the main bus determines which production setups in the factory are prioritized if the bus delivers less input than all the setups combined need. <br />
The split-offs shown above generally prefer setups near the start of the main bus but will also supply some limited materials to the later setups. <br />
There are alternative designs, for example using [[splitter/ja|分配器]] priorities on can fully prefer the setups near the start of the main bus and only allow materials to go through to a later setup if that earlier setup's needs are satisfied. <br />
The priorities can be set in various ways but this should not distract from the fact that more resource input should be added whenever this becomes a concern.<br />
<br />
== 関連項目 ==<br />
* [[Tutorial:Transport_use_cases/ja|どの輸送手段をいつ使う?]]<br />
* [[Belt transport system/ja|ベルト輸送システム]]<br />
* [[Logistic network/ja|物流ネットワーク]]<br />
* [[Railway/ja|鉄道]]<br />
* [[Splitter/ja|分配器]]</div>Fried biterhttps://wiki.factorio.com/index.php?title=Active_provider_chest/ja&diff=166025Active provider chest/ja2018-12-10T13:22:41Z<p>Fried biter: Translate from Special:PermanentLink/154046</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Active provider chest}}<br />
<br />
'''アクティブ供給チェスト(active provider chest)'''は、[[logistic network/ja|物流ネットワーク]]の一部を構成する、発展的な大容量ストレージアイテム。 [[Logistic robot/ja|物流ロボット]]はこの箱からアイテムを集荷し、[[requester chest/ja|要求チェスト]]やプレイヤーへ配達する。[[passive provider chest/ja|パッシブ供給チェスト]]と違って、アクティブ供給チェストは物流ロボットから積極的に空にされる。つまり、他にタスクがないロボットは、アクティブ供給チェストのアイテムを[[storage chest/ja|貯蔵チェスト]]へと輸送する。明示的に指示を与えるまで内容物を動かされたくないなら、代わりにパッシブ供給チェストを使おう。<br />
<br />
物流ロボットがアイテム要求を受けた際には、最優先でアクティブ供給チェストから集荷しようとする。<br />
<br />
== 実績 ==<br />
{{Achievement|logistic-network-embargo}}<br />
<br />
== 関連項目 ==<br />
* [[Circuit network/ja|回路ネットワーク]]<br />
* [[Logistic network/ja|物流ネットワーク]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Logistic network}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace2&diff=166022User:Fried biter/workspace22018-12-08T10:43:02Z<p>Fried biter: /* 内容物 */</p>
<hr />
<div>{{Languages}}<br />
[[File:main_bus.jpg|thumb|400px|メインバスが、いくつかの異なるアイテムや中間生成物に利用されている。]]<br />
<!-- alternate first sentence: The concept of a '''Main bus''' is the order and central distribution of materials to assembling machines. --><br />
'''メインバス(Main Bus)'''の概念は、組立機で最も利用され、また利用価値のある原料を中核に据えるもの。<br />
これにより構造化された配置が強制され、利用するアイテム全てをバスから引っ張り出すしかなくなるため、「スパゲッティ工場」と格闘する良い手段となる。<br />
これらは同時に欠点でもあり、より多くのベルトを使用するし、よってベルトのバッファにより多くのスペースを使用するのでコンパクトさからは程遠い。<br />
<br />
バス構造を利用するかどうかはしばしば、マップ開始時や、最初に炉を並べるときに決定される。<br />
<br />
バスはよく、鉄、銅、鋼の精錬から始まり、時間と距離が離れるほどにより多くの異なったアイテムを含むようになる。<br />
ベルト(分岐先があればそれも)が飽和するほどの生産量を確保できない場合、飽和''しない''それらは「偽」バス("fake"-bus)と呼ばれる。<br />
特に、アイテムが止まってしまい、ベルトが一見運べそうに見えるだけの量を運べないせいで全てのベルトがいっぱいになっている場合は騙されやすい。<br />
後の拡張に備えた空間のせいでこうなることもある。この場合ブループリントの仮設置が便利で、ベルトが利用不能なアイテムで一杯になることを防げる。<br />
<br />
バスの方向が垂直か水平かは個人の好みで、十中八九後から利用拡大のために拡張することとなるだろう、分かれた生産部をどう動かすかによる。<br />
向きごとにプレイヤーが監視できる幅もまた、この決定に影響する。<br />
曲がり角の存在が許されないわけではないが、殆ど見られない。大概の場合、予定外の池が出てきたときくらいにしか使わないだろう。<br />
<br />
== 内容物 ==<br />
どのアイテムをバスに置くかは個人の好みだ。<br />
いくつかのアイテムは、「オンサイト(on-site)」で、つまりバスで運ぶのではなく必要となる場所で作ったほうがよいだろう。<br />
いい例としては[[copper cable/ja|銅線]]が挙げられ、銅板として運ぶよりかさばってしまう。<br />
<br />
以下に上げるのは、過去の人々がそのバスに置いてきた物々。<br />
* [[Iron plate/ja|鉄板]]用のいくつかのベルト。だいたい4の倍数本。[[underground belt/ja|地下搬送ベルト]]で潜れるのが4マスなので。<br />
* 同様に、[[Copper plate/ja|銅板]]用のいくつかのベルト。だいたい鉄板よりは少なく。0.15現在、とても少なく。<br />
* [[Iron gear wheel/ja|鉄の歯車]]もそれなりにバスで見られる。0.15現在、鉄板の半分のスペースしか取らず(より密度が高く)、多くのレシピで利用されるため。<br />
* [[Electronic circuit/ja|電子基板]]とその後も<br />
* [[Advanced circuit/ja|発展基板]]は高速に使い切られてしまうものの、多くの異なった製品で利用されるわけではないのでいうほど必須ではない。<br />
* [[Steel plate/ja|鋼材]]。<br />
* [[Processing unit/ja|制御基板]]は、上述した他の中間生成物よりずっと少ないレシピでしか利用されないのでバスには殆ど見られない。<br />
* [[Battery/ja|電池]]。<br />
* [[Plastic bar/ja|プラスチック棒]](場合によっては、プラスチックが製造される場所から[[coal/ja|石炭]]と入れ替わりで)。<br />
どのアイテムも、そのアイテムが必要になったときに引き出せるように専用ベルトを持つ。<br />
<br />
バスに流体パートを設ける人もいる。例えば以下のようなもの。<br />
* 制御基板用の[[Sulfuric acid/ja|硫酸]]。<br />
* [[concrete/ja|コンクリート]]用の[[Water/ja|水]]。<br />
* [[express transport belt/ja|超高速搬送ベルト]]用の[[Lubricant/ja|潤滑油]]。<br />
<br />
== アドバイスと制限 ==<br />
Having all possible items on a bus results in a huge wide bus with a lot of belt-buffer for expensive items and standing belts of output-items that wont get used in another process.<br />
These items are often just put into [[chests]] for personal use rather than on a bus.<br />
<br />
The width of the bus can become a problem if it is very wide.<br />
Players sometimes choose to only build on one side of the bus until they can estimate that they wont need more belts on the bus.<br />
<br />
It is advisable to leave ''space'' between the groups of belts of one item for underground belt to surface and for other things to cross the bus.<br />
A recommended numbers is two free spaces for every group of four belts, although leaving more space can be useful too.<br />
Same with the production that is to the side of the bus, leave space ''between the builds'' for later expansion or belts that go between, at least three, six to ten is fitting.<br />
Grouping differing items together can cause problems when splitting them off, hence only groupings of two differing items is recommended. <br />
Having smaller groups of only one or two is also not a bad thing.<br />
<br />
When [[logistic robot]]s are available one might start moving some items by robots instead of using the bus. <br />
Some players eventually phase out the main bus entirely in favor of robots. <br />
This may happen at a later stage in the game up to which a bus is a very good tool to reduce clutter. <br />
But robots have their own difficulties and require a lot more resources and knowledge of the game.<br />
<br />
For very large amounts of items [[railway]]s may be a better alternative that can not only carry large amounts of ore but also the intermediate and end-products.<br />
This can lead to designs of a base consisting of only train-stations with small [[logistic network]]s without any belts.<br />
For a comparison of belt, logistic robot and railway transport systems, refer to the [[Tutorial:Transport_use_cases|Transport use cases tutorial]].<br />
<br />
One [https://redd.it/5gn30r reddit post] mentions the use of [[cargo wagon]]s as a means to increase throughput and reduce the size of a bus.<br />
<br />
== 分離 ==<br />
When one wants to use the items on their bus one could directly take items off the bus as if it is just a belt, though that would mean an extremely long bus and useless lengths of other belts.<br />
This is sometimes done to get Items crafted into a chest for personal use like [[pipe]] which only uses Iron plates.<br />
However in most cases a belt is split away from the main bus that can deliver the resource to the factory. Split-off designs aren't strictly necessary but help immensely. The following designs have the additional property that if the incoming belts are fully saturated then the split-off belt will be full (recall that a single splitter with a single full input belt will by default split off a half-filled belt).<br />
<br />
With [[splitter]] priorities that were added in 0.16 it is very simple to split off a belt from a main bus while ensuring good throughput properties. The design shown here makes sure that the belts on the right side are filled first, so belts can be taken from the right every time without the need to further rebalance. Thus up to a full belt can be delivered and the remaining resources can go through on the main bus.<br />
<br />
[[File:4-split-priority.png]]<br />
<br />
Alternatively, one can make split-off setups without priority splitters. The idea is that one wants to draw from every belt (and lane even) equally to not have too few items at the current planned production and not have empty and at the same time standing belts of items.<br />
That way at every step along the bus a few items are split off and used up and when the production comes to a stop the items go on to be used by the next production.<br />
<br />
The following are 2 designs for a split-off off a 2-wide bus (by reddit user [https://www.reddit.com/user/unique_2 /u/unique_2]).<br />
<gallery mode="nolines" widths=224px heights=320px ><br />
File:2-split_variant_a.png|{{BlueprintString|bp-string=0eNqVld9ugyAUxl/FnKstwRbwT1sfY7fL0mhLHIlFh9DMGN99qO1mWrrCFfHI9+NwvgP0UFSaNZILBVkP/FCLFrL3HlpeirwaY6prGGRw5lJpE0Eg8tMYmGeEFAYEXBzZN2RkQB7Kt4WSWpVcsdNC1lRcKSYXsshBpmQu2qaWKixYpRbiePhAwITiirN509NHtxf6VJhlMvKIgaCpWyOrxbiqQYUUQWeGeBgTusFQdwz5BxN5ZxPZMLE3htowiTMGXykIjlyyw/wrtjBT70LdQKkFuvmFamO7LGVtxidY01bXXqq1avTYNXfgrW8hsa2Ou/v2tqS1SubEiA1BsKcX+HnVCPH1lzhAqb8X+M8KLh44QSKHIl6sxavEIVHvQ2I3JvEx13rMSOqCwBeEPYuN72as9wbZ+p5OgzEX7HQZZ4tnBkGVG52J0XDaUyB5+amCl6IL1nqtBf/SbE9fg9xMPTPZTuA0jmmabiihu2H4AQXcOK0=}}<br />
<br />
File:2-split_variant_b.png|{{BlueprintString|bp-string=0eNqVlNFugzAMRX8F+WmTwkpSSlc+Y6/TVEEbdZZoYMGphir+fYZOHVrTijwhQu7J9Y3xGcrK6caiIcjPgLvatJC/n6HFgymqYY26RkMOJ7TkeEWAKY7DwmVHrKAXgGavvyGXvQhQvk2UyqtE0seJrKmQSNuJbDlDRrYwbVNbiktd0USc9h8CtCEk1Jeix5dua9yx5GNyeY8hoKlbltVmOJVRMW/t+JH2g6F/GDUbkzygLIPNLH2YNBijfJjVbMzVjIA9Wr27fFIeZnZ707cJvaweuFpfCY6v2B5szc/HWQ++ftumdtS4oUFuuK+hoSU+d5sZ9cXXAqUPIZPA3L1GpAy9Pb8ZFRx38pc2mjthy+BO97tLQ+L2tpNcBXSk30QWWov3p5XrwBHCFJ5t4xzMJxNeQFWwjNdUPFYUWTx8UvRUdtHCLZzBL6e36jkqeetJ23bkZmmqsmytpNr0/Q+uzw2D}}<br />
</gallery><br />
<br />
Putting a lane-balancer after a split-off is not necessary most of the time as the rest moves on if the belt has no draw or if only one lane is used. <br />
If there is enough input for the item to saturate a whole belt then putting a lane-balancer in wont help to get more items later on. <br />
Putting a lane-balancer after an inherently balanced build that produces the item is also not necessary as then half of the production pauses and the other half fills the moving lane to saturation. <br />
The following is a split-off off a 4-wide bus.<br />
<br />
<gallery mode="nolines" widths=224px heights=256px ><br />
File:4-split_l.png|{{BlueprintString|bp-string=0eNqlld1qhDAQhV+lzHUsxv/6DPsGpRTdDUvAjRLjUhHfvaPWVTBbMu1VcPR8OTOTMQOUVScaLZWBfAB5rlUL+fsArbyqoppipm8E5HCX2nQYYaCK2xRYvvAiGBlIdRFfkPOREZSnnTKwKqURt01mdKHaptbGK0VlduLwP+Jo/GAglJFGiiX1+aH/VN2tFBqTejA6VOirrnFdKAyaukVhraZ9EeYFDHpc0NFqo+5M000bHsABAewTuCHFMCeAo2fVPGAfVAsl/kM9+WZPqifuEmd3KxUPHVykFuflXWKBpu5Q7gzNtkloKmkMxo44/zVec7cg3qitCGwU7lMxVjOcuyTEfxLyrYiA2j27k9DBif+rkYg8lS6Hk8f0oXTiJsQO2suWUhpoP0oZofJIwJ/u/IPOdxcQg6pA7xiLvBnyMl0ad6HbZZSyNOBZmPhhNI7frCw6ag==}}<br />
<br />
File:4-split_lr.png|{{BlueprintString|bp-string=0eNqdld9qgzAUxl9lnOs4TBq19Rl6tdsxhrahBGyUGMuK+O476jqFxpGzq+DR75fv/DHpoaw61VhtHOQ96FNtWsjfe2j1xRTVGHP3RkEON21dhxEGpriOgfmLSMLAQJuz+oKcD8yj1E5dF5mzhWmb2rqoVJVbiYVXvLXtcaXckZRvK6UcPhgo47TTas57erh/mu5aKosZ/ao7VNiLrXGdnTNo6haFtRk3RVgkGNxxQTsPD3Xnmm5M8gksCOCYwN1RDHMCWBLAFG7yjwrzBazNBjfdmrhNKg4gnLVVp/ld6oFmwdDYyxQe5j7cKA82elimvqm0cxh7xsWvyaOeHgSP6R0PaQznwQnz4CJyEZIw/0k49ua7o06Mv2wywEn8p5GEfDYE1T2lHw1B3IzYT3/Z9pQGCi/iQKg8EvDon66mfHUHMqgK9I4xGU2Ql2qE3JRt539NSpGmmeDiMAzfI+ZmDA==}}<br />
<br />
File:4-split_r.png|{{BlueprintString|bp-string=0eNqlldFugzAMRX9l8nOYcEih5TP2Ok0TbaMqEgQUQjVU8e8LdAy0hirWniIM9+TajsMNjmUnG6O0hfwG6lTrFvL3G7TqootyjNm+kZDDVRnbuQgDXVRj4P5FJGBgoPRZfkGOAyMo31ZK7lUqK6tFZk2h26Y2NjrK0q7EyX/EYvhgILVVVsl76tND/6m76iiNS2qLwaCpWyer9birQ0WcQe+WZBgN/cHwX0znNjYXU7t1AxTPHDYnU3e26UbbD9yEwI2QABYEMIW7I9eT++qZkjHow2TBmHg2w+CsjDzdX3EPc7+c9KZU1rrYo6n4dffE1iHYFgbbwpjeUVw6qvRGQxFD8sWffGNfusip3fRWDZMAJ/FTI4I8pkEl2tGnNIibEs+Jv2wZpYHeacQ9ofKO4O7c6X7OV/8fBmXhvLuYiCbIy8i4StNOiFQInqYZR34Yhm/sYzpB}}<br />
</gallery><br />
<br />
Taking two belts off of this wont produce two belts worth of output, the middle one only carries ''half a belt'' to each side!<br />
As of 0.16 Splitters can prioritize one in- and output lane, therefore the above design can supply fully saturated belts, if the splitters are set up in a way that prioritizes the output belt (to earlier production) rather than letting items go on.<br />
<br />
<br />
The following are two designs for a split-off off a 4-wide bus that feature an in-line lane-balancer(by reddit user [https://www.reddit.com/user/moomaka /u/moomaka]).<br />
<gallery mode="nolines" widths=224px heights=288px ><br />
File:4-split_l_lane.png|{{BlueprintString|bp-string=0eNqVllFugzAMhq9S5WmToCUh0JYz7AbTNEGbVdEgQSFUQxV3n4ExsTVs8VOEyf/Z2I7DjRRlK2ojlSXZjciTVg3Jnm+kkReVl4PNdrUgGblKY1uwBETl1WCYdoSc9AGR6iw+SEb7AKF8WiiZUymtqBayupTWCrOQxR4ya3LV1NrYsBClXYh5/xIQoay0UkwfPT50r6qtCnCT0W9GCwpzMRrWiRKQWjcg1GrwC7AQNnewQERzGLq1dTs4vAMzBBjDjRHcCMHla8m8o7KZ6qAk3pTwCwNdQc7SiNP0jjugKRpKf0JTB3R/33OrBafb5H/gAV+Y32F6lOmI98LwXmiE795VN1KteaHehZ0L4eo5yrCty5yYGItxR8PxEyXqPZKV+DRstE1Goju01AMxEyInwefU0D9jOCCz7I7j6D8SphQ7S84iTE6dA49R9ElhHtVmDH3OvbAxon7u78XeE5B4uILH6zpb/IgEpMxBBjYejqFsSvFmNw9Ft9m1u0rrKn/PH2HbVZhmGiicszTdM8qOff8JVpvtyQ==}}<br />
<br />
File:4-split_r_lane.png|{{BlueprintString|bp-string=0eNqdlt1ugjAUx1/F9GpLitJDReUxdrssC2jjmkFLSjEjhndfwbkQLabHq4bC/3c+e8qZFGUraiOVJdmZyL1WDcnez6SRR5WXw57takEycpLGtm6HEpVXw8bli4iTnhKpDuKHZKynCOXbRAlepbSimsjqUlorzESWBMisyVVTa2OjQpR2Iub9ByVCWWmluAQ9PnSfqq0KZyZjcwxKat04mVaDVYeKEkq6YekHh24w8I9pnWFzNNqtcyB2BdFrNLq1dTv4fQdOMGBAgDkCHCO4a3RCmS+hKRoDPswmHAMPvNk+UV53UMhBGrG/vIOA3O2eKDbMmZFqxgqLn4gG8NGw8LPlN8J9UMBCb+vggyb3A2juELDlOgDIse0b+9qOrQP8imC5HhHezmVpCIL9IfxebEIQ8UMvtuhpE/cBnbzDptk7JCDGpNk//xn+TEFAhAD4kRDETTA19Ycc3uPxNffuMh4v7mzyS0JJmTuZ2+PR6MvCyOOXXbwU3WLVriqtq/w7f3XfnYRpRmjKOaTpBhjs+v4XLT/v+g==}}<br />
</gallery><br />
<br />
The way in which materials are split off from the main bus determines which production setups in the factory are prioritized if the bus delivers less input than all the setups combined need. <br />
The split-offs shown above generally prefer setups near the start of the main bus but will also supply some limited materials to the later setups. <br />
There are alternative designs, for example using [[splitter]] priorities on can fully prefer the setups near the start of the main bus and only allow materials to go through to a later setup if that earlier setup's needs are satisfied. <br />
The priorities can be set in various ways but this should not distract from the fact that more resource input should be added whenever this becomes a concern.<br />
<br />
== 関連項目 ==<br />
* [[Tutorial:Transport_use_cases/ja|どの輸送手段をいつ使う?]]<br />
* [[Belt transport system/ja|ベルト輸送システム]]<br />
* [[Logistic network/ja|物流ネットワーク]]<br />
* [[Railway/ja|鉄道]]<br />
* [[Splitter/ja|分配器]]</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace2&diff=166019User:Fried biter/workspace22018-12-08T10:38:38Z<p>Fried biter: /* 内容物 */</p>
<hr />
<div>{{Languages}}<br />
[[File:main_bus.jpg|thumb|400px|メインバスが、いくつかの異なるアイテムや中間生成物に利用されている。]]<br />
<!-- alternate first sentence: The concept of a '''Main bus''' is the order and central distribution of materials to assembling machines. --><br />
'''メインバス(Main Bus)'''の概念は、組立機で最も利用され、また利用価値のある原料を中核に据えるもの。<br />
これにより構造化された配置が強制され、利用するアイテム全てをバスから引っ張り出すしかなくなるため、「スパゲッティ工場」と格闘する良い手段となる。<br />
これらは同時に欠点でもあり、より多くのベルトを使用するし、よってベルトのバッファにより多くのスペースを使用するのでコンパクトさからは程遠い。<br />
<br />
バス構造を利用するかどうかはしばしば、マップ開始時や、最初に炉を並べるときに決定される。<br />
<br />
バスはよく、鉄、銅、鋼の精錬から始まり、時間と距離が離れるほどにより多くの異なったアイテムを含むようになる。<br />
ベルト(分岐先があればそれも)が飽和するほどの生産量を確保できない場合、飽和''しない''それらは「偽」バス("fake"-bus)と呼ばれる。<br />
特に、アイテムが止まってしまい、ベルトが一見運べそうに見えるだけの量を運べないせいで全てのベルトがいっぱいになっている場合は騙されやすい。<br />
後の拡張に備えた空間のせいでこうなることもある。この場合ブループリントの仮設置が便利で、ベルトが利用不能なアイテムで一杯になることを防げる。<br />
<br />
バスの方向が垂直か水平かは個人の好みで、十中八九後から利用拡大のために拡張することとなるだろう、分かれた生産部をどう動かすかによる。<br />
向きごとにプレイヤーが監視できる幅もまた、この決定に影響する。<br />
曲がり角の存在が許されないわけではないが、殆ど見られない。大概の場合、予定外の池が出てきたときくらいにしか使わないだろう。<br />
<br />
== 内容物 ==<br />
どのアイテムをバスに置くかは個人の好みだ。<br />
いくつかのアイテムは、「オンサイト(on-site)」で、つまりバスで運ぶのではなく必要となる場所で作ったほうがよいだろう。<br />
いい例としては[[copper cable/ja|銅線]]が挙げられ、銅板として運ぶよりかさばってしまう。<br />
<br />
以下に上げるのは、過去の人々がそのバスに置いてきた物々。<br />
* [[Iron plate/ja|鉄板]]用のいくつかのベルト。だいたい4の倍数本。[[underground belt/ja|地下搬送ベルト]]で潜れるのが4マスなので。<br />
* 同様に、[[Copper plate/ja|銅板]]用のいくつかのベルト。だいたい鉄板よりは少なく。0.15現在、とても少なく。<br />
* [[Iron gear wheel/ja|鉄の歯車]]もそれなりにバスで見られる。0.15現在、鉄板の半分のスペースしか取らず(より密度が高く)、多くのレシピで利用されるため。<br />
* [[Electronic circuit/ja|電子基板]]とその後も<br />
* [[Advanced circuit/ja|発展基板]]は高速に使い切られてしまうものの、多くの異なった製品で利用されるわけではないのでいうほど必須ではない。<br />
* [[Steel plate/ja|鋼材]]。<br />
* [[Processing unit/ja|制御基板]]は、上述した他の中間生成物よりずっと少ないレシピでしか利用されないのでバスには殆ど見られない。<br />
* [[Battery/ja|電池]]。<br />
* [[Plastic bar/ja|プラスチック]](場合によっては、プラスチックが製造される場所から[[coal/ja|石炭]]と入れ替わりで)。<br />
どのアイテムも、そのアイテムが必要になったときに引き出せるように専用ベルトを持つ。<br />
<br />
バスに流体パートを設ける人もいる。例えば以下のようなもの。<br />
* 制御基板用の[[Sulfuric acid/ja|硫酸]]。<br />
* [[concrete/ja|コンクリート]]用の[[Water/ja|水]]。<br />
* [[express transport belt/ja|超高速搬送ベルト]]用の[[Lubricant/ja|潤滑油]]。<br />
<br />
== アドバイスと制限 ==<br />
Having all possible items on a bus results in a huge wide bus with a lot of belt-buffer for expensive items and standing belts of output-items that wont get used in another process.<br />
These items are often just put into [[chests]] for personal use rather than on a bus.<br />
<br />
The width of the bus can become a problem if it is very wide.<br />
Players sometimes choose to only build on one side of the bus until they can estimate that they wont need more belts on the bus.<br />
<br />
It is advisable to leave ''space'' between the groups of belts of one item for underground belt to surface and for other things to cross the bus.<br />
A recommended numbers is two free spaces for every group of four belts, although leaving more space can be useful too.<br />
Same with the production that is to the side of the bus, leave space ''between the builds'' for later expansion or belts that go between, at least three, six to ten is fitting.<br />
Grouping differing items together can cause problems when splitting them off, hence only groupings of two differing items is recommended. <br />
Having smaller groups of only one or two is also not a bad thing.<br />
<br />
When [[logistic robot]]s are available one might start moving some items by robots instead of using the bus. <br />
Some players eventually phase out the main bus entirely in favor of robots. <br />
This may happen at a later stage in the game up to which a bus is a very good tool to reduce clutter. <br />
But robots have their own difficulties and require a lot more resources and knowledge of the game.<br />
<br />
For very large amounts of items [[railway]]s may be a better alternative that can not only carry large amounts of ore but also the intermediate and end-products.<br />
This can lead to designs of a base consisting of only train-stations with small [[logistic network]]s without any belts.<br />
For a comparison of belt, logistic robot and railway transport systems, refer to the [[Tutorial:Transport_use_cases|Transport use cases tutorial]].<br />
<br />
One [https://redd.it/5gn30r reddit post] mentions the use of [[cargo wagon]]s as a means to increase throughput and reduce the size of a bus.<br />
<br />
== 分離 ==<br />
When one wants to use the items on their bus one could directly take items off the bus as if it is just a belt, though that would mean an extremely long bus and useless lengths of other belts.<br />
This is sometimes done to get Items crafted into a chest for personal use like [[pipe]] which only uses Iron plates.<br />
However in most cases a belt is split away from the main bus that can deliver the resource to the factory. Split-off designs aren't strictly necessary but help immensely. The following designs have the additional property that if the incoming belts are fully saturated then the split-off belt will be full (recall that a single splitter with a single full input belt will by default split off a half-filled belt).<br />
<br />
With [[splitter]] priorities that were added in 0.16 it is very simple to split off a belt from a main bus while ensuring good throughput properties. The design shown here makes sure that the belts on the right side are filled first, so belts can be taken from the right every time without the need to further rebalance. Thus up to a full belt can be delivered and the remaining resources can go through on the main bus.<br />
<br />
[[File:4-split-priority.png]]<br />
<br />
Alternatively, one can make split-off setups without priority splitters. The idea is that one wants to draw from every belt (and lane even) equally to not have too few items at the current planned production and not have empty and at the same time standing belts of items.<br />
That way at every step along the bus a few items are split off and used up and when the production comes to a stop the items go on to be used by the next production.<br />
<br />
The following are 2 designs for a split-off off a 2-wide bus (by reddit user [https://www.reddit.com/user/unique_2 /u/unique_2]).<br />
<gallery mode="nolines" widths=224px heights=320px ><br />
File:2-split_variant_a.png|{{BlueprintString|bp-string=0eNqVld9ugyAUxl/FnKstwRbwT1sfY7fL0mhLHIlFh9DMGN99qO1mWrrCFfHI9+NwvgP0UFSaNZILBVkP/FCLFrL3HlpeirwaY6prGGRw5lJpE0Eg8tMYmGeEFAYEXBzZN2RkQB7Kt4WSWpVcsdNC1lRcKSYXsshBpmQu2qaWKixYpRbiePhAwITiirN509NHtxf6VJhlMvKIgaCpWyOrxbiqQYUUQWeGeBgTusFQdwz5BxN5ZxPZMLE3htowiTMGXykIjlyyw/wrtjBT70LdQKkFuvmFamO7LGVtxidY01bXXqq1avTYNXfgrW8hsa2Ou/v2tqS1SubEiA1BsKcX+HnVCPH1lzhAqb8X+M8KLh44QSKHIl6sxavEIVHvQ2I3JvEx13rMSOqCwBeEPYuN72as9wbZ+p5OgzEX7HQZZ4tnBkGVG52J0XDaUyB5+amCl6IL1nqtBf/SbE9fg9xMPTPZTuA0jmmabiihu2H4AQXcOK0=}}<br />
<br />
File:2-split_variant_b.png|{{BlueprintString|bp-string=0eNqVlNFugzAMRX8F+WmTwkpSSlc+Y6/TVEEbdZZoYMGphir+fYZOHVrTijwhQu7J9Y3xGcrK6caiIcjPgLvatJC/n6HFgymqYY26RkMOJ7TkeEWAKY7DwmVHrKAXgGavvyGXvQhQvk2UyqtE0seJrKmQSNuJbDlDRrYwbVNbiktd0USc9h8CtCEk1Jeix5dua9yx5GNyeY8hoKlbltVmOJVRMW/t+JH2g6F/GDUbkzygLIPNLH2YNBijfJjVbMzVjIA9Wr27fFIeZnZ707cJvaweuFpfCY6v2B5szc/HWQ++ftumdtS4oUFuuK+hoSU+d5sZ9cXXAqUPIZPA3L1GpAy9Pb8ZFRx38pc2mjthy+BO97tLQ+L2tpNcBXSk30QWWov3p5XrwBHCFJ5t4xzMJxNeQFWwjNdUPFYUWTx8UvRUdtHCLZzBL6e36jkqeetJ23bkZmmqsmytpNr0/Q+uzw2D}}<br />
</gallery><br />
<br />
Putting a lane-balancer after a split-off is not necessary most of the time as the rest moves on if the belt has no draw or if only one lane is used. <br />
If there is enough input for the item to saturate a whole belt then putting a lane-balancer in wont help to get more items later on. <br />
Putting a lane-balancer after an inherently balanced build that produces the item is also not necessary as then half of the production pauses and the other half fills the moving lane to saturation. <br />
The following is a split-off off a 4-wide bus.<br />
<br />
<gallery mode="nolines" widths=224px heights=256px ><br />
File:4-split_l.png|{{BlueprintString|bp-string=0eNqlld1qhDAQhV+lzHUsxv/6DPsGpRTdDUvAjRLjUhHfvaPWVTBbMu1VcPR8OTOTMQOUVScaLZWBfAB5rlUL+fsArbyqoppipm8E5HCX2nQYYaCK2xRYvvAiGBlIdRFfkPOREZSnnTKwKqURt01mdKHaptbGK0VlduLwP+Jo/GAglJFGiiX1+aH/VN2tFBqTejA6VOirrnFdKAyaukVhraZ9EeYFDHpc0NFqo+5M000bHsABAewTuCHFMCeAo2fVPGAfVAsl/kM9+WZPqifuEmd3KxUPHVykFuflXWKBpu5Q7gzNtkloKmkMxo44/zVec7cg3qitCGwU7lMxVjOcuyTEfxLyrYiA2j27k9DBif+rkYg8lS6Hk8f0oXTiJsQO2suWUhpoP0oZofJIwJ/u/IPOdxcQg6pA7xiLvBnyMl0ad6HbZZSyNOBZmPhhNI7frCw6ag==}}<br />
<br />
File:4-split_lr.png|{{BlueprintString|bp-string=0eNqdld9qgzAUxl9lnOs4TBq19Rl6tdsxhrahBGyUGMuK+O476jqFxpGzq+DR75fv/DHpoaw61VhtHOQ96FNtWsjfe2j1xRTVGHP3RkEON21dhxEGpriOgfmLSMLAQJuz+oKcD8yj1E5dF5mzhWmb2rqoVJVbiYVXvLXtcaXckZRvK6UcPhgo47TTas57erh/mu5aKosZ/ao7VNiLrXGdnTNo6haFtRk3RVgkGNxxQTsPD3Xnmm5M8gksCOCYwN1RDHMCWBLAFG7yjwrzBazNBjfdmrhNKg4gnLVVp/ld6oFmwdDYyxQe5j7cKA82elimvqm0cxh7xsWvyaOeHgSP6R0PaQznwQnz4CJyEZIw/0k49ua7o06Mv2wywEn8p5GEfDYE1T2lHw1B3IzYT3/Z9pQGCi/iQKg8EvDon66mfHUHMqgK9I4xGU2Ql2qE3JRt539NSpGmmeDiMAzfI+ZmDA==}}<br />
<br />
File:4-split_r.png|{{BlueprintString|bp-string=0eNqlldFugzAMRX9l8nOYcEih5TP2Ok0TbaMqEgQUQjVU8e8LdAy0hirWniIM9+TajsMNjmUnG6O0hfwG6lTrFvL3G7TqootyjNm+kZDDVRnbuQgDXVRj4P5FJGBgoPRZfkGOAyMo31ZK7lUqK6tFZk2h26Y2NjrK0q7EyX/EYvhgILVVVsl76tND/6m76iiNS2qLwaCpWyer9birQ0WcQe+WZBgN/cHwX0znNjYXU7t1AxTPHDYnU3e26UbbD9yEwI2QABYEMIW7I9eT++qZkjHow2TBmHg2w+CsjDzdX3EPc7+c9KZU1rrYo6n4dffE1iHYFgbbwpjeUVw6qvRGQxFD8sWffGNfusip3fRWDZMAJ/FTI4I8pkEl2tGnNIibEs+Jv2wZpYHeacQ9ofKO4O7c6X7OV/8fBmXhvLuYiCbIy8i4StNOiFQInqYZR34Yhm/sYzpB}}<br />
</gallery><br />
<br />
Taking two belts off of this wont produce two belts worth of output, the middle one only carries ''half a belt'' to each side!<br />
As of 0.16 Splitters can prioritize one in- and output lane, therefore the above design can supply fully saturated belts, if the splitters are set up in a way that prioritizes the output belt (to earlier production) rather than letting items go on.<br />
<br />
<br />
The following are two designs for a split-off off a 4-wide bus that feature an in-line lane-balancer(by reddit user [https://www.reddit.com/user/moomaka /u/moomaka]).<br />
<gallery mode="nolines" widths=224px heights=288px ><br />
File:4-split_l_lane.png|{{BlueprintString|bp-string=0eNqVllFugzAMhq9S5WmToCUh0JYz7AbTNEGbVdEgQSFUQxV3n4ExsTVs8VOEyf/Z2I7DjRRlK2ojlSXZjciTVg3Jnm+kkReVl4PNdrUgGblKY1uwBETl1WCYdoSc9AGR6iw+SEb7AKF8WiiZUymtqBayupTWCrOQxR4ya3LV1NrYsBClXYh5/xIQoay0UkwfPT50r6qtCnCT0W9GCwpzMRrWiRKQWjcg1GrwC7AQNnewQERzGLq1dTs4vAMzBBjDjRHcCMHla8m8o7KZ6qAk3pTwCwNdQc7SiNP0jjugKRpKf0JTB3R/33OrBafb5H/gAV+Y32F6lOmI98LwXmiE795VN1KteaHehZ0L4eo5yrCty5yYGItxR8PxEyXqPZKV+DRstE1Goju01AMxEyInwefU0D9jOCCz7I7j6D8SphQ7S84iTE6dA49R9ElhHtVmDH3OvbAxon7u78XeE5B4uILH6zpb/IgEpMxBBjYejqFsSvFmNw9Ft9m1u0rrKn/PH2HbVZhmGiicszTdM8qOff8JVpvtyQ==}}<br />
<br />
File:4-split_r_lane.png|{{BlueprintString|bp-string=0eNqdlt1ugjAUx1/F9GpLitJDReUxdrssC2jjmkFLSjEjhndfwbkQLabHq4bC/3c+e8qZFGUraiOVJdmZyL1WDcnez6SRR5WXw57takEycpLGtm6HEpVXw8bli4iTnhKpDuKHZKynCOXbRAlepbSimsjqUlorzESWBMisyVVTa2OjQpR2Iub9ByVCWWmluAQ9PnSfqq0KZyZjcwxKat04mVaDVYeKEkq6YekHh24w8I9pnWFzNNqtcyB2BdFrNLq1dTv4fQdOMGBAgDkCHCO4a3RCmS+hKRoDPswmHAMPvNk+UV53UMhBGrG/vIOA3O2eKDbMmZFqxgqLn4gG8NGw8LPlN8J9UMBCb+vggyb3A2juELDlOgDIse0b+9qOrQP8imC5HhHezmVpCIL9IfxebEIQ8UMvtuhpE/cBnbzDptk7JCDGpNk//xn+TEFAhAD4kRDETTA19Ycc3uPxNffuMh4v7mzyS0JJmTuZ2+PR6MvCyOOXXbwU3WLVriqtq/w7f3XfnYRpRmjKOaTpBhjs+v4XLT/v+g==}}<br />
</gallery><br />
<br />
The way in which materials are split off from the main bus determines which production setups in the factory are prioritized if the bus delivers less input than all the setups combined need. <br />
The split-offs shown above generally prefer setups near the start of the main bus but will also supply some limited materials to the later setups. <br />
There are alternative designs, for example using [[splitter]] priorities on can fully prefer the setups near the start of the main bus and only allow materials to go through to a later setup if that earlier setup's needs are satisfied. <br />
The priorities can be set in various ways but this should not distract from the fact that more resource input should be added whenever this becomes a concern.<br />
<br />
== 関連項目 ==<br />
* [[Tutorial:Transport_use_cases/ja|どの輸送手段をいつ使う?]]<br />
* [[Belt transport system/ja|ベルト輸送システム]]<br />
* [[Logistic network/ja|物流ネットワーク]]<br />
* [[Railway/ja|鉄道]]<br />
* [[Splitter/ja|分配器]]</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace&diff=166018User:Fried biter/workspace2018-12-08T10:07:52Z<p>Fried biter: /* ベルトスループット */</p>
<hr />
<div>作業場/workspace<br />
日本語話者の方、マサカリ投げてくださると助かります<br />
<br />
----<br />
{{Languages}}<br />
'''ベルト輸送システム(Belt transport system)'''は、アイテムを異なる場所の間で輸送するために[[player/ja|プレイヤー]]が最初に触れることとなるシステム。[[Railway/ja|列車]]、[[Logistic network/ja|物流ロボット]]と並んで、Factorioにおけるアイテム輸送システムを構成している。<br />
(訳注:0.16現在、"transport"は搬送ベルトについてのみ「搬送」と訳され、それ以外に於いては「輸送」と訳されている。以下では固有名詞以外は「輸送」に統一する)<br />
<br />
ベルトは特にアイテムの搬送に用いられ、エネルギー無しで可動する。ベルトは他の動くエンティティ、例えば[[player/ja|プレイヤー]]、[[vehicle/ja|乗り物]]や[[enemies/ja|バイター]]とも干渉でき、動きを早めたり遅めたりする。<br />
<br />
== 搬送ベルトの種類 ==<br />
<br />
以下はFactorioで利用できる搬送ベルト全てのチャート。<br />
<br />
{| class="wikitable"<br />
! [[Transport belts/ja|搬送ベルト]] !! [[Underground belts/ja|地下搬送ベルト]] !! [[Splitters/ja|分配器]] !! 最大スループット(アイテム毎[[game-second/ja|秒]]) !! 必要研究 !! 原材料(ベルト1つあたり)<br />
|-<br />
| {{Imagelink|Transport belt|Transport belt/ja|搬送ベルト}}<br />
| {{Imagelink|Underground belt|Underground belt/ja|地下搬送ベルト}}<br />
| {{Imagelink|Splitter|Splitter/ja|分配器}} <br />
| 13.333<br />
| [[Logistics (research)/ja|物流学1]]<sup>1</sup><br />
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}<br />
|-<br />
| {{Imagelink|Fast transport belt|Fast transport belt/ja|高速搬送ベルト}}<br />
| {{Imagelink|Fast underground belt|Fast underground belt/ja|高速地下搬送ベルト}}<br />
| {{Imagelink|Fast splitter|Fast splitter/ja|高速分配器}} <br />
| 26.666<br />
| [[Logistics 2 (research)/ja|物流学2]]<br />
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}<br />
|-<br />
| {{Imagelink|Express transport belt|Express transport belt/ja|超高速搬送ベルト}}<br />
| {{Imagelink|Express underground belt|Express underground belt/ja|超高速地下搬送ベルト}}<br />
| {{Imagelink|Express splitter|Express splitter/ja|超高速分配器}} <br />
| 40.0 <br />
| [[Logistics 3 (research)/ja|物流学3]]<br />
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}<br />
|-<br />
|}<br />
<br />
(1) 地下搬送ベルトと分配器のみ。ノーマル搬送ベルトはゲーム開始時から利用可能。<br />
<br />
ベルト階級にかかわらず、ぎっしり詰まった搬送ベルトは6~8アイテムを保持できる。詳細は[[Transport_belts/Physics/ja|搬送ベルトの物理]]参照。<br />
<br />
== ベルトの階級(Tier) ==<br />
<br />
[[File:Transport_belts_speed.gif|300px|thumb|top|3種のベルトとその速度(上から順に: 通常ベルト、高速ベルト、超高速ベルト)]]<br />
3種類の階級のベルトが使える。[[transport belt/ja|搬送ベルト]]は黄色くて一番遅いが、同時に一番製造コストが安い。次の階級は赤い[[fast transport belt/ja|高速搬送ベルト]]で、通常の2倍速。[[express transport belt/ja|超高速搬送ベルト]]は最も階級が高く、青色で通常の3倍、もしくは赤ベルトの1.5倍。<br />
{{clear}}<br />
<br />
== ベルト機構 ==<br />
<br />
=== ベルトの合流・分岐 ===<br />
<br />
どの階級のベルトも、アイテムが載るレーンを2つ持つ。一種類の素材を2つ流すことも、2つの異なる素材を同じベルトに流すこともできる。混合ベルトは鉱石の精錬や、[[high tech science pack/ja|ハイテクサイエンスパック]]のように多くの異なる原料を要求するアイテムを製造するのに便利。混合ベルトは分配器フィルタで分離できる。地下ベルトは片方を通さないので、地下ベルトを用いて分離することもできる。<br />
<br />
[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]<br />
<br />
合流/分離はよく[[splitter/ja|分配器]]で行われる。2番めのgifに見られる小技については、'''[[Belt_transport_system#ベルトレーン分岐|地下ベルト]]'''節に詳しい。<br />
<br />
=== レーンバランシング ===<br />
<br />
[[inserters/ja|インサータ]]のベルトへのアイテムの置き方が原因で、レーンが偏ってしまうことがある。スループットを維持するには、レーンバランシングが不可欠だ。以下のgifでは2つのやり方を示す。前者は、最初に1レーンのみが使われている場合のみ機能する。原理についての詳細は、[[Balancer mechanics/ja#レーンバランサ]]を見よ。<br />
<br />
[[File:Transport_belts_balance1.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_balance2.gif|top]]<br />
<br />
=== ベルトスループット ===<br />
[[File:Stack inserters fill express belt.gif|frame|right|[[stack inserter/ja|スタックインサータ]]4つで超高速ベルトを満載できる。左の2つはスタックサイズ12、右の2つはスタックサイズ7。]]<br />
スループットの最大化は、ベルトを効率化するために重要である。そのため、いくつかの定義を導入しよう。<br />
<br />
; 速度(Speed)<br />
: ベルトがどれほど速く動くか。 <br />
; 密度(Density) <br />
: アイテムがどれほどぎっちりベルトに載せられているか。 <br />
; スループット(Throughput)<br />
: 速度×密度。所与の時間において、どれほど多くのアイテムが通過するかを表す。<br />
<br />
では、スループットを拡張しうる3つの可能性を見ていこう。<br />
<br />
; 密度の増加 <br />
:しばしば、アイテムの間隙に他のアイテムが入れられるほど大きくはないギャップが生じる。しかし、掘削機、インサータ、ベルトのサイドローディングではベルト上のアイテムを一時的に押し込めることで、そうした隙間にもアイテムを無理やり詰め込むことができる。押し込められた隙間は、ベルト前方が再び動き始めたときに通常のサイズまで拡張される。<br />
; 速度の増加 <br />
:工場内のベルトがすでに最大の密度だとしても、よりよいベルトにアップグレードして速度を改善できる可能性がある。まず最初にしなければならないのはボトルネックを探すことで、たいていすぐ見つかる。アイテムが高速に(もしくは全く)動かない、もしくは最大密度で停止しているような部分があり、そしてこの「進んでは止まる」状態が突如として解消される箇所もあるだろう。そこがボトルネックだ。大概の場合、こここそがベルト最適化を必要とする場所だ。<br />
; ベルトの増加 <br />
:さらなる並列ベルトの追加によってもスループットを向上できる。単純な話、スループットが必要なアイテムを運ぶベルトはたくさん置こう。<br />
<br />
=== ベルト便利ワザ ===<br />
<br />
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.<br />
<br />
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.<br />
<br />
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.<br />
<br />
== 分配器(Splitter) ==<br />
<br />
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts<br />
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance<br />
multiple belts.<br />
<br />
=== 機構 ===<br />
<br />
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.<br />
<br />
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.<br />
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.<br />
* Splitters can also take two inputs and one output.<br />
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.<br />
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.<br />
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.<br />
<br />
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will<br />
become a bottleneck.<br />
<br />
==== 優先度 ====<br />
For both the input and output side of the splitter it is possible to set the priority to either left or right.<br />
<br />
A splitter where the input priority has been set will first try to consume the specified input side, and will only<br />
consume the other input once there is a gap on the prioritized input belt.<br />
<br />
Similarly a splitter where the output priority has been set will try to redirect all incoming items<br />
to the specified output, and will only output on the other output once the specified output is full.<br />
<br />
==== フィルター ====<br />
If a specific item is set in the splitter's filter slot, the slider for the output priority will<br />
be used for the filter instead. All items of the set type will be redirected to that specific output<br />
and all other items are directed to the other output. The input priority can be set independently of the filter.<br />
<br />
=== バランシング ===<br />
<br />
{{Main|Balancer mechanics}}<br />
<br />
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.<br />
<br />
=== ベルトレーン操作 ===<br />
<gallery mode="slideshow"><br />
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.<br />
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.<br />
</gallery><br />
<br />
== 地下搬送ベルト(Underground belt) ==<br />
<br />
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].<br />
<br />
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)<br />
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.<br />
* For the connection only the endpoints (entry-side and exit-side) are relevant.<br />
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.<br />
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.<br />
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.<br />
<br />
=== ベルトレーン分岐 ===<br />
<gallery mode="slideshow"><br />
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).<br />
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.<br />
<br />
</gallery><br />
<br />
== 関連項目 ==<br />
* [[Splitters/ja|分配器]]<br />
* [[Transport belts/ja|搬送ベルト]]<br />
* [[Underground belts/ja|地下搬送ベルト]]<br />
<br />
{{C|Belt transport system}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Heavy_oil/ja&diff=166017Heavy oil/ja2018-12-08T09:42:24Z<p>Fried biter: Translate from Special:PermanentLink/158685</p>
<hr />
<div>{{languages}}<br />
{{:Infobox:Heavy oil}}<br />
<br />
'''重油(Heavy oil)'''は、[[crude oil/ja|原油]]を[[oil refinery/ja|原油精製所]]で精製した液体。[[light oil/ja|軽油]]や[[lubricant/ja|潤滑油]]に加工できる。 [[Solid fuel/ja|固形燃料]]や[[flamethrower ammo/ja|火炎放射機用燃料]]も重油から作成できる。固形燃料にする前に重油を軽油へと加工しておくと、より効率が良い。<br />
<br />
{| class="wikitable"<br />
! 施設 !! 加工 !!<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{Imagelink|Basic oil processing}} || {{Icon|Crude oil|100}} + {{icon|Time|5}} → {{Icon|Heavy oil|30}} + ({{Icon|Light oil|30}} {{Icon|Petroleum gas|40}})<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{Imagelink|Advanced oil processing}} || {{Icon|Crude oil|100}} + {{icon|Water|50}} + {{icon|Time|5}} → {{Icon|Heavy oil|10}} + ({{Icon|Light oil|45}} {{Icon|Petroleum gas|55}})<br />
|-<br />
| {{Imagelink|Oil refinery}} || {{imagelink|Coal liquefaction}} || {{icon|Coal|10}} + {{Icon|Heavy oil|25}} + {{icon|Steam|50}} + {{icon|Time|5}} → {{Icon|Heavy oil|35}} + ({{Icon|Light oil|15}} + {{Icon|Petroleum gas|20}})<br />
|}<br />
<br />
== 関連項目 ==<br />
* [[Fluid system/ja|流体システム]]<br />
* [[Oil processing/ja|原油加工]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Fluids}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Factorio:About/ja&diff=166016Factorio:About/ja2018-12-08T09:34:18Z<p>Fried biter: Brush up: Fix translation grammar</p>
<hr />
<div>{{Languages}}<br />
<!-- From the official pressKit description --><br />
<onlyinclude>'''Factorio'''は工場を建設、防衛していくゲームです。あなたは資源を採掘し、テクノロジーを研究し、インフラを構築し、生産を自動化し、そして敵と闘うこととなるでしょう。<br />
<br />
最初のうちは、自分で木を切り、鉱石を採掘し、機械式アームや搬送ベルトも手動で製作するでしょう。でもすぐに、必要な資源のために何もかもを―広大なソーラーファームを備えた発電所、原油の精製と分解、建設・物流ロボットの製作と展開などといったことを―できるようになりえます。一方、こうした資源の搾取はこの惑星の原住民からすればとても静観できるものではありません。ですから、彼らから我が身と機械の帝国とを守る準備も必要になってきます。<br />
<br />
{{L|Multiplayer|マルチプレイヤー}}で他のプレイヤーと力を合わせ、作業を協力、分業し、巨大な工場群も作り上げられます。<br />
<includeonly>'''[[Factorio:About/ja| ...more]]'''</includeonly><br />
</onlyinclude><br />
<br />
MODを追加すればさらに楽しめます。小さなtweak MODやhelper MODでゲームを補完することもできますし、面白く革新的なMODが世界中どこのクリエイターにでも作れるような徹底的MODサポートもFactorioにはあります。ゲームはフリープレイシナリオが中心となりますが、無料DLCでシナリオパックとして提供されるチャレンジ各種はさらに面白さを広げてくれます。もし既存のマップやシナリオにお気に入りがなくとも、ゲーム内マップエディタでアイテム、敵、地形を好きなように設置したり、さらにはカスタムスクリプトで独自のゲームをつくって楽しむことさえできます。<br />
<br />
__TOC__<br />
<br />
== ロードマップ ==<br />
<br />
[[Roadmap|ロードマップ]]ではFactorio開発の将来的なゴールについて説明しています。<br />
<br />
<br />
[http://www.factorio.com/blog オフィシャルブログ]では、週刊のFactorio Friday Facts (FFF)でゲーム開発の最新情報を伝えています。<br />
<br />
== ステータス ==<br />
<br />
* Factorioについて: SFサンドボックスゲーム (Defenision: Factorio is a sci-fi sandbox game.)<br />
* 初公開: Mid 2012<br />
<br />
== 沿革 ==<br />
<br />
* 2016年2月25日: [http://store.steampowered.com/app/427520 Steam Early Access]リリース。<br />
<br />
* 2014年4月1日: [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=3026 Interview of Michal Kovarik in CanardPC]<br />
<br />
* 2013年7月29日: [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=1120 Developer Interview]<br />
** English video: http://www.youtube.com/watch?v=LuatfFHT9L0<br />
<br />
* 2013年2月5日: [http://steamcommunity.com/sharedfiles/filedetails/?id=125195010 Steam greenlight campaign]<br />
<br />
=== インスパイアを受けたゲーム ===<br />
* [http://www.bay12games.com/dwarves/ Dwarf Fortress],<br />
* Transport Tycoon-like games, especially [http://www.openttd.org/en/ OpenTTD],<br />
* Minecraft (特にBuildCraft MOD)<br />
* Civilizationシリーズ<br />
* SpaceChem<br />
* Creeper World 3<br />
* Terraria<br />
* Starbound<br />
* Grobots<br />
* Rimworld<br />
* DayZ<br />
* FTL<br />
* Unclaimed World<br />
* Into Space (手短に言ってそこからの要素を含んでます)<br />
* Dig-N-Rig<br />
<br />
== See also ==<br />
* [http://www.indiegogo.com/projects/factorio Indiegogo-Campaign] <br />€21,626(2013年1月31日から3月3日まで)<br />
<br />
* [http://www.bay12forums.com/smf/index.php?topic=122388.0 Dwarf Fortress forum]<br />
<br />
* [https://en.wikipedia.org/wiki/Factorio Wikipedia page for Factorio]</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace&diff=166015User:Fried biter/workspace2018-12-08T09:29:59Z<p>Fried biter: /* レーンバランシング */</p>
<hr />
<div>作業場/workspace<br />
日本語話者の方、マサカリ投げてくださると助かります<br />
<br />
----<br />
{{Languages}}<br />
'''ベルト輸送システム(Belt transport system)'''は、アイテムを異なる場所の間で輸送するために[[player/ja|プレイヤー]]が最初に触れることとなるシステム。[[Railway/ja|列車]]、[[Logistic network/ja|物流ロボット]]と並んで、Factorioにおけるアイテム輸送システムを構成している。<br />
(訳注:0.16現在、"transport"は搬送ベルトについてのみ「搬送」と訳され、それ以外に於いては「輸送」と訳されている。以下では固有名詞以外は「輸送」に統一する)<br />
<br />
ベルトは特にアイテムの搬送に用いられ、エネルギー無しで可動する。ベルトは他の動くエンティティ、例えば[[player/ja|プレイヤー]]、[[vehicle/ja|乗り物]]や[[enemies/ja|バイター]]とも干渉でき、動きを早めたり遅めたりする。<br />
<br />
== 搬送ベルトの種類 ==<br />
<br />
以下はFactorioで利用できる搬送ベルト全てのチャート。<br />
<br />
{| class="wikitable"<br />
! [[Transport belts/ja|搬送ベルト]] !! [[Underground belts/ja|地下搬送ベルト]] !! [[Splitters/ja|分配器]] !! 最大スループット(アイテム毎[[game-second/ja|秒]]) !! 必要研究 !! 原材料(ベルト1つあたり)<br />
|-<br />
| {{Imagelink|Transport belt|Transport belt/ja|搬送ベルト}}<br />
| {{Imagelink|Underground belt|Underground belt/ja|地下搬送ベルト}}<br />
| {{Imagelink|Splitter|Splitter/ja|分配器}} <br />
| 13.333<br />
| [[Logistics (research)/ja|物流学1]]<sup>1</sup><br />
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}<br />
|-<br />
| {{Imagelink|Fast transport belt|Fast transport belt/ja|高速搬送ベルト}}<br />
| {{Imagelink|Fast underground belt|Fast underground belt/ja|高速地下搬送ベルト}}<br />
| {{Imagelink|Fast splitter|Fast splitter/ja|高速分配器}} <br />
| 26.666<br />
| [[Logistics 2 (research)/ja|物流学2]]<br />
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}<br />
|-<br />
| {{Imagelink|Express transport belt|Express transport belt/ja|超高速搬送ベルト}}<br />
| {{Imagelink|Express underground belt|Express underground belt/ja|超高速地下搬送ベルト}}<br />
| {{Imagelink|Express splitter|Express splitter/ja|超高速分配器}} <br />
| 40.0 <br />
| [[Logistics 3 (research)/ja|物流学3]]<br />
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}<br />
|-<br />
|}<br />
<br />
(1) 地下搬送ベルトと分配器のみ。ノーマル搬送ベルトはゲーム開始時から利用可能。<br />
<br />
ベルト階級にかかわらず、ぎっしり詰まった搬送ベルトは6~8アイテムを保持できる。詳細は[[Transport_belts/Physics/ja|搬送ベルトの物理]]参照。<br />
<br />
== ベルトの階級(Tier) ==<br />
<br />
[[File:Transport_belts_speed.gif|300px|thumb|top|3種のベルトとその速度(上から順に: 通常ベルト、高速ベルト、超高速ベルト)]]<br />
3種類の階級のベルトが使える。[[transport belt/ja|搬送ベルト]]は黄色くて一番遅いが、同時に一番製造コストが安い。次の階級は赤い[[fast transport belt/ja|高速搬送ベルト]]で、通常の2倍速。[[express transport belt/ja|超高速搬送ベルト]]は最も階級が高く、青色で通常の3倍、もしくは赤ベルトの1.5倍。<br />
{{clear}}<br />
<br />
== ベルト機構 ==<br />
<br />
=== ベルトの合流・分岐 ===<br />
<br />
どの階級のベルトも、アイテムが載るレーンを2つ持つ。一種類の素材を2つ流すことも、2つの異なる素材を同じベルトに流すこともできる。混合ベルトは鉱石の精錬や、[[high tech science pack/ja|ハイテクサイエンスパック]]のように多くの異なる原料を要求するアイテムを製造するのに便利。混合ベルトは分配器フィルタで分離できる。地下ベルトは片方を通さないので、地下ベルトを用いて分離することもできる。<br />
<br />
[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]<br />
<br />
合流/分離はよく[[splitter/ja|分配器]]で行われる。2番めのgifに見られる小技については、'''[[Belt_transport_system#ベルトレーン分岐|地下ベルト]]'''節に詳しい。<br />
<br />
=== レーンバランシング ===<br />
<br />
[[inserters/ja|インサータ]]のベルトへのアイテムの置き方が原因で、レーンが偏ってしまうことがある。スループットを維持するには、レーンバランシングが不可欠だ。以下のgifでは2つのやり方を示す。前者は、最初に1レーンのみが使われている場合のみ機能する。原理についての詳細は、[[Balancer mechanics/ja#レーンバランサ]]を見よ。<br />
<br />
[[File:Transport_belts_balance1.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_balance2.gif|top]]<br />
<br />
=== ベルトスループット ===<br />
[[File:Stack inserters fill express belt.gif|frame|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 7 for the right inserters.]]<br />
Maximizing the throughput is important since it will keep belts efficient. Therefore some definitions need to<br />
be introduced:<br />
<br />
; Speed <br />
: How fast a belt moves. <br />
; Density <br />
: How tight are the items put onto the belts. <br />
; Throughput <br />
: This is speed × density. It describes how many items pass by at a given time.<br />
<br />
So, there are three opportunities to enhance the throughput:<br />
<br />
; More density <br />
:Sometimes items have small gaps in between each other that aren't big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
; More speed <br />
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don't move quickly (or at all) or stop at maximum density and suddenly they come to a point where this 'stop and go' effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.<br />
; More belts <br />
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.<br />
<br />
=== ベルト便利ワザ ===<br />
<br />
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.<br />
<br />
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.<br />
<br />
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.<br />
<br />
== 分配器(Splitter) ==<br />
<br />
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts<br />
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance<br />
multiple belts.<br />
<br />
=== 機構 ===<br />
<br />
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.<br />
<br />
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.<br />
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.<br />
* Splitters can also take two inputs and one output.<br />
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.<br />
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.<br />
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.<br />
<br />
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will<br />
become a bottleneck.<br />
<br />
==== 優先度 ====<br />
For both the input and output side of the splitter it is possible to set the priority to either left or right.<br />
<br />
A splitter where the input priority has been set will first try to consume the specified input side, and will only<br />
consume the other input once there is a gap on the prioritized input belt.<br />
<br />
Similarly a splitter where the output priority has been set will try to redirect all incoming items<br />
to the specified output, and will only output on the other output once the specified output is full.<br />
<br />
==== フィルター ====<br />
If a specific item is set in the splitter's filter slot, the slider for the output priority will<br />
be used for the filter instead. All items of the set type will be redirected to that specific output<br />
and all other items are directed to the other output. The input priority can be set independently of the filter.<br />
<br />
=== バランシング ===<br />
<br />
{{Main|Balancer mechanics}}<br />
<br />
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.<br />
<br />
=== ベルトレーン操作 ===<br />
<gallery mode="slideshow"><br />
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.<br />
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.<br />
</gallery><br />
<br />
== 地下搬送ベルト(Underground belt) ==<br />
<br />
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].<br />
<br />
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)<br />
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.<br />
* For the connection only the endpoints (entry-side and exit-side) are relevant.<br />
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.<br />
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.<br />
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.<br />
<br />
=== ベルトレーン分岐 ===<br />
<gallery mode="slideshow"><br />
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).<br />
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.<br />
<br />
</gallery><br />
<br />
== 関連項目 ==<br />
* [[Splitters/ja|分配器]]<br />
* [[Transport belts/ja|搬送ベルト]]<br />
* [[Underground belts/ja|地下搬送ベルト]]<br />
<br />
{{C|Belt transport system}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Main_Page/Expert/ja&diff=166013Main Page/Expert/ja2018-12-08T09:25:13Z<p>Fried biter: fix links to /ja</p>
<hr />
<div>* [[Mining/ja|掘削の仕組み]]<br />
* [[Circuit network/ja|回路ネットワーク]]<br />
** [[Tutorial:Combinator tutorial/ja|回路のチュートリアル]]<br />
** [[Tutorial:Circuit network cookbook/ja|回路ネットワークのクックブック]]<br />
* [[Debug mode/ja|デバッグモード]]<br />
* [[Modding/ja|MOD]]<br />
* [[Console/ja|コンソール]]<br />
* [[Map editor/ja|マップエディタ]]<br />
* [[Units/ja|ゲーム内の物理単位]]<br />
** [[Energy and work/ja|エネルギーと仕事]]<br />
<br />
<noinclude><br />
{{Languages}}<br />
{{C|Main}}<br />
</noinclude></div>Fried biterhttps://wiki.factorio.com/index.php?title=Main_Page/Advanced/ja&diff=166012Main Page/Advanced/ja2018-12-08T09:24:19Z<p>Fried biter: fix links to /ja</p>
<hr />
<div>* 輸送<br />
** [[Belt transport system/ja|ベルト輸送システム]]<br />
** [[Inserters/ja|インサータ]]<br />
** [[Railway/ja|鉄道・列車]]<br />
** [[Logistic network/ja|物流ネットワーク]]<br />
* [[Stack/ja|スタック]]と[[Storage/ja|ストレージ]]<br />
* [[Electric system/ja|電気]]<br />
* [[Pollution/ja|汚染]]<br />
* [[Fluid system/ja|液体システム]]<br />
* [[Robotic network/ja|ロボネットワーク]]<br />
* [[Module/ja|モジュール]]<br />
* [[Damage/ja|ダメージと抵抗]]<br />
<br />
<noinclude><br />
{{Languages}}<br />
{{C|Main}}<br />
</noinclude></div>Fried biterhttps://wiki.factorio.com/index.php?title=Main_Page/Beginners/ja&diff=166011Main Page/Beginners/ja2018-12-08T09:23:09Z<p>Fried biter: fix links to /ja</p>
<hr />
<div>* [[Tutorials/ja|チュートリアル]]<br />
** [[Tutorial:Quick start guide/ja|スタートガイド]]<br />
* [[Glossary/ja|ゲームとコミュニティに関する一般的な用語集]]<br />
* [[Game modes and options/ja|ゲームモードとオプション]]<br />
** [[World generator/ja|ワールド生成]]<br />
** [[Campaign/ja|キャンペーン]]<br />
** [[Multiplayer/ja|マルチプレイ]]<br />
* [[Crafting/ja|製作]]<br />
* [[Power production/ja|電力生産]]<br />
* [[Research/ja|研究]]<br />
** [[Technologies/ja|テクノロジー]]<br />
* [[Enemies/ja|敵性生物]]<br />
<noinclude><br />
{{Languages}}<br />
{{C|Main}}<br />
</noinclude></div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace&diff=166010User:Fried biter/workspace2018-12-08T09:11:48Z<p>Fried biter: /* ベルトの合流・分岐 */</p>
<hr />
<div>作業場/workspace<br />
日本語話者の方、マサカリ投げてくださると助かります<br />
<br />
----<br />
{{Languages}}<br />
'''ベルト輸送システム(Belt transport system)'''は、アイテムを異なる場所の間で輸送するために[[player/ja|プレイヤー]]が最初に触れることとなるシステム。[[Railway/ja|列車]]、[[Logistic network/ja|物流ロボット]]と並んで、Factorioにおけるアイテム輸送システムを構成している。<br />
(訳注:0.16現在、"transport"は搬送ベルトについてのみ「搬送」と訳され、それ以外に於いては「輸送」と訳されている。以下では固有名詞以外は「輸送」に統一する)<br />
<br />
ベルトは特にアイテムの搬送に用いられ、エネルギー無しで可動する。ベルトは他の動くエンティティ、例えば[[player/ja|プレイヤー]]、[[vehicle/ja|乗り物]]や[[enemies/ja|バイター]]とも干渉でき、動きを早めたり遅めたりする。<br />
<br />
== 搬送ベルトの種類 ==<br />
<br />
以下はFactorioで利用できる搬送ベルト全てのチャート。<br />
<br />
{| class="wikitable"<br />
! [[Transport belts/ja|搬送ベルト]] !! [[Underground belts/ja|地下搬送ベルト]] !! [[Splitters/ja|分配器]] !! 最大スループット(アイテム毎[[game-second/ja|秒]]) !! 必要研究 !! 原材料(ベルト1つあたり)<br />
|-<br />
| {{Imagelink|Transport belt|Transport belt/ja|搬送ベルト}}<br />
| {{Imagelink|Underground belt|Underground belt/ja|地下搬送ベルト}}<br />
| {{Imagelink|Splitter|Splitter/ja|分配器}} <br />
| 13.333<br />
| [[Logistics (research)/ja|物流学1]]<sup>1</sup><br />
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}<br />
|-<br />
| {{Imagelink|Fast transport belt|Fast transport belt/ja|高速搬送ベルト}}<br />
| {{Imagelink|Fast underground belt|Fast underground belt/ja|高速地下搬送ベルト}}<br />
| {{Imagelink|Fast splitter|Fast splitter/ja|高速分配器}} <br />
| 26.666<br />
| [[Logistics 2 (research)/ja|物流学2]]<br />
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}<br />
|-<br />
| {{Imagelink|Express transport belt|Express transport belt/ja|超高速搬送ベルト}}<br />
| {{Imagelink|Express underground belt|Express underground belt/ja|超高速地下搬送ベルト}}<br />
| {{Imagelink|Express splitter|Express splitter/ja|超高速分配器}} <br />
| 40.0 <br />
| [[Logistics 3 (research)/ja|物流学3]]<br />
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}<br />
|-<br />
|}<br />
<br />
(1) 地下搬送ベルトと分配器のみ。ノーマル搬送ベルトはゲーム開始時から利用可能。<br />
<br />
ベルト階級にかかわらず、ぎっしり詰まった搬送ベルトは6~8アイテムを保持できる。詳細は[[Transport_belts/Physics/ja|搬送ベルトの物理]]参照。<br />
<br />
== ベルトの階級(Tier) ==<br />
<br />
[[File:Transport_belts_speed.gif|300px|thumb|top|3種のベルトとその速度(上から順に: 通常ベルト、高速ベルト、超高速ベルト)]]<br />
3種類の階級のベルトが使える。[[transport belt/ja|搬送ベルト]]は黄色くて一番遅いが、同時に一番製造コストが安い。次の階級は赤い[[fast transport belt/ja|高速搬送ベルト]]で、通常の2倍速。[[express transport belt/ja|超高速搬送ベルト]]は最も階級が高く、青色で通常の3倍、もしくは赤ベルトの1.5倍。<br />
{{clear}}<br />
<br />
== ベルト機構 ==<br />
<br />
=== ベルトの合流・分岐 ===<br />
<br />
どの階級のベルトも、アイテムが載るレーンを2つ持つ。一種類の素材を2つ流すことも、2つの異なる素材を同じベルトに流すこともできる。混合ベルトは鉱石の精錬や、[[high tech science pack/ja|ハイテクサイエンスパック]]のように多くの異なる原料を要求するアイテムを製造するのに便利。混合ベルトは分配器フィルタで分離できる。地下ベルトは片方を通さないので、地下ベルトを用いて分離することもできる。<br />
<br />
[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]<br />
<br />
合流/分離はよく[[splitter/ja|分配器]]で行われる。2番めのgifに見られる小技については、'''[[Belt_transport_system#ベルトレーン分岐|地下ベルト]]'''節に詳しい。<br />
<br />
=== レーンバランシング ===<br />
<br />
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to<br />
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers]].<br />
<br />
[[File:Transport_belts_balance1.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_balance2.gif|top]]<br />
<br />
=== ベルトスループット ===<br />
[[File:Stack inserters fill express belt.gif|frame|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 7 for the right inserters.]]<br />
Maximizing the throughput is important since it will keep belts efficient. Therefore some definitions need to<br />
be introduced:<br />
<br />
; Speed <br />
: How fast a belt moves. <br />
; Density <br />
: How tight are the items put onto the belts. <br />
; Throughput <br />
: This is speed × density. It describes how many items pass by at a given time.<br />
<br />
So, there are three opportunities to enhance the throughput:<br />
<br />
; More density <br />
:Sometimes items have small gaps in between each other that aren't big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
; More speed <br />
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don't move quickly (or at all) or stop at maximum density and suddenly they come to a point where this 'stop and go' effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.<br />
; More belts <br />
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.<br />
<br />
=== ベルト便利ワザ ===<br />
<br />
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.<br />
<br />
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.<br />
<br />
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.<br />
<br />
== 分配器(Splitter) ==<br />
<br />
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts<br />
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance<br />
multiple belts.<br />
<br />
=== 機構 ===<br />
<br />
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.<br />
<br />
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.<br />
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.<br />
* Splitters can also take two inputs and one output.<br />
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.<br />
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.<br />
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.<br />
<br />
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will<br />
become a bottleneck.<br />
<br />
==== 優先度 ====<br />
For both the input and output side of the splitter it is possible to set the priority to either left or right.<br />
<br />
A splitter where the input priority has been set will first try to consume the specified input side, and will only<br />
consume the other input once there is a gap on the prioritized input belt.<br />
<br />
Similarly a splitter where the output priority has been set will try to redirect all incoming items<br />
to the specified output, and will only output on the other output once the specified output is full.<br />
<br />
==== フィルター ====<br />
If a specific item is set in the splitter's filter slot, the slider for the output priority will<br />
be used for the filter instead. All items of the set type will be redirected to that specific output<br />
and all other items are directed to the other output. The input priority can be set independently of the filter.<br />
<br />
=== バランシング ===<br />
<br />
{{Main|Balancer mechanics}}<br />
<br />
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.<br />
<br />
=== ベルトレーン操作 ===<br />
<gallery mode="slideshow"><br />
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.<br />
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.<br />
</gallery><br />
<br />
== 地下搬送ベルト(Underground belt) ==<br />
<br />
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].<br />
<br />
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)<br />
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.<br />
* For the connection only the endpoints (entry-side and exit-side) are relevant.<br />
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.<br />
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.<br />
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.<br />
<br />
=== ベルトレーン分岐 ===<br />
<gallery mode="slideshow"><br />
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).<br />
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.<br />
<br />
</gallery><br />
<br />
== 関連項目 ==<br />
* [[Splitters/ja|分配器]]<br />
* [[Transport belts/ja|搬送ベルト]]<br />
* [[Underground belts/ja|地下搬送ベルト]]<br />
<br />
{{C|Belt transport system}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace2&diff=165653User:Fried biter/workspace22018-11-28T12:53:32Z<p>Fried biter: </p>
<hr />
<div>{{Languages}}<br />
[[File:main_bus.jpg|thumb|400px|メインバスが、いくつかの異なるアイテムや中間生成物に利用されている。]]<br />
<!-- alternate first sentence: The concept of a '''Main bus''' is the order and central distribution of materials to assembling machines. --><br />
'''メインバス(Main Bus)'''の概念は、組立機で最も利用され、また利用価値のある原料を中核に据えるもの。<br />
これにより構造化された配置が強制され、利用するアイテム全てをバスから引っ張り出すしかなくなるため、「スパゲッティ工場」と格闘する良い手段となる。<br />
これらは同時に欠点でもあり、より多くのベルトを使用するし、よってベルトのバッファにより多くのスペースを使用するのでコンパクトさからは程遠い。<br />
<br />
バス構造を利用するかどうかはしばしば、マップ開始時や、最初に炉を並べるときに決定される。<br />
<br />
バスはよく、鉄、銅、鋼の精錬から始まり、時間と距離が離れるほどにより多くの異なったアイテムを含むようになる。<br />
ベルト(分岐先があればそれも)が飽和するほどの生産量を確保できない場合、飽和''しない''それらは「偽」バス("fake"-bus)と呼ばれる。<br />
特に、アイテムが止まってしまい、ベルトが一見運べそうに見えるだけの量を運べないせいで全てのベルトがいっぱいになっている場合は騙されやすい。<br />
後の拡張に備えた空間のせいでこうなることもある。この場合ブループリントの仮設置が便利で、ベルトが利用不能なアイテムで一杯になることを防げる。<br />
<br />
バスの方向が垂直か水平かは個人の好みで、十中八九後から利用拡大のために拡張することとなるだろう、分かれた生産部をどう動かすかによる。<br />
向きごとにプレイヤーが監視できる幅もまた、この決定に影響する。<br />
曲がり角の存在が許されないわけではないが、殆ど見られない。大概の場合、予定外の池が出てきたときくらいにしか使わないだろう。<br />
<br />
== 内容物 ==<br />
What items one puts on a bus is personal preference.<br />
Some items are a good candidate to be built "on-site" meaning not carried by the bus but rather made where they are needed.<br />
A good example for this are [[copper cable]]s as they consume more space on a belt than in form of copper plates.<br />
<br />
Here are some things people have put on their bus in the past:<br />
* Several belts of [[Iron plate]]s, usually a multiple of four as that is the length one [[underground belt]] can go underneath of.<br />
* Some belts of [[Copper plate]]s as well, usually less than Iron plates, as of 0.15 a lot less.<br />
* [[Iron gear wheel]]s are seen on some buses as of 0.15 as they're taking up half as much room than iron plates (are denser) and see usage in a lot of recipes.<br />
* [[Electronic circuit]]s and later on even <br />
* [[Advanced circuit]]s though that may not be necessary as they just get used up quickly in other steps and aren't used in that many different products.<br />
* [[Steel plate]]s.<br />
* [[Processing unit]]s are rarely seen on a bus as they are used in even less recipes than the other mentioned intermediate products.<br />
* [[Battery|Batteries]].<br />
* [[Plastic bar]]s (sometimes replaces [[coal]] from where plastic is produced).<br />
Each of these Items would get a dedicated line of belts from which one would draw from if there is need for the item.<br />
<br />
Some people like to have fluids part of their bus which could include:<br />
* [[Sulfuric acid]] for processing units.<br />
* [[Water]] for [[concrete]].<br />
* [[Lubricant]] for [[express transport belt]].<br />
<br />
== アドバイスと制限 ==<br />
Having all possible items on a bus results in a huge wide bus with a lot of belt-buffer for expensive items and standing belts of output-items that wont get used in another process.<br />
These items are often just put into [[chests]] for personal use rather than on a bus.<br />
<br />
The width of the bus can become a problem if it is very wide.<br />
Players sometimes choose to only build on one side of the bus until they can estimate that they wont need more belts on the bus.<br />
<br />
It is advisable to leave ''space'' between the groups of belts of one item for underground belt to surface and for other things to cross the bus.<br />
A recommended numbers is two free spaces for every group of four belts, although leaving more space can be useful too.<br />
Same with the production that is to the side of the bus, leave space ''between the builds'' for later expansion or belts that go between, at least three, six to ten is fitting.<br />
Grouping differing items together can cause problems when splitting them off, hence only groupings of two differing items is recommended. <br />
Having smaller groups of only one or two is also not a bad thing.<br />
<br />
When [[logistic robot]]s are available one might start moving some items by robots instead of using the bus. <br />
Some players eventually phase out the main bus entirely in favor of robots. <br />
This may happen at a later stage in the game up to which a bus is a very good tool to reduce clutter. <br />
But robots have their own difficulties and require a lot more resources and knowledge of the game.<br />
<br />
For very large amounts of items [[railway]]s may be a better alternative that can not only carry large amounts of ore but also the intermediate and end-products.<br />
This can lead to designs of a base consisting of only train-stations with small [[logistic network]]s without any belts.<br />
For a comparison of belt, logistic robot and railway transport systems, refer to the [[Tutorial:Transport_use_cases|Transport use cases tutorial]].<br />
<br />
One [https://redd.it/5gn30r reddit post] mentions the use of [[cargo wagon]]s as a means to increase throughput and reduce the size of a bus.<br />
<br />
== 分離 ==<br />
When one wants to use the items on their bus one could directly take items off the bus as if it is just a belt, though that would mean an extremely long bus and useless lengths of other belts.<br />
This is sometimes done to get Items crafted into a chest for personal use like [[pipe]] which only uses Iron plates.<br />
However in most cases a belt is split away from the main bus that can deliver the resource to the factory. Split-off designs aren't strictly necessary but help immensely. The following designs have the additional property that if the incoming belts are fully saturated then the split-off belt will be full (recall that a single splitter with a single full input belt will by default split off a half-filled belt).<br />
<br />
With [[splitter]] priorities that were added in 0.16 it is very simple to split off a belt from a main bus while ensuring good throughput properties. The design shown here makes sure that the belts on the right side are filled first, so belts can be taken from the right every time without the need to further rebalance. Thus up to a full belt can be delivered and the remaining resources can go through on the main bus.<br />
<br />
[[File:4-split-priority.png]]<br />
<br />
Alternatively, one can make split-off setups without priority splitters. The idea is that one wants to draw from every belt (and lane even) equally to not have too few items at the current planned production and not have empty and at the same time standing belts of items.<br />
That way at every step along the bus a few items are split off and used up and when the production comes to a stop the items go on to be used by the next production.<br />
<br />
The following are 2 designs for a split-off off a 2-wide bus (by reddit user [https://www.reddit.com/user/unique_2 /u/unique_2]).<br />
<gallery mode="nolines" widths=224px heights=320px ><br />
File:2-split_variant_a.png|{{BlueprintString|bp-string=0eNqVld9ugyAUxl/FnKstwRbwT1sfY7fL0mhLHIlFh9DMGN99qO1mWrrCFfHI9+NwvgP0UFSaNZILBVkP/FCLFrL3HlpeirwaY6prGGRw5lJpE0Eg8tMYmGeEFAYEXBzZN2RkQB7Kt4WSWpVcsdNC1lRcKSYXsshBpmQu2qaWKixYpRbiePhAwITiirN509NHtxf6VJhlMvKIgaCpWyOrxbiqQYUUQWeGeBgTusFQdwz5BxN5ZxPZMLE3htowiTMGXykIjlyyw/wrtjBT70LdQKkFuvmFamO7LGVtxidY01bXXqq1avTYNXfgrW8hsa2Ou/v2tqS1SubEiA1BsKcX+HnVCPH1lzhAqb8X+M8KLh44QSKHIl6sxavEIVHvQ2I3JvEx13rMSOqCwBeEPYuN72as9wbZ+p5OgzEX7HQZZ4tnBkGVG52J0XDaUyB5+amCl6IL1nqtBf/SbE9fg9xMPTPZTuA0jmmabiihu2H4AQXcOK0=}}<br />
<br />
File:2-split_variant_b.png|{{BlueprintString|bp-string=0eNqVlNFugzAMRX8F+WmTwkpSSlc+Y6/TVEEbdZZoYMGphir+fYZOHVrTijwhQu7J9Y3xGcrK6caiIcjPgLvatJC/n6HFgymqYY26RkMOJ7TkeEWAKY7DwmVHrKAXgGavvyGXvQhQvk2UyqtE0seJrKmQSNuJbDlDRrYwbVNbiktd0USc9h8CtCEk1Jeix5dua9yx5GNyeY8hoKlbltVmOJVRMW/t+JH2g6F/GDUbkzygLIPNLH2YNBijfJjVbMzVjIA9Wr27fFIeZnZ707cJvaweuFpfCY6v2B5szc/HWQ++ftumdtS4oUFuuK+hoSU+d5sZ9cXXAqUPIZPA3L1GpAy9Pb8ZFRx38pc2mjthy+BO97tLQ+L2tpNcBXSk30QWWov3p5XrwBHCFJ5t4xzMJxNeQFWwjNdUPFYUWTx8UvRUdtHCLZzBL6e36jkqeetJ23bkZmmqsmytpNr0/Q+uzw2D}}<br />
</gallery><br />
<br />
Putting a lane-balancer after a split-off is not necessary most of the time as the rest moves on if the belt has no draw or if only one lane is used. <br />
If there is enough input for the item to saturate a whole belt then putting a lane-balancer in wont help to get more items later on. <br />
Putting a lane-balancer after an inherently balanced build that produces the item is also not necessary as then half of the production pauses and the other half fills the moving lane to saturation. <br />
The following is a split-off off a 4-wide bus.<br />
<br />
<gallery mode="nolines" widths=224px heights=256px ><br />
File:4-split_l.png|{{BlueprintString|bp-string=0eNqlld1qhDAQhV+lzHUsxv/6DPsGpRTdDUvAjRLjUhHfvaPWVTBbMu1VcPR8OTOTMQOUVScaLZWBfAB5rlUL+fsArbyqoppipm8E5HCX2nQYYaCK2xRYvvAiGBlIdRFfkPOREZSnnTKwKqURt01mdKHaptbGK0VlduLwP+Jo/GAglJFGiiX1+aH/VN2tFBqTejA6VOirrnFdKAyaukVhraZ9EeYFDHpc0NFqo+5M000bHsABAewTuCHFMCeAo2fVPGAfVAsl/kM9+WZPqifuEmd3KxUPHVykFuflXWKBpu5Q7gzNtkloKmkMxo44/zVec7cg3qitCGwU7lMxVjOcuyTEfxLyrYiA2j27k9DBif+rkYg8lS6Hk8f0oXTiJsQO2suWUhpoP0oZofJIwJ/u/IPOdxcQg6pA7xiLvBnyMl0ad6HbZZSyNOBZmPhhNI7frCw6ag==}}<br />
<br />
File:4-split_lr.png|{{BlueprintString|bp-string=0eNqdld9qgzAUxl9lnOs4TBq19Rl6tdsxhrahBGyUGMuK+O476jqFxpGzq+DR75fv/DHpoaw61VhtHOQ96FNtWsjfe2j1xRTVGHP3RkEON21dhxEGpriOgfmLSMLAQJuz+oKcD8yj1E5dF5mzhWmb2rqoVJVbiYVXvLXtcaXckZRvK6UcPhgo47TTas57erh/mu5aKosZ/ao7VNiLrXGdnTNo6haFtRk3RVgkGNxxQTsPD3Xnmm5M8gksCOCYwN1RDHMCWBLAFG7yjwrzBazNBjfdmrhNKg4gnLVVp/ld6oFmwdDYyxQe5j7cKA82elimvqm0cxh7xsWvyaOeHgSP6R0PaQznwQnz4CJyEZIw/0k49ua7o06Mv2wywEn8p5GEfDYE1T2lHw1B3IzYT3/Z9pQGCi/iQKg8EvDon66mfHUHMqgK9I4xGU2Ql2qE3JRt539NSpGmmeDiMAzfI+ZmDA==}}<br />
<br />
File:4-split_r.png|{{BlueprintString|bp-string=0eNqlldFugzAMRX9l8nOYcEih5TP2Ok0TbaMqEgQUQjVU8e8LdAy0hirWniIM9+TajsMNjmUnG6O0hfwG6lTrFvL3G7TqootyjNm+kZDDVRnbuQgDXVRj4P5FJGBgoPRZfkGOAyMo31ZK7lUqK6tFZk2h26Y2NjrK0q7EyX/EYvhgILVVVsl76tND/6m76iiNS2qLwaCpWyer9birQ0WcQe+WZBgN/cHwX0znNjYXU7t1AxTPHDYnU3e26UbbD9yEwI2QABYEMIW7I9eT++qZkjHow2TBmHg2w+CsjDzdX3EPc7+c9KZU1rrYo6n4dffE1iHYFgbbwpjeUVw6qvRGQxFD8sWffGNfusip3fRWDZMAJ/FTI4I8pkEl2tGnNIibEs+Jv2wZpYHeacQ9ofKO4O7c6X7OV/8fBmXhvLuYiCbIy8i4StNOiFQInqYZR34Yhm/sYzpB}}<br />
</gallery><br />
<br />
Taking two belts off of this wont produce two belts worth of output, the middle one only carries ''half a belt'' to each side!<br />
As of 0.16 Splitters can prioritize one in- and output lane, therefore the above design can supply fully saturated belts, if the splitters are set up in a way that prioritizes the output belt (to earlier production) rather than letting items go on.<br />
<br />
<br />
The following are two designs for a split-off off a 4-wide bus that feature an in-line lane-balancer(by reddit user [https://www.reddit.com/user/moomaka /u/moomaka]).<br />
<gallery mode="nolines" widths=224px heights=288px ><br />
File:4-split_l_lane.png|{{BlueprintString|bp-string=0eNqVllFugzAMhq9S5WmToCUh0JYz7AbTNEGbVdEgQSFUQxV3n4ExsTVs8VOEyf/Z2I7DjRRlK2ojlSXZjciTVg3Jnm+kkReVl4PNdrUgGblKY1uwBETl1WCYdoSc9AGR6iw+SEb7AKF8WiiZUymtqBayupTWCrOQxR4ya3LV1NrYsBClXYh5/xIQoay0UkwfPT50r6qtCnCT0W9GCwpzMRrWiRKQWjcg1GrwC7AQNnewQERzGLq1dTs4vAMzBBjDjRHcCMHla8m8o7KZ6qAk3pTwCwNdQc7SiNP0jjugKRpKf0JTB3R/33OrBafb5H/gAV+Y32F6lOmI98LwXmiE795VN1KteaHehZ0L4eo5yrCty5yYGItxR8PxEyXqPZKV+DRstE1Goju01AMxEyInwefU0D9jOCCz7I7j6D8SphQ7S84iTE6dA49R9ElhHtVmDH3OvbAxon7u78XeE5B4uILH6zpb/IgEpMxBBjYejqFsSvFmNw9Ft9m1u0rrKn/PH2HbVZhmGiicszTdM8qOff8JVpvtyQ==}}<br />
<br />
File:4-split_r_lane.png|{{BlueprintString|bp-string=0eNqdlt1ugjAUx1/F9GpLitJDReUxdrssC2jjmkFLSjEjhndfwbkQLabHq4bC/3c+e8qZFGUraiOVJdmZyL1WDcnez6SRR5WXw57takEycpLGtm6HEpVXw8bli4iTnhKpDuKHZKynCOXbRAlepbSimsjqUlorzESWBMisyVVTa2OjQpR2Iub9ByVCWWmluAQ9PnSfqq0KZyZjcwxKat04mVaDVYeKEkq6YekHh24w8I9pnWFzNNqtcyB2BdFrNLq1dTv4fQdOMGBAgDkCHCO4a3RCmS+hKRoDPswmHAMPvNk+UV53UMhBGrG/vIOA3O2eKDbMmZFqxgqLn4gG8NGw8LPlN8J9UMBCb+vggyb3A2juELDlOgDIse0b+9qOrQP8imC5HhHezmVpCIL9IfxebEIQ8UMvtuhpE/cBnbzDptk7JCDGpNk//xn+TEFAhAD4kRDETTA19Ycc3uPxNffuMh4v7mzyS0JJmTuZ2+PR6MvCyOOXXbwU3WLVriqtq/w7f3XfnYRpRmjKOaTpBhjs+v4XLT/v+g==}}<br />
</gallery><br />
<br />
The way in which materials are split off from the main bus determines which production setups in the factory are prioritized if the bus delivers less input than all the setups combined need. <br />
The split-offs shown above generally prefer setups near the start of the main bus but will also supply some limited materials to the later setups. <br />
There are alternative designs, for example using [[splitter]] priorities on can fully prefer the setups near the start of the main bus and only allow materials to go through to a later setup if that earlier setup's needs are satisfied. <br />
The priorities can be set in various ways but this should not distract from the fact that more resource input should be added whenever this becomes a concern.<br />
<br />
== 関連項目 ==<br />
* [[Tutorial:Transport_use_cases/ja|どの輸送手段をいつ使う?]]<br />
* [[Belt transport system/ja|ベルト輸送システム]]<br />
* [[Logistic network/ja|物流ネットワーク]]<br />
* [[Railway/ja|鉄道]]<br />
* [[Splitter/ja|分配器]]</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace&diff=165650User:Fried biter/workspace2018-11-28T12:19:49Z<p>Fried biter: /* ベルトの階級(Tier) */</p>
<hr />
<div>作業場/workspace<br />
日本語話者の方、マサカリ投げてくださると助かります<br />
<br />
----<br />
{{Languages}}<br />
'''ベルト輸送システム(Belt transport system)'''は、アイテムを異なる場所の間で輸送するために[[player/ja|プレイヤー]]が最初に触れることとなるシステム。[[Railway/ja|列車]]、[[Logistic network/ja|物流ロボット]]と並んで、Factorioにおけるアイテム輸送システムを構成している。<br />
(訳注:0.16現在、"transport"は搬送ベルトについてのみ「搬送」と訳され、それ以外に於いては「輸送」と訳されている。以下では固有名詞以外は「輸送」に統一する)<br />
<br />
ベルトは特にアイテムの搬送に用いられ、エネルギー無しで可動する。ベルトは他の動くエンティティ、例えば[[player/ja|プレイヤー]]、[[vehicle/ja|乗り物]]や[[enemies/ja|バイター]]とも干渉でき、動きを早めたり遅めたりする。<br />
<br />
== 搬送ベルトの種類 ==<br />
<br />
以下はFactorioで利用できる搬送ベルト全てのチャート。<br />
<br />
{| class="wikitable"<br />
! [[Transport belts/ja|搬送ベルト]] !! [[Underground belts/ja|地下搬送ベルト]] !! [[Splitters/ja|分配器]] !! 最大スループット(アイテム毎[[game-second/ja|秒]]) !! 必要研究 !! 原材料(ベルト1つあたり)<br />
|-<br />
| {{Imagelink|Transport belt|Transport belt/ja|搬送ベルト}}<br />
| {{Imagelink|Underground belt|Underground belt/ja|地下搬送ベルト}}<br />
| {{Imagelink|Splitter|Splitter/ja|分配器}} <br />
| 13.333<br />
| [[Logistics (research)/ja|物流学1]]<sup>1</sup><br />
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}<br />
|-<br />
| {{Imagelink|Fast transport belt|Fast transport belt/ja|高速搬送ベルト}}<br />
| {{Imagelink|Fast underground belt|Fast underground belt/ja|高速地下搬送ベルト}}<br />
| {{Imagelink|Fast splitter|Fast splitter/ja|高速分配器}} <br />
| 26.666<br />
| [[Logistics 2 (research)/ja|物流学2]]<br />
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}<br />
|-<br />
| {{Imagelink|Express transport belt|Express transport belt/ja|超高速搬送ベルト}}<br />
| {{Imagelink|Express underground belt|Express underground belt/ja|超高速地下搬送ベルト}}<br />
| {{Imagelink|Express splitter|Express splitter/ja|超高速分配器}} <br />
| 40.0 <br />
| [[Logistics 3 (research)/ja|物流学3]]<br />
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}<br />
|-<br />
|}<br />
<br />
(1) 地下搬送ベルトと分配器のみ。ノーマル搬送ベルトはゲーム開始時から利用可能。<br />
<br />
ベルト階級にかかわらず、ぎっしり詰まった搬送ベルトは6~8アイテムを保持できる。詳細は[[Transport_belts/Physics/ja|搬送ベルトの物理]]参照。<br />
<br />
== ベルトの階級(Tier) ==<br />
<br />
[[File:Transport_belts_speed.gif|300px|thumb|top|3種のベルトとその速度(上から順に: 通常ベルト、高速ベルト、超高速ベルト)]]<br />
3種類の階級のベルトが使える。[[transport belt/ja|搬送ベルト]]は黄色くて一番遅いが、同時に一番製造コストが安い。次の階級は赤い[[fast transport belt/ja|高速搬送ベルト]]で、通常の2倍速。[[express transport belt/ja|超高速搬送ベルト]]は最も階級が高く、青色で通常の3倍、もしくは赤ベルトの1.5倍。<br />
{{clear}}<br />
<br />
== ベルト機構 ==<br />
<br />
=== ベルトの合流・分岐 ===<br />
<br />
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for<br />
smelting ore, or producing items with many different ingredients such as [[high tech science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. <br />
<br />
[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]<br />
<br />
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the '''[[Belt_transport_system#Separating_belt_lanes|Underground Belt]]''' section.<br />
<br />
=== レーンバランシング ===<br />
<br />
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to<br />
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers]].<br />
<br />
[[File:Transport_belts_balance1.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_balance2.gif|top]]<br />
<br />
=== ベルトスループット ===<br />
[[File:Stack inserters fill express belt.gif|frame|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 7 for the right inserters.]]<br />
Maximizing the throughput is important since it will keep belts efficient. Therefore some definitions need to<br />
be introduced:<br />
<br />
; Speed <br />
: How fast a belt moves. <br />
; Density <br />
: How tight are the items put onto the belts. <br />
; Throughput <br />
: This is speed × density. It describes how many items pass by at a given time.<br />
<br />
So, there are three opportunities to enhance the throughput:<br />
<br />
; More density <br />
:Sometimes items have small gaps in between each other that aren't big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
; More speed <br />
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don't move quickly (or at all) or stop at maximum density and suddenly they come to a point where this 'stop and go' effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.<br />
; More belts <br />
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.<br />
<br />
=== ベルト便利ワザ ===<br />
<br />
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.<br />
<br />
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.<br />
<br />
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.<br />
<br />
== 分配器(Splitter) ==<br />
<br />
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts<br />
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance<br />
multiple belts.<br />
<br />
=== 機構 ===<br />
<br />
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.<br />
<br />
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.<br />
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.<br />
* Splitters can also take two inputs and one output.<br />
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.<br />
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.<br />
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.<br />
<br />
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will<br />
become a bottleneck.<br />
<br />
==== 優先度 ====<br />
For both the input and output side of the splitter it is possible to set the priority to either left or right.<br />
<br />
A splitter where the input priority has been set will first try to consume the specified input side, and will only<br />
consume the other input once there is a gap on the prioritized input belt.<br />
<br />
Similarly a splitter where the output priority has been set will try to redirect all incoming items<br />
to the specified output, and will only output on the other output once the specified output is full.<br />
<br />
==== フィルター ====<br />
If a specific item is set in the splitter's filter slot, the slider for the output priority will<br />
be used for the filter instead. All items of the set type will be redirected to that specific output<br />
and all other items are directed to the other output. The input priority can be set independently of the filter.<br />
<br />
=== バランシング ===<br />
<br />
{{Main|Balancer mechanics}}<br />
<br />
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.<br />
<br />
=== ベルトレーン操作 ===<br />
<gallery mode="slideshow"><br />
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.<br />
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.<br />
</gallery><br />
<br />
== 地下搬送ベルト(Underground belt) ==<br />
<br />
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].<br />
<br />
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)<br />
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.<br />
* For the connection only the endpoints (entry-side and exit-side) are relevant.<br />
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.<br />
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.<br />
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.<br />
<br />
=== ベルトレーン分岐 ===<br />
<gallery mode="slideshow"><br />
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).<br />
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.<br />
<br />
</gallery><br />
<br />
== 関連項目 ==<br />
* [[Splitters/ja|分配器]]<br />
* [[Transport belts/ja|搬送ベルト]]<br />
* [[Underground belts/ja|地下搬送ベルト]]<br />
<br />
{{C|Belt transport system}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace&diff=165649User:Fried biter/workspace2018-11-28T12:16:20Z<p>Fried biter: </p>
<hr />
<div>作業場/workspace<br />
日本語話者の方、マサカリ投げてくださると助かります<br />
<br />
----<br />
{{Languages}}<br />
'''ベルト輸送システム(Belt transport system)'''は、アイテムを異なる場所の間で輸送するために[[player/ja|プレイヤー]]が最初に触れることとなるシステム。[[Railway/ja|列車]]、[[Logistic network/ja|物流ロボット]]と並んで、Factorioにおけるアイテム輸送システムを構成している。<br />
(訳注:0.16現在、"transport"は搬送ベルトについてのみ「搬送」と訳され、それ以外に於いては「輸送」と訳されている。以下では固有名詞以外は「輸送」に統一する)<br />
<br />
ベルトは特にアイテムの搬送に用いられ、エネルギー無しで可動する。ベルトは他の動くエンティティ、例えば[[player/ja|プレイヤー]]、[[vehicle/ja|乗り物]]や[[enemies/ja|バイター]]とも干渉でき、動きを早めたり遅めたりする。<br />
<br />
== 搬送ベルトの種類 ==<br />
<br />
以下はFactorioで利用できる搬送ベルト全てのチャート。<br />
<br />
{| class="wikitable"<br />
! [[Transport belts/ja|搬送ベルト]] !! [[Underground belts/ja|地下搬送ベルト]] !! [[Splitters/ja|分配器]] !! 最大スループット(アイテム毎[[game-second/ja|秒]]) !! 必要研究 !! 原材料(ベルト1つあたり)<br />
|-<br />
| {{Imagelink|Transport belt|Transport belt/ja|搬送ベルト}}<br />
| {{Imagelink|Underground belt|Underground belt/ja|地下搬送ベルト}}<br />
| {{Imagelink|Splitter|Splitter/ja|分配器}} <br />
| 13.333<br />
| [[Logistics (research)/ja|物流学1]]<sup>1</sup><br />
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}<br />
|-<br />
| {{Imagelink|Fast transport belt|Fast transport belt/ja|高速搬送ベルト}}<br />
| {{Imagelink|Fast underground belt|Fast underground belt/ja|高速地下搬送ベルト}}<br />
| {{Imagelink|Fast splitter|Fast splitter/ja|高速分配器}} <br />
| 26.666<br />
| [[Logistics 2 (research)/ja|物流学2]]<br />
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}<br />
|-<br />
| {{Imagelink|Express transport belt|Express transport belt/ja|超高速搬送ベルト}}<br />
| {{Imagelink|Express underground belt|Express underground belt/ja|超高速地下搬送ベルト}}<br />
| {{Imagelink|Express splitter|Express splitter/ja|超高速分配器}} <br />
| 40.0 <br />
| [[Logistics 3 (research)/ja|物流学3]]<br />
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}<br />
|-<br />
|}<br />
<br />
(1) 地下搬送ベルトと分配器のみ。ノーマル搬送ベルトはゲーム開始時から利用可能。<br />
<br />
ベルト階級にかかわらず、ぎっしり詰まった搬送ベルトは6~8アイテムを保持できる。詳細は[[Transport_belts/Physics/ja|搬送ベルトの物理]]参照。<br />
<br />
== ベルトの階級(Tier) ==<br />
<br />
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]<br />
There are 3 different tiers of belts available for use. The [[transport belt]] has a yellow color and is<br />
the slowest, as well as the cheapest to craft. The next tier up, the [[fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.<br />
{{clear}}<br />
<br />
== ベルト機構 ==<br />
<br />
=== ベルトの合流・分岐 ===<br />
<br />
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for<br />
smelting ore, or producing items with many different ingredients such as [[high tech science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. <br />
<br />
[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]<br />
<br />
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the '''[[Belt_transport_system#Separating_belt_lanes|Underground Belt]]''' section.<br />
<br />
=== レーンバランシング ===<br />
<br />
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to<br />
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers]].<br />
<br />
[[File:Transport_belts_balance1.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_balance2.gif|top]]<br />
<br />
=== ベルトスループット ===<br />
[[File:Stack inserters fill express belt.gif|frame|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 7 for the right inserters.]]<br />
Maximizing the throughput is important since it will keep belts efficient. Therefore some definitions need to<br />
be introduced:<br />
<br />
; Speed <br />
: How fast a belt moves. <br />
; Density <br />
: How tight are the items put onto the belts. <br />
; Throughput <br />
: This is speed × density. It describes how many items pass by at a given time.<br />
<br />
So, there are three opportunities to enhance the throughput:<br />
<br />
; More density <br />
:Sometimes items have small gaps in between each other that aren't big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
; More speed <br />
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don't move quickly (or at all) or stop at maximum density and suddenly they come to a point where this 'stop and go' effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.<br />
; More belts <br />
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.<br />
<br />
=== ベルト便利ワザ ===<br />
<br />
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.<br />
<br />
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.<br />
<br />
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.<br />
<br />
== 分配器(Splitter) ==<br />
<br />
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts<br />
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance<br />
multiple belts.<br />
<br />
=== 機構 ===<br />
<br />
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.<br />
<br />
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.<br />
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.<br />
* Splitters can also take two inputs and one output.<br />
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.<br />
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.<br />
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.<br />
<br />
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will<br />
become a bottleneck.<br />
<br />
==== 優先度 ====<br />
For both the input and output side of the splitter it is possible to set the priority to either left or right.<br />
<br />
A splitter where the input priority has been set will first try to consume the specified input side, and will only<br />
consume the other input once there is a gap on the prioritized input belt.<br />
<br />
Similarly a splitter where the output priority has been set will try to redirect all incoming items<br />
to the specified output, and will only output on the other output once the specified output is full.<br />
<br />
==== フィルター ====<br />
If a specific item is set in the splitter's filter slot, the slider for the output priority will<br />
be used for the filter instead. All items of the set type will be redirected to that specific output<br />
and all other items are directed to the other output. The input priority can be set independently of the filter.<br />
<br />
=== バランシング ===<br />
<br />
{{Main|Balancer mechanics}}<br />
<br />
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.<br />
<br />
=== ベルトレーン操作 ===<br />
<gallery mode="slideshow"><br />
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.<br />
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.<br />
</gallery><br />
<br />
== 地下搬送ベルト(Underground belt) ==<br />
<br />
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].<br />
<br />
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)<br />
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.<br />
* For the connection only the endpoints (entry-side and exit-side) are relevant.<br />
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.<br />
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.<br />
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.<br />
<br />
=== ベルトレーン分岐 ===<br />
<gallery mode="slideshow"><br />
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).<br />
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.<br />
<br />
</gallery><br />
<br />
== 関連項目 ==<br />
* [[Splitters/ja|分配器]]<br />
* [[Transport belts/ja|搬送ベルト]]<br />
* [[Underground belts/ja|地下搬送ベルト]]<br />
<br />
{{C|Belt transport system}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace&diff=165648User:Fried biter/workspace2018-11-28T12:15:36Z<p>Fried biter: /* 搬送ベルトの種類 */</p>
<hr />
<div>作業場/workspace<br />
日本語話者の方、マサカリ投げてくださると助かります<br />
<br />
----<br />
{{Languages}}<br />
'''ベルト搬送システム(Belt transport system)'''は、アイテムを異なる場所の間で輸送するために[[player/ja|プレイヤー]]が最初に触れることとなるシステム。[[Railway/ja|列車]]、[[Logistic network/ja|物流ロボット]]と並んで、Factorioにおけるアイテム輸送システムを構成している。<br />
(訳注:0.16現在、"transport"は搬送ベルトについてのみ「搬送」と訳され、それ以外に於いては「輸送」と訳されている。以下では固有名詞以外は「輸送」に統一する)<br />
<br />
ベルトは特にアイテムの搬送に用いられ、エネルギー無しで可動する。ベルトは他の動くエンティティ、例えば[[player/ja|プレイヤー]]、[[vehicle/ja|乗り物]]や[[enemies/ja|バイター]]とも干渉でき、動きを早めたり遅めたりする。<br />
<br />
== 搬送ベルトの種類 ==<br />
<br />
以下はFactorioで利用できる搬送ベルト全てのチャート。<br />
<br />
{| class="wikitable"<br />
! [[Transport belts/ja|搬送ベルト]] !! [[Underground belts/ja|地下搬送ベルト]] !! [[Splitters/ja|分配器]] !! 最大スループット(アイテム毎[[game-second/ja|秒]]) !! 必要研究 !! 原材料(ベルト1つあたり)<br />
|-<br />
| {{Imagelink|Transport belt|Transport belt/ja|搬送ベルト}}<br />
| {{Imagelink|Underground belt|Underground belt/ja|地下搬送ベルト}}<br />
| {{Imagelink|Splitter|Splitter/ja|分配器}} <br />
| 13.333<br />
| [[Logistics (research)/ja|物流学1]]<sup>1</sup><br />
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}<br />
|-<br />
| {{Imagelink|Fast transport belt|Fast transport belt/ja|高速搬送ベルト}}<br />
| {{Imagelink|Fast underground belt|Fast underground belt/ja|高速地下搬送ベルト}}<br />
| {{Imagelink|Fast splitter|Fast splitter/ja|高速分配器}} <br />
| 26.666<br />
| [[Logistics 2 (research)/ja|物流学2]]<br />
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}<br />
|-<br />
| {{Imagelink|Express transport belt|Express transport belt/ja|超高速搬送ベルト}}<br />
| {{Imagelink|Express underground belt|Express underground belt/ja|超高速地下搬送ベルト}}<br />
| {{Imagelink|Express splitter|Express splitter/ja|超高速分配器}} <br />
| 40.0 <br />
| [[Logistics 3 (research)/ja|物流学3]]<br />
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}<br />
|-<br />
|}<br />
<br />
(1) 地下搬送ベルトと分配器のみ。ノーマル搬送ベルトはゲーム開始時から利用可能。<br />
<br />
ベルト階級にかかわらず、ぎっしり詰まった搬送ベルトは6~8アイテムを保持できる。詳細は[[Transport_belts/Physics/ja|搬送ベルトの物理]]参照。<br />
<br />
== ベルトの階級(Tier) ==<br />
<br />
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]<br />
There are 3 different tiers of belts available for use. The [[transport belt]] has a yellow color and is<br />
the slowest, as well as the cheapest to craft. The next tier up, the [[fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.<br />
{{clear}}<br />
<br />
== ベルト機構 ==<br />
<br />
=== ベルトの合流・分岐 ===<br />
<br />
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for<br />
smelting ore, or producing items with many different ingredients such as [[high tech science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. <br />
<br />
[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]<br />
<br />
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the '''[[Belt_transport_system#Separating_belt_lanes|Underground Belt]]''' section.<br />
<br />
=== レーンバランシング ===<br />
<br />
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to<br />
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers]].<br />
<br />
[[File:Transport_belts_balance1.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_balance2.gif|top]]<br />
<br />
=== ベルトスループット ===<br />
[[File:Stack inserters fill express belt.gif|frame|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 7 for the right inserters.]]<br />
Maximizing the throughput is important since it will keep belts efficient. Therefore some definitions need to<br />
be introduced:<br />
<br />
; Speed <br />
: How fast a belt moves. <br />
; Density <br />
: How tight are the items put onto the belts. <br />
; Throughput <br />
: This is speed × density. It describes how many items pass by at a given time.<br />
<br />
So, there are three opportunities to enhance the throughput:<br />
<br />
; More density <br />
:Sometimes items have small gaps in between each other that aren't big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
; More speed <br />
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don't move quickly (or at all) or stop at maximum density and suddenly they come to a point where this 'stop and go' effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.<br />
; More belts <br />
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.<br />
<br />
=== ベルト便利ワザ ===<br />
<br />
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.<br />
<br />
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.<br />
<br />
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.<br />
<br />
== 分配器(Splitter) ==<br />
<br />
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts<br />
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance<br />
multiple belts.<br />
<br />
=== 機構 ===<br />
<br />
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.<br />
<br />
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.<br />
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.<br />
* Splitters can also take two inputs and one output.<br />
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.<br />
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.<br />
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.<br />
<br />
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will<br />
become a bottleneck.<br />
<br />
==== 優先度 ====<br />
For both the input and output side of the splitter it is possible to set the priority to either left or right.<br />
<br />
A splitter where the input priority has been set will first try to consume the specified input side, and will only<br />
consume the other input once there is a gap on the prioritized input belt.<br />
<br />
Similarly a splitter where the output priority has been set will try to redirect all incoming items<br />
to the specified output, and will only output on the other output once the specified output is full.<br />
<br />
==== フィルター ====<br />
If a specific item is set in the splitter's filter slot, the slider for the output priority will<br />
be used for the filter instead. All items of the set type will be redirected to that specific output<br />
and all other items are directed to the other output. The input priority can be set independently of the filter.<br />
<br />
=== バランシング ===<br />
<br />
{{Main|Balancer mechanics}}<br />
<br />
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.<br />
<br />
=== ベルトレーン操作 ===<br />
<gallery mode="slideshow"><br />
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.<br />
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.<br />
</gallery><br />
<br />
== 地下ベルト(Underground belt) ==<br />
<br />
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].<br />
<br />
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)<br />
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.<br />
* For the connection only the endpoints (entry-side and exit-side) are relevant.<br />
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.<br />
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.<br />
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.<br />
<br />
=== ベルトレーン分岐 ===<br />
<gallery mode="slideshow"><br />
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).<br />
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.<br />
<br />
</gallery><br />
<br />
== 関連項目 ==<br />
* [[Splitters/ja|分配器]]<br />
* [[Transport belts/ja|搬送ベルト]]<br />
* [[Underground belts/ja|地下ベルト]]<br />
<br />
{{C|Belt transport system}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Centrifuge/ja&diff=165596Centrifuge/ja2018-11-26T21:14:21Z<p>Fried biter: Update the translation based on Special:Permanentlink/161763</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Centrifuge}}<br />
'''遠心分離機(Centrifuge)'''は[[Uranium ore/ja|ウラン鉱石]]を[[uranium processing/ja|濃縮処理]]して[[Uranium-235/ja|ウラン-235]]と[[Uranium-238/ja|ウラン-238]]に分割する。遠心分離機は使用済み核燃料の[[Nuclear fuel reprocessing/ja|再処理]]や、ウランを[[Kovarex enrichment process/ja|濃縮]]して追加のウラン-235を得るためにも用いられる。<br />
<br />
== ギャラリー ==<br />
[[File:Centrifuge glow.png|thumb|none|稼働中の遠心分離機は緑に光る。]]<br />
<br />
<!-- History section skipped --><br />
<br />
== 関連項目 ==<br />
* [[Uranium processing/ja|ウラン濃縮処理]]<br />
* [[Kovarex enrichment process/ja|Kovarex濃縮プロセス]]<br />
<br />
{{ProductionNav}}<br />
{{C|Producers}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter&diff=165595User:Fried biter2018-11-26T21:04:02Z<p>Fried biter: </p>
<hr />
<div>main work: En -> Ja<br />
<br />
I can read English to some extent, but can write/speak just a little.<br />
<br />
== 参考ショートカット ==<br />
<br />
=== 基本 ===<br />
* [[Factorio:Wiki rules]]<br />
* [[Factorio:Style guide]]<br />
<br />
=== 翻訳関連 ===<br />
* [[Factorio:Translation_guide]]<br />
<br />
==== 要翻訳 ====<br />
* [[Factorio:Wanted_pages/ja]]<br />
<br />
==== 翻訳先確認 ====<br />
* [[:Category:Japanese_page]] 和訳済みページ一覧<br />
** [[Special:MostLinkedCategories]] <s>うわっ…私の母語ページ数、少なすぎ?</s><br />
* [[Template:Translation/ja]] 翻訳テンプレートリスト<br />
* [[Factorio:Navigation/ja]] カテゴリまとめのまとめ<br />
<br />
==== 翻訳元確認 ====<br />
* [[:Category:Infobox_page]]<br />
<br />
==== About me ====<br />
* [{{fullurl:Special:Contributions|&contribs=user&target=Fried_biter&namespace=&newOnly=1}} 起稿(翻訳)の一覧]<br />
<br />
== サブページ ==<br />
一覧は[{{fullurl:Special:PrefixIndex|prefix=User:Fried_biter/}}]を参照。多分全部以下に説明書くけど<br />
<br />
=== 作業場 ===<br />
日本語話者の皆様からのマサカリ歓迎。<br />
* [[/workspace]] 比較的重そう/積みそうなモノはこちら。<br />
* [[/workspace2]] 基本的に小~中モノを寝かせて推敲するか、超短期用。重いものを2つ同時に着手する場合、重いものも置くかも<br />
<br />
== メモ ==<br />
=== 自動化TODO ===<br />
==== テンプレ翻訳手順 ====<br />
* 各種アイテムの訳を自動生成、リンクの張り替え(ローカルの訳文ファイルから?wiki側の[[Template:Translation/ja]]から?)<br />
* リンクに/jaを入れる<br />
** 簡易: <code><nowiki>%s/\[\[\(.\{-}\)\]\]/\[\[\1\/ja\|\]\]/g</nowiki></code> これは<nowiki>[[Hogehoge|Hoge and Hoge]]</nowiki>や<nowiki>[[Hoge#hoge]]</nowiki>のような形式に対応できない<br />
* コピペ元ヒストリの取得とかも自動でやりたみ。基本的にMediawiki APIが叩けるbot権限もらえないと駄目(つまり事実上無理)っぽい?<br />
<br />
==== テンプレ定訳 ====<br />
* 各種テンプレート([[Template:Translation/ja]])<br />
* 記事冒頭の定義文('''ほげほげ(Hogehoge)'''は、ふがふがのぴよぴよである。)<br />
* 記事末尾の関連項目(See also -> 関連項目)<br />
* よくある節名(UsageとかHistoryスキップとか)<br />
<br />
==== 要約欄テンプレート ====<br />
* <code><nowiki>[WIP] Copied [[___Pagename___]] from [[Special:PermanentLink/___revision_number_here___]] to translate</nowiki></code><br />
* <code><nowiki>Translate from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code><br />
** <code><nowiki>Translate [[___Pagename___]] from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code><br />
** <code><nowiki>Translate [[___Pagename___]] to Japanese from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code> 基本/jaページ下なんだしto Japaneseは余計?<br />
<br />
=== Wikipediaとの違い ===<br />
* このWikiは[[Factorio:Copyrights|GFDLでライセンスしていない]]。<s>よって翻訳時に履歴継承が必要ない(が、あったほうが便利なので基本付けていきたい)</s>大嘘。CC BY-NC-SAにはAttribution条項があるから履歴継承はこっちでも必須、ほとんど誰もしてないのはたんなる陋習<br />
<br />
=== あやしいところ/慣習の不理解 ===<br />
* See Also節の定訳(jawpに倣うなら「関連項目」。「ご参考」とか、未訳のまま「See also」とかが多い)<br />
** というか翻訳テンプレート全般。wikifyはとりあえず日本語化したものを増やしてからでもいいと思うけど<br />
* Infoboxが未訳多し、というか英語ですら無いのが多い("Total raw"が"Ressource totale"とか。他言語版のInfobox訳例を引っ張ってきて途中で放置?)<br />
** [[Template:Translation/ja]]<br />
** [[Special:Diff/156596|ある程度fix]]。<code>| Specific = Particularité</code>と<code>| Tech = Technique</code>はどこで使われてる語かわからないので放置、特定次第修正すること<br />
** ノートに議題提起。特にないようなら上述の自動訳と合わせてスクリプトで対処したい案件<br />
<br />
* factorioの深い部分の定訳。[http://wikiwiki.jp/factorio/?FrontPage factorio@jp wiki]とか[https://crowdin.com/project/factorio/ja ゲーム本体の翻訳サイト]とか適宜見に行くべき<br />
** 本体のl10n用ファイル<br />
*** <code>/path/to/factorio/data/core/locale/ja/core.cfg</code><br />
*** <code>/path/to/factorio/data/base/locale/ja/base.cfg</code><br />
<br />
=== 他 ===<br />
* mediawiki文法がだいぶあやしくなっている… 復習しないと<br />
* このwikiってSandboxが機能してないっぽい?自動で消えないみたいだけど好き勝手に[[Main_Page/sandbox]]を使っていいのかな??<br />
** とりあえずユーザページ下に作っていろいろやってたら[[Special:Diff/158635|ルール増えてた]]。それでいいみたい</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter&diff=165593User:Fried biter2018-11-26T21:01:06Z<p>Fried biter: </p>
<hr />
<div>En -> Ja translator<br />
<br />
I can read English to some extent, but can write/speak just a little.<br />
<br />
== 参考ショートカット ==<br />
<br />
=== 基本 ===<br />
* [[Factorio:Wiki rules]]<br />
* [[Factorio:Style guide]]<br />
<br />
=== 翻訳関連 ===<br />
* [[Factorio:Translation_guide]]<br />
<br />
==== 要翻訳 ====<br />
* [[Factorio:Wanted_pages/ja]]<br />
<br />
==== 翻訳先確認 ====<br />
* [[:Category:Japanese_page]] 和訳済みページ一覧<br />
** [[Special:MostLinkedCategories]] <s>うわっ…私の母語ページ数、少なすぎ?</s><br />
* [[Template:Translation/ja]] 翻訳テンプレートリスト<br />
* [[Factorio:Navigation/ja]] カテゴリまとめのまとめ<br />
<br />
==== 翻訳元確認 ====<br />
* [[:Category:Infobox_page]]<br />
<br />
==== About me ====<br />
* [{{fullurl:Special:Contributions|&contribs=user&target=Fried_biter&namespace=&newOnly=1}} 起稿(翻訳)の一覧]<br />
<br />
== サブページ ==<br />
一覧は[{{fullurl:Special:PrefixIndex|prefix=User:Fried_biter/}}]を参照。多分全部以下に説明書くけど<br />
<br />
=== 作業場 ===<br />
日本語話者の皆様からのマサカリ歓迎。<br />
* [[/workspace]] 比較的重そう/積みそうなモノはこちら。<br />
* [[/workspace2]] 基本的に小~中モノを寝かせて推敲するか、超短期用。重いものを2つ同時に着手する場合、重いものも置くかも<br />
<br />
== メモ ==<br />
=== 自動化TODO ===<br />
==== テンプレ翻訳手順 ====<br />
* 各種アイテムの訳を自動生成、リンクの張り替え(ローカルの訳文ファイルから?wiki側の[[Template:Translation/ja]]から?)<br />
* リンクに/jaを入れる<br />
** 簡易: <code><nowiki>%s/\[\[\(.\{-}\)\]\]/\[\[\1\/ja\|\]\]/g</nowiki></code> これは<nowiki>[[Hogehoge|Hoge and Hoge]]</nowiki>や<nowiki>[[Hoge#hoge]]</nowiki>のような形式に対応できない<br />
* コピペ元ヒストリの取得とかも自動でやりたみ。基本的にMediawiki APIが叩けるbot権限もらえないと駄目(つまり事実上無理)っぽい?<br />
<br />
==== テンプレ定訳 ====<br />
* 各種テンプレート([[Template:Translation/ja]])<br />
* 記事冒頭の定義文('''ほげほげ(Hogehoge)'''は、ふがふがのぴよぴよである。)<br />
* 記事末尾の関連項目(See also -> 関連項目)<br />
* よくある節名(UsageとかHistoryスキップとか)<br />
<br />
==== 要約欄テンプレート ====<br />
* <code><nowiki>[WIP] Copied [[___Pagename___]] from [[Special:PermanentLink/___revision_number_here___]] to translate</nowiki></code><br />
* <code><nowiki>Translate from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code><br />
** <code><nowiki>Translate [[___Pagename___]] from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code><br />
** <code><nowiki>Translate [[___Pagename___]] to Japanese from [[Special:PermanentLink/___revision_number_here___]]</nowiki></code> 基本/jaページ下なんだしto Japaneseは余計?<br />
<br />
=== Wikipediaとの違い ===<br />
* このWikiは[[Factorio:Copyrights|GFDLでライセンスしていない]]。<s>よって翻訳時に履歴継承が必要ない(が、あったほうが便利なので基本付けていきたい)</s>大嘘。CC BY-NC-SAにはAttribution条項があるから履歴継承はこっちでも必須、ほとんど誰もしてないのはたんなる陋習<br />
<br />
=== あやしいところ/慣習の不理解 ===<br />
* See Also節の定訳(jawpに倣うなら「関連項目」。「ご参考」とか、未訳のまま「See also」とかが多い)<br />
** というか翻訳テンプレート全般。wikifyはとりあえず日本語化したものを増やしてからでもいいと思うけど<br />
* Infoboxが未訳多し、というか英語ですら無いのが多い("Total raw"が"Ressource totale"とか。他言語版のInfobox訳例を引っ張ってきて途中で放置?)<br />
** [[Template:Translation/ja]]<br />
** [[Special:Diff/156596|ある程度fix]]。<code>| Specific = Particularité</code>と<code>| Tech = Technique</code>はどこで使われてる語かわからないので放置、特定次第修正すること<br />
** ノートに議題提起。特にないようなら上述の自動訳と合わせてスクリプトで対処したい案件<br />
<br />
* factorioの深い部分の定訳。[http://wikiwiki.jp/factorio/?FrontPage factorio@jp wiki]とか[https://crowdin.com/project/factorio/ja ゲーム本体の翻訳サイト]とか適宜見に行くべき<br />
** 本体のl10n用ファイル<br />
*** <code>/path/to/factorio/data/core/locale/ja/core.cfg</code><br />
*** <code>/path/to/factorio/data/base/locale/ja/base.cfg</code><br />
<br />
=== 他 ===<br />
* mediawiki文法がだいぶあやしくなっている… 復習しないと<br />
* このwikiってSandboxが機能してないっぽい?自動で消えないみたいだけど好き勝手に[[Main_Page/sandbox]]を使っていいのかな??<br />
** とりあえずユーザページ下に作っていろいろやってたら[[Special:Diff/158635|ルール増えてた]]。それでいいみたい</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace2&diff=165588User:Fried biter/workspace22018-11-26T20:56:40Z<p>Fried biter: [WIP] Copied Tutorial:Main bus from Special:PermanentLink/165169 to translate</p>
<hr />
<div>{{Languages}}<br />
[[File:main_bus.jpg|thumb|400px|A main bus in use with several different items and some production]]<br />
<!-- alternate first sentence: The concept of a '''Main bus''' is the order and central distribution of materials to assembling machines. --><br />
The concept of a '''Main Bus''' is to put the most used and useful ingredients in a central spot to use for assembling machines. <br />
This is a good measure to combat "spaghetti factories" as it forces someone to plan a structured layout and move everything to use items from the bus.<br />
Which is also a downside as there are more belts used and therefore more room for belt-buffer and everything is less compact.<br />
<br />
Whether one uses a bus is often decided before starting a map or when first building an array of furnaces.<br />
<br />
A bus often starts at the smelting of iron, copper and steel and then over time and distance gains more and more different items.<br />
When one doesn't have enough production to saturate a belt (or splits it into more) then this can be called a "fake"-bus as it ''can not'' be saturated. <br />
This is especially deceiving when the item isn't moving and all belts have filled up as these belts can't carry the amount they lead on to believe they can.<br />
This can be done to reserve room for later expansion, blueprint-ghosts are a good usage for that as they don't allow the belt to be filled with non-usable items.<br />
<br />
The direction of a bus, being horizontal or vertical depends on personal preference and how one likes to work on the production that splits off it, which can almost always be expanded for greater use later on. <br />
The orientation of and how wide the players monitor is also plays a role in this decision. <br />
A corner is not unheard of but very unusual and is often only necessary when a lake appears that is not planned for.<br />
<br />
== Content ==<br />
What items one puts on a bus is personal preference.<br />
Some items are a good candidate to be built "on-site" meaning not carried by the bus but rather made where they are needed.<br />
A good example for this are [[copper cable]]s as they consume more space on a belt than in form of copper plates.<br />
<br />
Here are some things people have put on their bus in the past:<br />
* Several belts of [[Iron plate]]s, usually a multiple of four as that is the length one [[underground belt]] can go underneath of.<br />
* Some belts of [[Copper plate]]s as well, usually less than Iron plates, as of 0.15 a lot less.<br />
* [[Iron gear wheel]]s are seen on some buses as of 0.15 as they're taking up half as much room than iron plates (are denser) and see usage in a lot of recipes.<br />
* [[Electronic circuit]]s and later on even <br />
* [[Advanced circuit]]s though that may not be necessary as they just get used up quickly in other steps and aren't used in that many different products.<br />
* [[Steel plate]]s.<br />
* [[Processing unit]]s are rarely seen on a bus as they are used in even less recipes than the other mentioned intermediate products.<br />
* [[Battery|Batteries]].<br />
* [[Plastic bar]]s (sometimes replaces [[coal]] from where plastic is produced).<br />
Each of these Items would get a dedicated line of belts from which one would draw from if there is need for the item.<br />
<br />
Some people like to have fluids part of their bus which could include:<br />
* [[Sulfuric acid]] for processing units.<br />
* [[Water]] for [[concrete]].<br />
* [[Lubricant]] for [[express transport belt]].<br />
<br />
== Advice and Limitations ==<br />
Having all possible items on a bus results in a huge wide bus with a lot of belt-buffer for expensive items and standing belts of output-items that wont get used in another process.<br />
These items are often just put into [[chests]] for personal use rather than on a bus.<br />
<br />
The width of the bus can become a problem if it is very wide.<br />
Players sometimes choose to only build on one side of the bus until they can estimate that they wont need more belts on the bus.<br />
<br />
It is advisable to leave ''space'' between the groups of belts of one item for underground belt to surface and for other things to cross the bus.<br />
A recommended numbers is two free spaces for every group of four belts, although leaving more space can be useful too.<br />
Same with the production that is to the side of the bus, leave space ''between the builds'' for later expansion or belts that go between, at least three, six to ten is fitting.<br />
Grouping differing items together can cause problems when splitting them off, hence only groupings of two differing items is recommended. <br />
Having smaller groups of only one or two is also not a bad thing.<br />
<br />
When [[logistic robot]]s are available one might start moving some items by robots instead of using the bus. <br />
Some players eventually phase out the main bus entirely in favor of robots. <br />
This may happen at a later stage in the game up to which a bus is a very good tool to reduce clutter. <br />
But robots have their own difficulties and require a lot more resources and knowledge of the game.<br />
<br />
For very large amounts of items [[railway]]s may be a better alternative that can not only carry large amounts of ore but also the intermediate and end-products.<br />
This can lead to designs of a base consisting of only train-stations with small [[logistic network]]s without any belts.<br />
For a comparison of belt, logistic robot and railway transport systems, refer to the [[Tutorial:Transport_use_cases|Transport use cases tutorial]].<br />
<br />
One [https://redd.it/5gn30r reddit post] mentions the use of [[cargo wagon]]s as a means to increase throughput and reduce the size of a bus.<br />
<br />
== Split-off ==<br />
When one wants to use the items on their bus one could directly take items off the bus as if it is just a belt, though that would mean an extremely long bus and useless lengths of other belts.<br />
This is sometimes done to get Items crafted into a chest for personal use like [[pipe]] which only uses Iron plates.<br />
However in most cases a belt is split away from the main bus that can deliver the resource to the factory. Split-off designs aren't strictly necessary but help immensely. The following designs have the additional property that if the incoming belts are fully saturated then the split-off belt will be full (recall that a single splitter with a single full input belt will by default split off a half-filled belt).<br />
<br />
With [[splitter]] priorities that were added in 0.16 it is very simple to split off a belt from a main bus while ensuring good throughput properties. The design shown here makes sure that the belts on the right side are filled first, so belts can be taken from the right every time without the need to further rebalance. Thus up to a full belt can be delivered and the remaining resources can go through on the main bus.<br />
<br />
[[File:4-split-priority.png]]<br />
<br />
Alternatively, one can make split-off setups without priority splitters. The idea is that one wants to draw from every belt (and lane even) equally to not have too few items at the current planned production and not have empty and at the same time standing belts of items.<br />
That way at every step along the bus a few items are split off and used up and when the production comes to a stop the items go on to be used by the next production.<br />
<br />
The following are 2 designs for a split-off off a 2-wide bus (by reddit user [https://www.reddit.com/user/unique_2 /u/unique_2]).<br />
<gallery mode="nolines" widths=224px heights=320px ><br />
File:2-split_variant_a.png|{{BlueprintString|bp-string=0eNqVld9ugyAUxl/FnKstwRbwT1sfY7fL0mhLHIlFh9DMGN99qO1mWrrCFfHI9+NwvgP0UFSaNZILBVkP/FCLFrL3HlpeirwaY6prGGRw5lJpE0Eg8tMYmGeEFAYEXBzZN2RkQB7Kt4WSWpVcsdNC1lRcKSYXsshBpmQu2qaWKixYpRbiePhAwITiirN509NHtxf6VJhlMvKIgaCpWyOrxbiqQYUUQWeGeBgTusFQdwz5BxN5ZxPZMLE3htowiTMGXykIjlyyw/wrtjBT70LdQKkFuvmFamO7LGVtxidY01bXXqq1avTYNXfgrW8hsa2Ou/v2tqS1SubEiA1BsKcX+HnVCPH1lzhAqb8X+M8KLh44QSKHIl6sxavEIVHvQ2I3JvEx13rMSOqCwBeEPYuN72as9wbZ+p5OgzEX7HQZZ4tnBkGVG52J0XDaUyB5+amCl6IL1nqtBf/SbE9fg9xMPTPZTuA0jmmabiihu2H4AQXcOK0=}}<br />
<br />
File:2-split_variant_b.png|{{BlueprintString|bp-string=0eNqVlNFugzAMRX8F+WmTwkpSSlc+Y6/TVEEbdZZoYMGphir+fYZOHVrTijwhQu7J9Y3xGcrK6caiIcjPgLvatJC/n6HFgymqYY26RkMOJ7TkeEWAKY7DwmVHrKAXgGavvyGXvQhQvk2UyqtE0seJrKmQSNuJbDlDRrYwbVNbiktd0USc9h8CtCEk1Jeix5dua9yx5GNyeY8hoKlbltVmOJVRMW/t+JH2g6F/GDUbkzygLIPNLH2YNBijfJjVbMzVjIA9Wr27fFIeZnZ707cJvaweuFpfCY6v2B5szc/HWQ++ftumdtS4oUFuuK+hoSU+d5sZ9cXXAqUPIZPA3L1GpAy9Pb8ZFRx38pc2mjthy+BO97tLQ+L2tpNcBXSk30QWWov3p5XrwBHCFJ5t4xzMJxNeQFWwjNdUPFYUWTx8UvRUdtHCLZzBL6e36jkqeetJ23bkZmmqsmytpNr0/Q+uzw2D}}<br />
</gallery><br />
<br />
Putting a lane-balancer after a split-off is not necessary most of the time as the rest moves on if the belt has no draw or if only one lane is used. <br />
If there is enough input for the item to saturate a whole belt then putting a lane-balancer in wont help to get more items later on. <br />
Putting a lane-balancer after an inherently balanced build that produces the item is also not necessary as then half of the production pauses and the other half fills the moving lane to saturation. <br />
The following is a split-off off a 4-wide bus.<br />
<br />
<gallery mode="nolines" widths=224px heights=256px ><br />
File:4-split_l.png|{{BlueprintString|bp-string=0eNqlld1qhDAQhV+lzHUsxv/6DPsGpRTdDUvAjRLjUhHfvaPWVTBbMu1VcPR8OTOTMQOUVScaLZWBfAB5rlUL+fsArbyqoppipm8E5HCX2nQYYaCK2xRYvvAiGBlIdRFfkPOREZSnnTKwKqURt01mdKHaptbGK0VlduLwP+Jo/GAglJFGiiX1+aH/VN2tFBqTejA6VOirrnFdKAyaukVhraZ9EeYFDHpc0NFqo+5M000bHsABAewTuCHFMCeAo2fVPGAfVAsl/kM9+WZPqifuEmd3KxUPHVykFuflXWKBpu5Q7gzNtkloKmkMxo44/zVec7cg3qitCGwU7lMxVjOcuyTEfxLyrYiA2j27k9DBif+rkYg8lS6Hk8f0oXTiJsQO2suWUhpoP0oZofJIwJ/u/IPOdxcQg6pA7xiLvBnyMl0ad6HbZZSyNOBZmPhhNI7frCw6ag==}}<br />
<br />
File:4-split_lr.png|{{BlueprintString|bp-string=0eNqdld9qgzAUxl9lnOs4TBq19Rl6tdsxhrahBGyUGMuK+O476jqFxpGzq+DR75fv/DHpoaw61VhtHOQ96FNtWsjfe2j1xRTVGHP3RkEON21dhxEGpriOgfmLSMLAQJuz+oKcD8yj1E5dF5mzhWmb2rqoVJVbiYVXvLXtcaXckZRvK6UcPhgo47TTas57erh/mu5aKosZ/ao7VNiLrXGdnTNo6haFtRk3RVgkGNxxQTsPD3Xnmm5M8gksCOCYwN1RDHMCWBLAFG7yjwrzBazNBjfdmrhNKg4gnLVVp/ld6oFmwdDYyxQe5j7cKA82elimvqm0cxh7xsWvyaOeHgSP6R0PaQznwQnz4CJyEZIw/0k49ua7o06Mv2wywEn8p5GEfDYE1T2lHw1B3IzYT3/Z9pQGCi/iQKg8EvDon66mfHUHMqgK9I4xGU2Ql2qE3JRt539NSpGmmeDiMAzfI+ZmDA==}}<br />
<br />
File:4-split_r.png|{{BlueprintString|bp-string=0eNqlldFugzAMRX9l8nOYcEih5TP2Ok0TbaMqEgQUQjVU8e8LdAy0hirWniIM9+TajsMNjmUnG6O0hfwG6lTrFvL3G7TqootyjNm+kZDDVRnbuQgDXVRj4P5FJGBgoPRZfkGOAyMo31ZK7lUqK6tFZk2h26Y2NjrK0q7EyX/EYvhgILVVVsl76tND/6m76iiNS2qLwaCpWyer9birQ0WcQe+WZBgN/cHwX0znNjYXU7t1AxTPHDYnU3e26UbbD9yEwI2QABYEMIW7I9eT++qZkjHow2TBmHg2w+CsjDzdX3EPc7+c9KZU1rrYo6n4dffE1iHYFgbbwpjeUVw6qvRGQxFD8sWffGNfusip3fRWDZMAJ/FTI4I8pkEl2tGnNIibEs+Jv2wZpYHeacQ9ofKO4O7c6X7OV/8fBmXhvLuYiCbIy8i4StNOiFQInqYZR34Yhm/sYzpB}}<br />
</gallery><br />
<br />
Taking two belts off of this wont produce two belts worth of output, the middle one only carries ''half a belt'' to each side!<br />
As of 0.16 Splitters can prioritize one in- and output lane, therefore the above design can supply fully saturated belts, if the splitters are set up in a way that prioritizes the output belt (to earlier production) rather than letting items go on.<br />
<br />
<br />
The following are two designs for a split-off off a 4-wide bus that feature an in-line lane-balancer(by reddit user [https://www.reddit.com/user/moomaka /u/moomaka]).<br />
<gallery mode="nolines" widths=224px heights=288px ><br />
File:4-split_l_lane.png|{{BlueprintString|bp-string=0eNqVllFugzAMhq9S5WmToCUh0JYz7AbTNEGbVdEgQSFUQxV3n4ExsTVs8VOEyf/Z2I7DjRRlK2ojlSXZjciTVg3Jnm+kkReVl4PNdrUgGblKY1uwBETl1WCYdoSc9AGR6iw+SEb7AKF8WiiZUymtqBayupTWCrOQxR4ya3LV1NrYsBClXYh5/xIQoay0UkwfPT50r6qtCnCT0W9GCwpzMRrWiRKQWjcg1GrwC7AQNnewQERzGLq1dTs4vAMzBBjDjRHcCMHla8m8o7KZ6qAk3pTwCwNdQc7SiNP0jjugKRpKf0JTB3R/33OrBafb5H/gAV+Y32F6lOmI98LwXmiE795VN1KteaHehZ0L4eo5yrCty5yYGItxR8PxEyXqPZKV+DRstE1Goju01AMxEyInwefU0D9jOCCz7I7j6D8SphQ7S84iTE6dA49R9ElhHtVmDH3OvbAxon7u78XeE5B4uILH6zpb/IgEpMxBBjYejqFsSvFmNw9Ft9m1u0rrKn/PH2HbVZhmGiicszTdM8qOff8JVpvtyQ==}}<br />
<br />
File:4-split_r_lane.png|{{BlueprintString|bp-string=0eNqdlt1ugjAUx1/F9GpLitJDReUxdrssC2jjmkFLSjEjhndfwbkQLabHq4bC/3c+e8qZFGUraiOVJdmZyL1WDcnez6SRR5WXw57takEycpLGtm6HEpVXw8bli4iTnhKpDuKHZKynCOXbRAlepbSimsjqUlorzESWBMisyVVTa2OjQpR2Iub9ByVCWWmluAQ9PnSfqq0KZyZjcwxKat04mVaDVYeKEkq6YekHh24w8I9pnWFzNNqtcyB2BdFrNLq1dTv4fQdOMGBAgDkCHCO4a3RCmS+hKRoDPswmHAMPvNk+UV53UMhBGrG/vIOA3O2eKDbMmZFqxgqLn4gG8NGw8LPlN8J9UMBCb+vggyb3A2juELDlOgDIse0b+9qOrQP8imC5HhHezmVpCIL9IfxebEIQ8UMvtuhpE/cBnbzDptk7JCDGpNk//xn+TEFAhAD4kRDETTA19Ycc3uPxNffuMh4v7mzyS0JJmTuZ2+PR6MvCyOOXXbwU3WLVriqtq/w7f3XfnYRpRmjKOaTpBhjs+v4XLT/v+g==}}<br />
</gallery><br />
<br />
The way in which materials are split off from the main bus determines which production setups in the factory are prioritized if the bus delivers less input than all the setups combined need. <br />
The split-offs shown above generally prefer setups near the start of the main bus but will also supply some limited materials to the later setups. <br />
There are alternative designs, for example using [[splitter]] priorities on can fully prefer the setups near the start of the main bus and only allow materials to go through to a later setup if that earlier setup's needs are satisfied. <br />
The priorities can be set in various ways but this should not distract from the fact that more resource input should be added whenever this becomes a concern.<br />
<br />
== See Also ==<br />
* [[Tutorial:Transport_use_cases|What Transport for which case?]]<br />
* [[Belt transport system]]<br />
* [[Logistic network]]<br />
* [[Railway]]<br />
* [[Splitter]]</div>Fried biterhttps://wiki.factorio.com/index.php?title=Roboport/ja&diff=165585Roboport/ja2018-11-26T20:55:37Z<p>Fried biter: Translate from Special:PermanentLink/161047</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Roboport}}<br />
<br />
'''ロボットステーション(Roboport)'''は[[construction robot/ja|建設ロボット]]や[[logistic robot/ja|物流ロボット]]たちの休憩所。50x50タイルのエリアを張り、物流ロボットが物流ネットワークエンティティ、たとえば[[storage chest/ja|貯蔵チェスト]]や[[requester chest/ja|要求チェスト]]と関われるようにする。加えて、110x110タイルの、建設ロボットが構造物を修復/建設/除去できるエリアも作り出す。ロボットステーションか物流ゾーン内の物流チェストへとマウスオーバーすることで、エリアが可視化される。<br />
<br />
* 小さい<span style="color:#E88A0C">オレンジ</span>の四角が物流ネットワークの範囲で、物流/建設ロボットの両方が動ける。<br />
* 大きい<span style="color:#00FF00">緑</span>の四角が建設ネットワークの範囲で、建設ロボットだけが動ける。<br />
<br />
ロボットステーションの範囲内にいるプレイヤーのインベントリから宙に放たれたロボットは、最寄りのロボットステーションを探して充電・休息する。<br />
<br />
オレンジの物流エリア境界線を接触させることで、2つ以上のロボットステーションを繋げて[[Robotic network/ja|ロボットネットワーク]]を構成できる。これは2ステーション間の破線で確認できる。例は右下。接続されていないロボットステーション間ではロボットは共有されない。<br />
<br />
[[File:roboport_connection.jpg|300x300px|thumb|2つのロボットステーションがつながって1つの物流ネットワークを構成している。黄色い破線が接続成功を示してくれるのがわかる。]]<br />
<br />
== ストレージ ==<br />
ロボットステーションは、[[robot/ja|ロボット]]用の[[Stack/ja|スロット]]を7つに加えて、[[repair pack/ja|リペアパック]]用にもう7スロットを持つ。ロボットとリペアパックは、[[inserter/ja|インサータ]]を用いてロボットステーションに出し入れできる。ロボットステーション内のリペアパックは、そのロボットステーションが属する物流ゾーン内の全ロボットと要求チェストから利用可能。建設ロボットがリペアパックを与えられると、ロボットステーションの範囲内にあるダメージを負った構造物全てを自動的に修復する。<br />
<br />
ロボットステーションがロボットでいっぱいの時、休憩しようとしていたロボットは別の利用可能なロボットステーションがないか探す。<br />
<br />
== 電力利用 ==<br />
ロボットステーションは4つの充電器を持ち、飛んでいるロボットを充電する。狭い範囲により多くのロボットステーションを置くことで、大量のロボットが充電を必要とする場合に充電スループットを向上できる。充電待ちのロボットはロボットステーション周辺をただよい、順番待ちをする。<br />
<br />
ロボットは、完全に充電されない限り、ロボットステーション内部での休憩に入らない。充電が不十分ないしは切れたロボットも飛び続けるが、とてもゆっくりとしか動けない。<br />
<!-- History section skipped --><br />
<br />
== 関連項目 ==<br />
* [[Robotic network/ja|ロボットネットワーク]]<br />
* [[Logistic network/ja|物流ネットワーク]]<br />
* [[Repair pack/ja|リペアパック]]<br />
* [[Robots/ja|ロボット]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Logistic network}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace2&diff=165584User:Fried biter/workspace22018-11-26T20:53:57Z<p>Fried biter: /* Power usage */</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Roboport}}<br />
<br />
'''ロボットステーション(Roboport)'''は[[construction robot/ja|建設ロボット]]や[[logistic robot/ja|物流ロボット]]たちの休憩所。50x50タイルのエリアを張り、物流ロボットが物流ネットワークエンティティ、たとえば[[storage chest/ja|貯蔵チェスト]]や[[requester chest/ja|要求チェスト]]と関われるようにする。加えて、110x110タイルの、建設ロボットが構造物を修復/建設/除去できるエリアも作り出す。ロボットステーションか物流ゾーン内の物流チェストへとマウスオーバーすることで、エリアが可視化される。<br />
<br />
* 小さい<span style="color:#E88A0C">オレンジ</span>の四角が物流ネットワークの範囲で、物流/建設ロボットの両方が動ける。<br />
* 大きい<span style="color:#00FF00">緑</span>の四角が建設ネットワークの範囲で、建設ロボットだけが動ける。<br />
<br />
ロボットステーションの範囲内にいるプレイヤーのインベントリから宙に放たれたロボットは、最寄りのロボットステーションを探して充電・休息する。<br />
<br />
オレンジの物流エリア境界線を接触させることで、2つ以上のロボットステーションを繋げて[[Robotic network/ja|ロボットネットワーク]]を構成できる。これは2ステーション間の破線で確認できる。例は右下。接続されていないロボットステーション間ではロボットは共有されない。<br />
<br />
[[File:roboport_connection.jpg|300x300px|thumb|2つのロボットステーションがつながって1つの物流ネットワークを構成している。黄色い破線が接続成功を示してくれるのがわかる。]]<br />
<br />
== ストレージ ==<br />
ロボットステーションは、[[robot/ja|ロボット]]用の[[Stack/ja|スロット]]を7つに加えて、[[repair pack/ja|リペアパック]]用にもう7スロットを持つ。ロボットとリペアパックは、[[inserter/ja|インサータ]]を用いてロボットステーションに出し入れできる。ロボットステーション内のリペアパックは、そのロボットステーションが属する物流ゾーン内の全ロボットと要求チェストから利用可能。建設ロボットがリペアパックを与えられると、ロボットステーションの範囲内にあるダメージを負った構造物全てを自動的に修復する。<br />
<br />
ロボットステーションがロボットでいっぱいの時、休憩しようとしていたロボットは別の利用可能なロボットステーションがないか探す。<br />
<br />
== 電力利用 ==<br />
ロボットステーションは4つの充電器を持ち、飛んでいるロボットを充電する。狭い範囲により多くのロボットステーションを置くことで、大量のロボットが充電を必要とする場合に充電スループットを向上できる。充電待ちのロボットはロボットステーション周辺をただよい、順番待ちをする。<br />
<br />
ロボットは、完全に充電されない限りロボットステーション内部で休憩に入らない。充電が不十分または切れたロボットは飛び続けるが、とてもゆっくりとしか動けない。<br />
<!-- History section skipped --><br />
<br />
== 関連項目 ==<br />
* [[Robotic network/ja|ロボットネットワーク]]<br />
* [[Logistic network/ja|物流ネットワーク]]<br />
* [[Repair pack/ja|リペアパック]]<br />
* [[Robots/ja|ロボット]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Logistic network}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Tutorials/ja&diff=165583Tutorials/ja2018-11-26T20:50:18Z<p>Fried biter: </p>
<hr />
<div>{{Languages}}<br />
このページでは、wiki内に存在するチュートリアルを列挙する。対象範囲は、ゲームの最初の一歩から、詳細なmod作成チュートリアルまである。<br />
(訳注: 以下の大半は日本語ページが存在せず、[[Factorio:Wiki_rules#Page_creation|チュートリアルの翻訳版は将来的に作成される見込みも少ない]]。その場合、言語アイコンから英語版を読むこと)<br />
<br />
== 最初の一歩、最初の基地 ==<br />
以下のチュートリアルの到達目標は、プレイヤーがゲームの最初の一歩を踏み出す助けとなり、基地(base)とはどのようなものかのアイデアを提供することである。<br />
<br />
* [[Tutorial:Quick start guide/ja|クイックスタートガイド]] - ゲームの最初の一歩を踏み出す指針。はじめての鉱石採掘から、最初のサイエンスパック自動化まで。<br />
* [[Tutorial:Main bus/ja|メインバス]] - 初心者向きの基地タイプ。<br />
* [[Tutorial:Keyboard shortcuts/ja|Keyboard shortcuts]] - 便利なキーボードショートカット集。<br />
<br />
== 電力生産 ==<br />
以下のチュートリアルでは、[[power production/ja|電力生産]]に関する個別のトピックをより詳細に検討する。<br />
<br />
* [[Tutorial:Applied power math/ja|応用電力数学]]<br />
* [[Tutorial:Nuclear power/ja|核エネルギー]]<br />
* [[Tutorial:Producing power from oil/ja|原油から電力を生産する]]<br />
<br />
== 回路ネットワーク ==<br />
以下のチュートリアルでは、[[circuit network/ja|回路ネットワーク]]と既存の利用例をより詳細に検討する。<br />
<br />
* [[Tutorial:Circuit network cookbook/ja|回路ネットワーククックブック]] - 例示に重きをおいたチュートリアル。回路ネットワークを知り、活用したい初心者向け。<br />
* [[Tutorial:Combinator tutorial/ja|回路部品チュートリアル]] - 主に文章の、詳細なチュートリアル。<br />
<br />
== その他 ==<br />
<br />
* [[Tutorial:Train signals/ja|列車信号]]<br />
* [[Tutorial:Transport use cases/ja|異なる輸送手段の比較]]<br />
<br />
== Mod作成チュートリアル ==<br />
以下のチュートリアルは、mod作成の最初の一歩から、より詳細な個別の機構に関する説明までをカバーする。<br />
<br />
=== 現行、完成済 ===<br />
* [[Tutorial:Modding tutorial/Gangsir|Modding tutorial/Gangsir]] — 初心者にも向いている、シンプルなmod作成チュートリアル。<br />
* [[Tutorial:Scripting/ja|Scripting]] — ランタイムスクリプティング(run-time scripting)に焦点をあて、ストーリースクリプト(story script)の使い方についても若干触れた、小規模なチュートリアル。<br />
* [[Tutorial:Mod settings/ja|Mod設定]] — mod設定(mod settings)をどのようにして作成し利用するかの小規模なチュートリアル。<br />
* [[Tutorial:Script interfaces/ja|Script interfaces]] — スクリプトインターフェイス([http://lua-api.factorio.com/latest/LuaRemote.html LuaRemote])とカスタムキーボードショートカットについての小規模なチュートリアル。<br />
* [[Tutorial:Localisation/ja|Localisation]] — 翻訳がどのようなフォーマットで、どのように利用されるか、つまりmodをどうやって翻訳するかの小規模なチュートリアル。<br />
<br />
=== より詳しく ===<br />
* [[Tutorial:Modding FAQ|Modding FAQ]]<br />
* [[Prototype definitions|Prototype documentation]]<br />
* [http://lua-api.factorio.com/latest/ Factorio API Documentation] — Documentation of the runtime api<br />
* [https://github.com/wube/factorio-data Factorio data github repository] — Tracks changes of the lua prototype definitions in factorio in between releases.<br />
<br />
=== 太古の遺物 ===<br />
[[Tutorial:Modding tutorial/FreeER|Modding tutorial/FreeER]]</div>Fried biterhttps://wiki.factorio.com/index.php?title=Tutorials/ja&diff=165582Tutorials/ja2018-11-26T20:49:34Z<p>Fried biter: Update the translation based on Special:Permanentlink/164794</p>
<hr />
<div>{{Languages}}<br />
This page lists tutorials that can be found here on the wiki. They range from guides for the very first steps in the game to in-depth modding tutorials.<br />
このページでは、wiki内に存在するチュートリアルを列挙する。対象範囲は、ゲームの最初の一歩から、詳細なmod作成チュートリアルまである。<br />
(訳注: 以下の大半は日本語ページが存在せず、[[Factorio:Wiki_rules#Page_creation|チュートリアルの翻訳版は将来的に作成される見込みも少ない]]。その場合、言語アイコンから英語版を読むこと)<br />
<br />
== 最初の一歩、最初の基地 ==<br />
以下のチュートリアルの到達目標は、プレイヤーがゲームの最初の一歩を踏み出す助けとなり、基地(base)とはどのようなものかのアイデアを提供することである。<br />
<br />
* [[Tutorial:Quick start guide/ja|クイックスタートガイド]] - ゲームの最初の一歩を踏み出す指針。はじめての鉱石採掘から、最初のサイエンスパック自動化まで。<br />
* [[Tutorial:Main bus/ja|メインバス]] - 初心者向きの基地タイプ。<br />
* [[Tutorial:Keyboard shortcuts/ja|Keyboard shortcuts]] - 便利なキーボードショートカット集。<br />
<br />
== 電力生産 ==<br />
以下のチュートリアルでは、[[power production/ja|電力生産]]に関する個別のトピックをより詳細に検討する。<br />
<br />
* [[Tutorial:Applied power math/ja|応用電力数学]]<br />
* [[Tutorial:Nuclear power/ja|核エネルギー]]<br />
* [[Tutorial:Producing power from oil/ja|原油から電力を生産する]]<br />
<br />
== 回路ネットワーク ==<br />
以下のチュートリアルでは、[[circuit network/ja|回路ネットワーク]]と既存の利用例をより詳細に検討する。<br />
<br />
* [[Tutorial:Circuit network cookbook/ja|回路ネットワーククックブック]] - 例示に重きをおいたチュートリアル。回路ネットワークを知り、活用したい初心者向け。<br />
* [[Tutorial:Combinator tutorial/ja|回路部品チュートリアル]] - 主に文章の、詳細なチュートリアル。<br />
<br />
== その他 ==<br />
<br />
* [[Tutorial:Train signals/ja|列車信号]]<br />
* [[Tutorial:Transport use cases/ja|異なる輸送手段の比較]]<br />
<br />
== Mod作成チュートリアル ==<br />
以下のチュートリアルは、mod作成の最初の一歩から、より詳細な個別の機構に関する説明までをカバーする。<br />
<br />
=== 現行、完成済 ===<br />
* [[Tutorial:Modding tutorial/Gangsir|Modding tutorial/Gangsir]] — 初心者にも向いている、シンプルなmod作成チュートリアル。<br />
* [[Tutorial:Scripting/ja|Scripting]] — ランタイムスクリプティング(run-time scripting)に焦点をあて、ストーリースクリプト(story script)の使い方についても若干触れた、小規模なチュートリアル。<br />
* [[Tutorial:Mod settings/ja|Mod設定]] — mod設定(mod settings)をどのようにして作成し利用するかの小規模なチュートリアル。<br />
* [[Tutorial:Script interfaces/ja|Script interfaces]] — スクリプトインターフェイス([http://lua-api.factorio.com/latest/LuaRemote.html LuaRemote])とカスタムキーボードショートカットについての小規模なチュートリアル。<br />
* [[Tutorial:Localisation/ja|Localisation]] — 翻訳がどのようなフォーマットで、どのように利用されるか、つまりmodをどうやって翻訳するかの小規模なチュートリアル。<br />
<br />
=== より詳しく ===<br />
* [[Tutorial:Modding FAQ|Modding FAQ]]<br />
* [[Prototype definitions|Prototype documentation]]<br />
* [http://lua-api.factorio.com/latest/ Factorio API Documentation] — Documentation of the runtime api<br />
* [https://github.com/wube/factorio-data Factorio data github repository] — Tracks changes of the lua prototype definitions in factorio in between releases.<br />
<br />
=== 太古の遺物 ===<br />
[[Tutorial:Modding tutorial/FreeER|Modding tutorial/FreeER]]</div>Fried biterhttps://wiki.factorio.com/index.php?title=Used_up_uranium_fuel_cell/ja&diff=165581Used up uranium fuel cell/ja2018-11-26T20:24:01Z<p>Fried biter: Translate from Special:PermanentLink/161807</p>
<hr />
<div>{{Languages}}{{:Infobox:Used up uranium fuel cell}}<br />
'''使用済み燃料棒(used up uranium fuel cell)'''は[[nuclear reactor/ja|原子炉]]で[[uranium fuel cell/ja|燃料棒]]を燃やすことで生成される。[[Nuclear fuel reprocessing/ja|再利用]]すれば[[uranium-238/ja|ウラン-238]]となる。<br />
<br />
== 関連項目 ==<br />
* [[Power production/ja#Nuclear power|電力生産]]<br />
* [[Nuclear fuel reprocessing/ja|核燃料再処理]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Components}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Nuclear_fuel_reprocessing/ja&diff=165580Nuclear fuel reprocessing/ja2018-11-26T20:21:50Z<p>Fried biter: Translate from Special:PermanentLink/145759</p>
<hr />
<div>{{Languages}}<br />
{{Stub}}<br />
{{:Infobox:Nuclear fuel reprocessing}}<br />
'''核燃料再処理(nuclear fuel reprocessing)'''は、[[used up uranium fuel cell/ja|使用済み燃料棒]]をリサイクルしてもう一度活用する唯一の手段。<br />
<br />
== 関連項目 ==<br />
* [[Uranium fuel cell/ja|燃料棒]]<br />
* [[Uranium-238/ja|ウラン-238]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Components}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Uranium_fuel_cell/ja&diff=165579Uranium fuel cell/ja2018-11-26T20:18:00Z<p>Fried biter: Translate from Special:PermanentLink/164730</p>
<hr />
<div>{{Languages}}{{:Infobox:Uranium fuel cell}}<br />
'''燃料棒(uranium fuel cell)'''は[[nuclear reactor/ja|原子炉]]で燃やして熱を生産することができ、後に[[used up uranium fuel cell/ja|使用済み燃料棒]]になる。燃料棒は核燃料源として、他の[[fuel/ja|燃料]]とは異なる扱われ方をされ、他の燃料式デバイスや[[vehicle/ja|乗り物]]には利用できない。<br />
<br />
燃料棒1つにつき[[nuclear reactor/ja|原子炉]]1つが200秒運転できる。蒸気動力と異なり、燃料棒は動力が引き出されているか否かに関係なく燃え続けるので、利用されない熱エネルギーは無駄になる。<br />
<br />
== 関連項目 ==<br />
* [[Power production/ja#Nuclear power|核エネルギー]]<br />
* [[Uranium-235/ja|ウラン-235]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Components}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Uranium-238/ja&diff=165578Uranium-238/ja2018-11-26T20:11:50Z<p>Fried biter: Translate from Special:PermanentLink/145753</p>
<hr />
<div>{{Languages}}<br />
{{Stub}}<br />
{{:Infobox:Uranium-238}}<br />
<br />
'''ウラン-238(Uranium-238)'''は、[[uranium-235/ja|ウラン-235]]と同じく、[[uranium ore/ja|ウラン鉱石]]からの精製物の一種。これらのウラン同位体は、ほとんどの核エネルギー関連コンポーネントの主要原料となる。ウラン-238は、[[used up uranium fuel cell/ja|使用済み燃料棒]]を[[nuclear fuel reprocessing/ja|核燃料再処理]]することでも抽出できる。<br />
<br />
== 関連項目 ==<br />
* [[Uranium ore/ja|ウラン鉱石]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Components}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=Uranium-235/ja&diff=165577Uranium-235/ja2018-11-26T20:08:54Z<p>Fried biter: Translate from Special:PermanentLink/164823</p>
<hr />
<div>{{Languages}}<br />
{{Stub}}<br />
{{:Infobox:Uranium-235}}<br />
<br />
'''ウラン-235(Uranium-235)'''は、[[uranium-238/ja|ウラン-238]]と同じく、[[uranium ore/ja|ウラン鉱石]]からの精製物の一種。これらのウラン同位体は、ほとんどの核エネルギー関連コンポーネントの主要原料となる。ウラン-235は、相方のウラン-238よりかなり希少。ウラン-235は[[kovarex enrichment process/ja|kovarex濃縮プロセス]]によっても生産される。<br />
<br />
== 関連項目 ==<br />
* [[Uranium ore/ja|ウラン鉱石]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Components}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace2&diff=165576User:Fried biter/workspace22018-11-26T20:02:25Z<p>Fried biter: /* Storage */</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Roboport}}<br />
<br />
'''ロボットステーション(Roboport)'''は[[construction robot/ja|建設ロボット]]や[[logistic robot/ja|物流ロボット]]たちの休憩所。50x50タイルのエリアを張り、物流ロボットが物流ネットワークエンティティ、たとえば[[storage chest/ja|貯蔵チェスト]]や[[requester chest/ja|要求チェスト]]と関われるようにする。加えて、110x110タイルの、建設ロボットが構造物を修復/建設/除去できるエリアも作り出す。ロボットステーションか物流ゾーン内の物流チェストへとマウスオーバーすることで、エリアが可視化される。<br />
<br />
* 小さい<span style="color:#E88A0C">オレンジ</span>の四角が物流ネットワークの範囲で、物流/建設ロボットの両方が動ける。<br />
* 大きい<span style="color:#00FF00">緑</span>の四角が建設ネットワークの範囲で、建設ロボットだけが動ける。<br />
<br />
ロボットステーションの範囲内にいるプレイヤーのインベントリから宙に放たれたロボットは、最寄りのロボットステーションを探して充電・休息する。<br />
<br />
オレンジの物流エリア境界線を接触させることで、2つ以上のロボットステーションを繋げて[[Robotic network/ja|ロボットネットワーク]]を構成できる。これは2ステーション間の破線で確認できる。例は右下。接続されていないロボットステーション間ではロボットは共有されない。<br />
<br />
[[File:roboport_connection.jpg|300x300px|thumb|2つのロボットステーションがつながって1つの物流ネットワークを構成している。黄色い破線が接続成功を示してくれるのがわかる。]]<br />
<br />
== ストレージ ==<br />
ロボットステーションは、[[robot/ja|ロボット]]用の[[Stack/ja|スロット]]を7つに加えて、[[repair pack/ja|リペアパック]]用にもう7スロットを持つ。ロボットとリペアパックは、[[inserter/ja|インサータ]]を用いてロボットステーションに出し入れできる。ロボットステーション内のリペアパックは、そのロボットステーションが属する物流ゾーン内の全ロボットと要求チェストから利用可能。建設ロボットがリペアパックを与えられると、ロボットステーションの範囲内にあるダメージを負った構造物全てを自動的に修復する。<br />
<br />
ロボットステーションがロボットでいっぱいの時、休憩しようとしていたロボットは別の利用可能なロボットステーションがないか探す。<br />
<br />
== Power usage ==<br />
Roboports have 4 chargers, which are used to recharge the flying bots. More roboports in a small area will allow for greater charging throughput, if a lot of robots need charging. Robots waiting to be charged will float in place near the roboport and wait their turn.<br />
<br />
Robots will not enter a roboport to rest unless they have full charge. Robots with low/no charge can still fly, but will move extremely slowly.<br />
<br />
<!-- History section skipped --><br />
<br />
== 関連項目 ==<br />
* [[Robotic network/ja|ロボットネットワーク]]<br />
* [[Logistic network/ja|物流ネットワーク]]<br />
* [[Repair pack/ja|リペアパック]]<br />
* [[Robots/ja|ロボット]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Logistic network}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace&diff=165575User:Fried biter/workspace2018-11-26T19:56:14Z<p>Fried biter: </p>
<hr />
<div>作業場/workspace<br />
日本語話者の方、マサカリ投げてくださると助かります<br />
<br />
----<br />
{{Languages}}<br />
'''ベルト搬送システム(Belt transport system)'''は、アイテムを異なる場所の間で輸送するために[[player/ja|プレイヤー]]が最初に触れることとなるシステム。[[Railway/ja|列車]]、[[Logistic network/ja|物流ロボット]]と並んで、Factorioにおけるアイテム輸送システムを構成している。<br />
(訳注:0.16現在、"transport"は搬送ベルトについてのみ「搬送」と訳され、それ以外に於いては「輸送」と訳されている。以下では固有名詞以外は「輸送」に統一する)<br />
<br />
ベルトは特にアイテムの搬送に用いられ、エネルギー無しで可動する。ベルトは他の動くエンティティ、例えば[[player/ja|プレイヤー]]、[[vehicle/ja|乗り物]]や[[enemies/ja|バイター]]とも干渉でき、動きを早めたり遅めたりする。<br />
<br />
== 搬送ベルトの種類 ==<br />
<br />
Below is a chart of all the Transport Belts present and available for use in Factorio. <br />
<br />
{| class="wikitable"<br />
! [[Transport belts]] !! [[Underground belts]] !! [[Splitters]] !! Max. throughput (Items per [[game-second|second]]) !! Needed research !! Raw materials (per belt)<br />
|-<br />
| {{Imagelink|Transport belt}}<br />
| {{Imagelink|Underground belt}}<br />
| {{Imagelink|Splitter|Splitter}} <br />
| 13.333<br />
| [[Logistics (research)]]<sup>1</sup><br />
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}<br />
|-<br />
| {{Imagelink|Fast transport belt}}<br />
| {{Imagelink|Fast underground belt}}<br />
| {{Imagelink|Fast splitter}} <br />
| 26.666<br />
| [[Logistics 2 (research)]]<br />
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}<br />
|-<br />
| {{Imagelink|Express transport belt}}<br />
| {{Imagelink|Express underground belt}}<br />
| {{Imagelink|Express splitter}} <br />
| 40.0 <br />
| [[Logistics 3 (research)]]<br />
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}<br />
|-<br />
|}<br />
<br />
(1) Only for the underground belt and splitter. The basic transport belt is available at the start of the game.<br />
<br />
Regardless of the belt tier, a fully filled transport belt can hold between 6 and 8 items. See [[Transport_belts/Physics|Physics of Transport Belts]] for more detailed information on this.<br />
<br />
== ベルトの階級(Tier) ==<br />
<br />
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]<br />
There are 3 different tiers of belts available for use. The [[transport belt]] has a yellow color and is<br />
the slowest, as well as the cheapest to craft. The next tier up, the [[fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.<br />
{{clear}}<br />
<br />
== ベルト機構 ==<br />
<br />
=== ベルトの合流・分岐 ===<br />
<br />
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for<br />
smelting ore, or producing items with many different ingredients such as [[high tech science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. <br />
<br />
[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]<br />
<br />
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the '''[[Belt_transport_system#Separating_belt_lanes|Underground Belt]]''' section.<br />
<br />
=== レーンバランシング ===<br />
<br />
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to<br />
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers]].<br />
<br />
[[File:Transport_belts_balance1.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_balance2.gif|top]]<br />
<br />
=== ベルトスループット ===<br />
[[File:Stack inserters fill express belt.gif|frame|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 7 for the right inserters.]]<br />
Maximizing the throughput is important since it will keep belts efficient. Therefore some definitions need to<br />
be introduced:<br />
<br />
; Speed <br />
: How fast a belt moves. <br />
; Density <br />
: How tight are the items put onto the belts. <br />
; Throughput <br />
: This is speed × density. It describes how many items pass by at a given time.<br />
<br />
So, there are three opportunities to enhance the throughput:<br />
<br />
; More density <br />
:Sometimes items have small gaps in between each other that aren't big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
; More speed <br />
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don't move quickly (or at all) or stop at maximum density and suddenly they come to a point where this 'stop and go' effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.<br />
; More belts <br />
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.<br />
<br />
=== ベルト便利ワザ ===<br />
<br />
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.<br />
<br />
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.<br />
<br />
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.<br />
<br />
== 分配器(Splitter) ==<br />
<br />
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts<br />
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance<br />
multiple belts.<br />
<br />
=== 機構 ===<br />
<br />
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.<br />
<br />
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.<br />
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.<br />
* Splitters can also take two inputs and one output.<br />
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.<br />
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.<br />
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.<br />
<br />
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will<br />
become a bottleneck.<br />
<br />
==== 優先度 ====<br />
For both the input and output side of the splitter it is possible to set the priority to either left or right.<br />
<br />
A splitter where the input priority has been set will first try to consume the specified input side, and will only<br />
consume the other input once there is a gap on the prioritized input belt.<br />
<br />
Similarly a splitter where the output priority has been set will try to redirect all incoming items<br />
to the specified output, and will only output on the other output once the specified output is full.<br />
<br />
==== フィルター ====<br />
If a specific item is set in the splitter's filter slot, the slider for the output priority will<br />
be used for the filter instead. All items of the set type will be redirected to that specific output<br />
and all other items are directed to the other output. The input priority can be set independently of the filter.<br />
<br />
=== バランシング ===<br />
<br />
{{Main|Balancer mechanics}}<br />
<br />
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.<br />
<br />
=== ベルトレーン操作 ===<br />
<gallery mode="slideshow"><br />
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.<br />
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.<br />
</gallery><br />
<br />
== 地下ベルト(Underground belt) ==<br />
<br />
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].<br />
<br />
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)<br />
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.<br />
* For the connection only the endpoints (entry-side and exit-side) are relevant.<br />
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.<br />
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.<br />
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.<br />
<br />
=== ベルトレーン分岐 ===<br />
<gallery mode="slideshow"><br />
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).<br />
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.<br />
<br />
</gallery><br />
<br />
== 関連項目 ==<br />
* [[Splitters/ja|分配器]]<br />
* [[Transport belts/ja|搬送ベルト]]<br />
* [[Underground belts/ja|地下ベルト]]<br />
<br />
{{C|Belt transport system}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace&diff=165574User:Fried biter/workspace2018-11-26T19:55:36Z<p>Fried biter: </p>
<hr />
<div>作業場/workspace<br />
日本語話者の方、マサカリ投げてくださると助かります<br />
<br />
----<br />
{{Languages}}<br />
ベルト搬送システム(Belt transport system)は、アイテムを異なる場所の間で輸送するために[[player/ja|プレイヤー]]が最初に触れることとなるシステム。[[Railway/ja|列車]]、[[Logistic network/ja|物流ロボット]]と並んで、Factorioにおけるアイテム輸送システムを構成している。<br />
(訳注:0.16現在、"transport"は搬送ベルトについてのみ「搬送」と訳され、それ以外に於いては「輸送」と訳されている。以下では固有名詞以外は「輸送」に統一する)<br />
<br />
ベルトは特にアイテムの搬送に用いられ、エネルギー無しで可動する。ベルトは他の動くエンティティ、例えば[[player/ja|プレイヤー]]、[[vehicle/ja|乗り物]]や[[enemies/ja|バイター]]とも干渉でき、動きを早めたり遅めたりする。<br />
<br />
== 搬送ベルトの種類 ==<br />
<br />
Below is a chart of all the Transport Belts present and available for use in Factorio. <br />
<br />
{| class="wikitable"<br />
! [[Transport belts]] !! [[Underground belts]] !! [[Splitters]] !! Max. throughput (Items per [[game-second|second]]) !! Needed research !! Raw materials (per belt)<br />
|-<br />
| {{Imagelink|Transport belt}}<br />
| {{Imagelink|Underground belt}}<br />
| {{Imagelink|Splitter|Splitter}} <br />
| 13.333<br />
| [[Logistics (research)]]<sup>1</sup><br />
| {{Icon|Time|1}} + {{Icon|Iron plate|3}}<br />
|-<br />
| {{Imagelink|Fast transport belt}}<br />
| {{Imagelink|Fast underground belt}}<br />
| {{Imagelink|Fast splitter}} <br />
| 26.666<br />
| [[Logistics 2 (research)]]<br />
| {{Icon|Time|3.5}} + {{Icon|Iron plate|11.5}}<br />
|-<br />
| {{Imagelink|Express transport belt}}<br />
| {{Imagelink|Express underground belt}}<br />
| {{Imagelink|Express splitter}} <br />
| 40.0 <br />
| [[Logistics 3 (research)]]<br />
| {{Icon|Time|9}} + {{Icon|Iron plate|31.5}} + {{Icon|Lubricant|20}}<br />
|-<br />
|}<br />
<br />
(1) Only for the underground belt and splitter. The basic transport belt is available at the start of the game.<br />
<br />
Regardless of the belt tier, a fully filled transport belt can hold between 6 and 8 items. See [[Transport_belts/Physics|Physics of Transport Belts]] for more detailed information on this.<br />
<br />
== ベルトの階級(Tier) ==<br />
<br />
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]<br />
There are 3 different tiers of belts available for use. The [[transport belt]] has a yellow color and is<br />
the slowest, as well as the cheapest to craft. The next tier up, the [[fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.<br />
{{clear}}<br />
<br />
== ベルト機構 ==<br />
<br />
=== ベルトの合流・分岐 ===<br />
<br />
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for<br />
smelting ore, or producing items with many different ingredients such as [[high tech science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. <br />
<br />
[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]<br />
<br />
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the '''[[Belt_transport_system#Separating_belt_lanes|Underground Belt]]''' section.<br />
<br />
=== レーンバランシング ===<br />
<br />
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to<br />
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers]].<br />
<br />
[[File:Transport_belts_balance1.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_balance2.gif|top]]<br />
<br />
=== ベルトスループット ===<br />
[[File:Stack inserters fill express belt.gif|frame|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 7 for the right inserters.]]<br />
Maximizing the throughput is important since it will keep belts efficient. Therefore some definitions need to<br />
be introduced:<br />
<br />
; Speed <br />
: How fast a belt moves. <br />
; Density <br />
: How tight are the items put onto the belts. <br />
; Throughput <br />
: This is speed × density. It describes how many items pass by at a given time.<br />
<br />
So, there are three opportunities to enhance the throughput:<br />
<br />
; More density <br />
:Sometimes items have small gaps in between each other that aren't big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
; More speed <br />
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don't move quickly (or at all) or stop at maximum density and suddenly they come to a point where this 'stop and go' effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.<br />
; More belts <br />
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.<br />
<br />
=== ベルト便利ワザ ===<br />
<br />
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.<br />
<br />
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.<br />
<br />
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.<br />
<br />
== 分配器(Splitter) ==<br />
<br />
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts<br />
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance<br />
multiple belts.<br />
<br />
=== 機構 ===<br />
<br />
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.<br />
<br />
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs.<br />
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.<br />
* Splitters can also take two inputs and one output.<br />
* Splitters preserve the lanes of the items, an item on the right lane is not moved to the left lane and vice versa.<br />
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.<br />
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.<br />
<br />
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will<br />
become a bottleneck.<br />
<br />
==== 優先度 ====<br />
For both the input and output side of the splitter it is possible to set the priority to either left or right.<br />
<br />
A splitter where the input priority has been set will first try to consume the specified input side, and will only<br />
consume the other input once there is a gap on the prioritized input belt.<br />
<br />
Similarly a splitter where the output priority has been set will try to redirect all incoming items<br />
to the specified output, and will only output on the other output once the specified output is full.<br />
<br />
==== フィルター ====<br />
If a specific item is set in the splitter's filter slot, the slider for the output priority will<br />
be used for the filter instead. All items of the set type will be redirected to that specific output<br />
and all other items are directed to the other output. The input priority can be set independently of the filter.<br />
<br />
=== バランシング ===<br />
<br />
{{Main|Balancer mechanics}}<br />
<br />
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.<br />
<br />
=== ベルトレーン操作 ===<br />
<gallery mode="slideshow"><br />
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.<br />
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.<br />
</gallery><br />
<br />
== 地下ベルト(Underground belt) ==<br />
<br />
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].<br />
<br />
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)<br />
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.<br />
* For the connection only the endpoints (entry-side and exit-side) are relevant.<br />
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s.<br />
* An underground belt pair of that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.<br />
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.<br />
<br />
=== ベルトレーン分岐 ===<br />
<gallery mode="slideshow"><br />
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).<br />
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.<br />
<br />
</gallery><br />
<br />
== 関連項目 ==<br />
* [[Splitters/ja|分配器]]<br />
* [[Transport belts/ja|搬送ベルト]]<br />
* [[Underground belts/ja|地下ベルト]]<br />
<br />
{{C|Belt transport system}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace2&diff=165539User:Fried biter/workspace22018-11-25T06:56:54Z<p>Fried biter: </p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Roboport}}<br />
<br />
'''ロボットステーション(Roboport)'''は[[construction robot/ja|建設ロボット]]や[[logistic robot/ja|物流ロボット]]たちの休憩所。50x50タイルのエリアを張り、物流ロボットが物流ネットワークエンティティ、たとえば[[storage chest/ja|貯蔵チェスト]]や[[requester chest/ja|要求チェスト]]と関われるようにする。加えて、110x110タイルの、建設ロボットが構造物を修復/建設/除去できるエリアも作り出す。ロボットステーションか物流ゾーン内の物流チェストへとマウスオーバーすることで、エリアが可視化される。<br />
<br />
* 小さい<span style="color:#E88A0C">オレンジ</span>の四角が物流ネットワークの範囲で、物流/建設ロボットの両方が動ける。<br />
* 大きい<span style="color:#00FF00">緑</span>の四角が建設ネットワークの範囲で、建設ロボットだけが動ける。<br />
<br />
ロボットステーションの範囲内にいるプレイヤーのインベントリから宙に放たれたロボットは、最寄りのロボットステーションを探して充電・休息する。<br />
<br />
オレンジの物流エリア境界線を接触させることで、2つ以上のロボットステーションを繋げて[[Robotic network/ja|ロボットネットワーク]]を構成できる。これは2ステーション間の破線で確認できる。例は右下。接続されていないロボットステーション間ではロボットは共有されない。<br />
<br />
[[File:roboport_connection.jpg|300x300px|thumb|2つのロボットステーションがつながって1つの物流ネットワークを構成している。黄色い破線が接続成功を示してくれるのがわかる。]]<br />
<br />
== Storage ==<br />
A roboport contains 7 [[Stack|slots]] reserved for [[robots]], and another 7 for [[repair pack]]s. Robots and repair packs can be inserted into, or out of, the roboport with an [[inserter]]. Repair packs inside a roboport are available for all robots and requester chests inside the logistic zone of that roboport. Construction bots, when provided with repair packs, will automatically repair all damaged structures inside of a roboport's coverage area.<br />
<br />
If a roboport is full of robots, robots attempting to rest will find a different roboport, if one is available.<br />
<br />
== Power usage ==<br />
Roboports have 4 chargers, which are used to recharge the flying bots. More roboports in a small area will allow for greater charging throughput, if a lot of robots need charging. Robots waiting to be charged will float in place near the roboport and wait their turn.<br />
<br />
Robots will not enter a roboport to rest unless they have full charge. Robots with low/no charge can still fly, but will move extremely slowly.<br />
<br />
<!-- History section skipped --><br />
<br />
== 関連項目 ==<br />
* [[Robotic network/ja|ロボットネットワーク]]<br />
* [[Logistic network/ja|物流ネットワーク]]<br />
* [[Repair pack/ja|リペアパック]]<br />
* [[Robots/ja|ロボット]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Logistic network}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace2&diff=165530User:Fried biter/workspace22018-11-24T07:30:14Z<p>Fried biter: </p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Roboport}}<br />
<br />
'''ロボットステーション(roboport)'''は[[construction robot/ja|建設ロボット]]や[[logistic robot/ja|物流ロボット]]たちの休憩所。50x50タイルのエリアを張り、物流ロボットが物流ネットワークエンティティ、たとえば[[storage chest/ja|貯蔵チェスト]]や[[requester chest/ja|要求チェスト]]と関われるようにする。加えて、110x110タイルの、建設ロボットが構造物を修復、建設、除去できるエリアも作り出す。エリアはロボットステーションか物流ゾーン内の物流チェストにマウスオーバーすると可視化される。<br />
<br />
* 小さい<span style="color:#E88A0C">オレンジ</span>の四角が物流ネットワークの範囲で、物流/建設ロボットの両方が動ける。<br />
* 大きい<span style="color:#00FF00">緑</span>の四角が建設ネットワークの範囲で、建設ロボットだけが動ける。<br />
<br />
ロボットステーションの範囲内にいるプレイヤーのインベントリから宙に放たれたロボットは、最寄りのロボットステーションを探して充電・休息する。<br />
<br />
オレンジの物流エリア境界線を接触させることで、2つ以上のロボットステーションを繋げて[[Robotic network/ja|ロボットネットワーク]]を構成できる。これは2ステーション間の破線で確認できる。例は右下。接続されていないロボットステーション間ではロボットは共有されない。<br />
<br />
[[File:roboport_connection.jpg|300x300px|thumb|2つのロボットステーションがつながって1つの物流ネットワークを構成している。黄色い破線が接続成功を示してくれるのがわかる。]]<br />
<br />
== Storage ==<br />
A roboport contains 7 [[Stack|slots]] reserved for [[robots]], and another 7 for [[repair pack]]s. Robots and repair packs can be inserted into, or out of, the roboport with an [[inserter]]. Repair packs inside a roboport are available for all robots and requester chests inside the logistic zone of that roboport. Construction bots, when provided with repair packs, will automatically repair all damaged structures inside of a roboport's coverage area.<br />
<br />
If a roboport is full of robots, robots attempting to rest will find a different roboport, if one is available.<br />
<br />
== Power usage ==<br />
Roboports have 4 chargers, which are used to recharge the flying bots. More roboports in a small area will allow for greater charging throughput, if a lot of robots need charging. Robots waiting to be charged will float in place near the roboport and wait their turn.<br />
<br />
Robots will not enter a roboport to rest unless they have full charge. Robots with low/no charge can still fly, but will move extremely slowly.<br />
<br />
<!-- History section skipped --><br />
<br />
== 関連項目 ==<br />
* [[Robotic network/ja|ロボットネットワーク]]<br />
* [[Logistic network/ja|物流ネットワーク]]<br />
* [[Repair pack/ja|リペアパック]]<br />
* [[Robots/ja|ロボット]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Logistic network}}</div>Fried biterhttps://wiki.factorio.com/index.php?title=User:Fried_biter/workspace2&diff=165529User:Fried biter/workspace22018-11-24T07:12:18Z<p>Fried biter: [WIP] Copied && edited Roboport from Special:PermanentLink/161047 to translate</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Roboport}}<br />
<br />
The '''roboport''' is the resting place for all [[construction robot]]s and [[logistic robot]]s. It emits an area of 50x50 tiles, in which logistic robots can interact with logistic network entities, such as [[storage chest]]s, or [[requester chest]]s. Additionally, a 110x110 tile area is created for construction robots to repair, construct or remove structures. This can be seen by hovering the mouse on a roboport, or logistics chest which is inside the logistic zone.<br />
<br />
* The smaller <span style="color:#E88A0C">orange</span> square represents the reach of the logistics network where both logistics and construction robots can move.<br />
* The larger <span style="color:#00FF00">green</span> square represents the extent of the construction network where only construction robots can move.<br />
<br />
Robots placed into the air from the player's inventory inside of a roboport's coverage will seek out the nearest roboport to charge and rest.<br />
<br />
Two or more roboports can connect to form a [[Robotic network|robotic network]], if the borders of the orange logistic areas touch. This is shown by a dotted line running between the two ports. An example of this can be seen on the bottom-right. Non-connected roboports will not share robots.<br />
<br />
[[File:roboport_connection.jpg|300x300px|thumb|Two roboports connecting to form a logistic network. Notice the yellow dotted line indicating a successful bond.]]<br />
<br />
== Storage ==<br />
A roboport contains 7 [[Stack|slots]] reserved for [[robots]], and another 7 for [[repair pack]]s. Robots and repair packs can be inserted into, or out of, the roboport with an [[inserter]]. Repair packs inside a roboport are available for all robots and requester chests inside the logistic zone of that roboport. Construction bots, when provided with repair packs, will automatically repair all damaged structures inside of a roboport's coverage area.<br />
<br />
If a roboport is full of robots, robots attempting to rest will find a different roboport, if one is available.<br />
<br />
== Power usage ==<br />
Roboports have 4 chargers, which are used to recharge the flying bots. More roboports in a small area will allow for greater charging throughput, if a lot of robots need charging. Robots waiting to be charged will float in place near the roboport and wait their turn.<br />
<br />
Robots will not enter a roboport to rest unless they have full charge. Robots with low/no charge can still fly, but will move extremely slowly.<br />
<br />
<!-- History section skipped --><br />
<br />
== 関連項目 ==<br />
* [[Robotic network/ja|ロボットネットワーク]]<br />
* [[Logistic network/ja|物流ネットワーク]]<br />
* [[Repair pack/ja|リペアパック]]<br />
* [[Robots/ja|ロボット]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Logistic network}}</div>Fried biter