https://wiki.factorio.com/api.php?action=feedcontributions&user=Frightning&feedformat=atomOfficial Factorio Wiki - User contributions [en]2024-03-28T14:42:59ZUser contributionsMediaWiki 1.38.2https://wiki.factorio.com/index.php?title=Heavy_oil&diff=177432Heavy oil2020-02-06T07:09:23Z<p>Frightning: formatting of other products made consistent</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]] 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|Advanced oil processing}} || {{Icon|Crude oil|100}} + {{icon|Water|50}} + {{icon|Time|5}} → {{Icon|Heavy oil|25}} + ({{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|90}} + ({{Icon|Light oil|20}} + {{Icon|Petroleum gas|10}})<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>Frightninghttps://wiki.factorio.com/index.php?title=Piercing_shotgun_shells&diff=155777Piercing shotgun shells2018-02-13T21:34:55Z<p>Frightning: </p>
<hr />
<div>{{languages}}<br />
{{:Infobox:Piercing shotgun shells}}<br />
<br />
Advanced shells for all shotguns. They have the ability to pierce through enemies and more behind them. They also do more damage and have four extra pellets per shot compared to normal shotgun shells.<br />
<br />
== Useable Ammunition For ==<br />
{{icon|shotgun}} [[Shotgun]]<br><br />
{{icon|combat shotgun}} [[Combat shotgun]]<br />
<br />
== See also ==<br />
* [[Shotgun shells]]<br />
* [[Enemies]]<br />
* [[Damage|Damage & resistances]]<br />
* [[Defense]]<br />
<br />
{{CombatNav}}<br />
{{C|Ammo}}</div>Frightninghttps://wiki.factorio.com/index.php?title=Damage&diff=153733Damage2018-01-09T07:32:10Z<p>Frightning: /* Resistance */</p>
<hr />
<div>{{Languages}}<br />
<br />
== Overview ==<br />
<br />
In Factorio, entities have health, can die/be destroyed, and have resistances. ''Damage'' is defined as the concept of lowering an entity's health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity's resistances will define exactly how much damage the entity will take off of an arbitrary attack.<br />
<br />
The [[player|character]]'s maximum health is 100 (without [[energy shield]]s). Other entities' health values are listed in their individual entries.<br />
<br />
== Achievements ==<br />
The concept of damage is directly connected to the following achievements:<br />
{{Achievement|run-forrest-run}}<br />
{{Achievement|pyromaniac}}<br />
{{Achievement|steamrolled}}<br />
{{Achievement|golem}}<br />
{{Achievement|watch-your-step}}<br />
<br />
== Damage Types ==<br />
{|class="wikitable"<br />
|-<br />
! Damage type !! Used by<br />
|-<br />
| Physical || Bullets ([[Firearm magazine|regular]]/[[Piercing rounds magazine|piercing]]/[[Uranium rounds magazine|uranium]]), shotgun ([[Shotgun shells|regular]]/[[Piercing shotgun shells|piercing]]), [[Enemies#Biters|biters]], axe ([[Iron axe|iron]]/[[Steel axe|steel]]), [[Defender_capsule|defender robots]]<br />
|-<br />
| Impact || Collision (of [[Locomotive|train]]/[[car]])<br />
|-<br />
| Fire || [[Flamethrower]]<br />
|-<br />
| Acid || [[Enemies#Worms|Worm Turrets]], [[Enemies#Spitters|Spitters]]<br />
|-<br />
| Poison || [[Poison capsule]]<br />
|-<br />
| Explosion || [[Rocket|Rockets]], [[Explosive rocket|Explosive Rockets]], [[Grenade]], [[Cluster grenade]]<br />
|-<br />
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distractor]]/[[Destroyer capsule|destroyer robots]], [[personal laser defense]]<br />
|}<br />
<br />
=== Piercing Power ===<br />
Piercing power is present with [[Tank]] ammunition and piercing shotgun shells. It determines how many HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power.[https://forums.factorio.com/viewtopic.php?f=5&t=30917] The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target.<br />
<br />
== Resistance ==<br />
Resistance has two aspects:<br />
* Decrease, or "flat" resistance<br />
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn't be less than 1. If the result damage would be less than 1, an alternate formula is used.<br />
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then<br />
<br />
if D-R>1<br />
<br />
M=D-R<br />
<br />
otherwise<br />
<br />
M=1/(1-(D-R))=1/(1+R-D)<br />
<br />
Notice that if D-R=1, then M=1 with either formula, hence the overall model for flat resistance is continuous. If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Damage !! Flat Resistance !! Modified damage (with 0% resistance)<br />
|-<br />
| 5 || 0 || 5<br />
|-<br />
| 5 || 1 || 4<br />
|-<br />
| 5 || 2 || 3<br />
|-<br />
| 5 || 3 || 2<br />
|-<br />
| 5 || 4 || 1<br />
|-<br />
| 5 || 5 || 1/2<br />
|-<br />
| 5 || 6 || 1/3<br />
|-<br />
| 5 || 7 || 1/4<br />
|-<br />
| 5 || 8 || 1/5<br />
|-<br />
| ... || ... || ...<br />
|}<br />
<br />
* Percentile resistance<br />
Percentile resistance reduces the damage by the specified percent. It is applied after flat resistances when both are present and thus changes the 'modified damage' value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. As an example, an entity having 25% resistance physical damage is hit with a bullet dealing 100 physical damage would take 75 damage instead of 100.<br />
Let M denoted the modified damage derived from the applicable formula above, P denote percentage resistance (in decimal form, so 25%=0.25), and F denote final damage, then<br />
<br />
F=M*(1-P)<br />
<br />
In Factorio, resistances are displayed as follows:<br />
<br />
Decrease resistance/Percent resistance<br />
<br />
So, an entity displaying 10/20% resistance to fire means that that entity has 10 flat resistance and 20% percentile resistance to fire. So, if said entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied.<br />
<br />
The calculation proceeds as follows:<br />
<br />
D=30, and R=10, so D-R=20>1, and we use the first formula above for M:<br />
<br />
M=30-10=20<br />
<br />
and since P=20%=0.2, we obtain<br />
<br />
F=20*(1-0.2)=20*0.8=16<br />
<br />
== Combined Formulas ==<br />
Let D denote the raw incoming damage (of applicable type), R denoted the flat resistance value (against damage of the applicable type), P the percentage resistance (against damage of the same type) in decimal form (e.g. 20%=0.2), and let F denote the final damage (of applicable type) dealt to the target.<br />
=== If D-R>1 ===<br />
F = (D - R) * (1 - P)<br />
=== If D-R<1 ===<br />
F = (1 - P) / (1 + R - D)</div>Frightninghttps://wiki.factorio.com/index.php?title=Damage&diff=153732Damage2018-01-09T07:31:33Z<p>Frightning: /* Resistance */</p>
<hr />
<div>{{Languages}}<br />
<br />
== Overview ==<br />
<br />
In Factorio, entities have health, can die/be destroyed, and have resistances. ''Damage'' is defined as the concept of lowering an entity's health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity's resistances will define exactly how much damage the entity will take off of an arbitrary attack.<br />
<br />
The [[player|character]]'s maximum health is 100 (without [[energy shield]]s). Other entities' health values are listed in their individual entries.<br />
<br />
== Achievements ==<br />
The concept of damage is directly connected to the following achievements:<br />
{{Achievement|run-forrest-run}}<br />
{{Achievement|pyromaniac}}<br />
{{Achievement|steamrolled}}<br />
{{Achievement|golem}}<br />
{{Achievement|watch-your-step}}<br />
<br />
== Damage Types ==<br />
{|class="wikitable"<br />
|-<br />
! Damage type !! Used by<br />
|-<br />
| Physical || Bullets ([[Firearm magazine|regular]]/[[Piercing rounds magazine|piercing]]/[[Uranium rounds magazine|uranium]]), shotgun ([[Shotgun shells|regular]]/[[Piercing shotgun shells|piercing]]), [[Enemies#Biters|biters]], axe ([[Iron axe|iron]]/[[Steel axe|steel]]), [[Defender_capsule|defender robots]]<br />
|-<br />
| Impact || Collision (of [[Locomotive|train]]/[[car]])<br />
|-<br />
| Fire || [[Flamethrower]]<br />
|-<br />
| Acid || [[Enemies#Worms|Worm Turrets]], [[Enemies#Spitters|Spitters]]<br />
|-<br />
| Poison || [[Poison capsule]]<br />
|-<br />
| Explosion || [[Rocket|Rockets]], [[Explosive rocket|Explosive Rockets]], [[Grenade]], [[Cluster grenade]]<br />
|-<br />
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distractor]]/[[Destroyer capsule|destroyer robots]], [[personal laser defense]]<br />
|}<br />
<br />
=== Piercing Power ===<br />
Piercing power is present with [[Tank]] ammunition and piercing shotgun shells. It determines how many HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power.[https://forums.factorio.com/viewtopic.php?f=5&t=30917] The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target.<br />
<br />
== Resistance ==<br />
Resistance has two aspects:<br />
* Decrease, or "flat" resistance<br />
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn't be less than 1. If the result damage would be less than 1, an alternate formula is used.<br />
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then<br />
<br />
if D-R>1<br />
<br />
M=D-R<br />
<br />
otherwise<br />
<br />
M=1/(1-(D-R))=1/(1+R-D)<br />
<br />
Notice that if D-R=1, then M=1 with either formula, hence the overall model for flat resistance is continuous. If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Damage !! Flat Resistance !! Result damage (0% damage loss)<br />
|-<br />
| 5 || 0 || 5<br />
|-<br />
| 5 || 1 || 4<br />
|-<br />
| 5 || 2 || 3<br />
|-<br />
| 5 || 3 || 2<br />
|-<br />
| 5 || 4 || 1<br />
|-<br />
| 5 || 5 || 1/2<br />
|-<br />
| 5 || 6 || 1/3<br />
|-<br />
| 5 || 7 || 1/4<br />
|-<br />
| 5 || 8 || 1/5<br />
|-<br />
| ... || ... || ...<br />
|}<br />
<br />
* Percentile resistance<br />
Percentile resistance reduces the damage by the specified percent. It is applied after flat resistances when both are present and thus changes the 'modified damage' value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. As an example, an entity having 25% resistance physical damage is hit with a bullet dealing 100 physical damage would take 75 damage instead of 100.<br />
Let M denoted the modified damage derived from the applicable formula above, P denote percentage resistance (in decimal form, so 25%=0.25), and F denote final damage, then<br />
<br />
F=M*(1-P)<br />
<br />
In Factorio, resistances are displayed as follows:<br />
<br />
Decrease resistance/Percent resistance<br />
<br />
So, an entity displaying 10/20% resistance to fire means that that entity has 10 flat resistance and 20% percentile resistance to fire. So, if said entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied.<br />
<br />
The calculation proceeds as follows:<br />
<br />
D=30, and R=10, so D-R=20>1, and we use the first formula above for M:<br />
<br />
M=30-10=20<br />
<br />
and since P=20%=0.2, we obtain<br />
<br />
F=20*(1-0.2)=20*0.8=16<br />
<br />
== Combined Formulas ==<br />
Let D denote the raw incoming damage (of applicable type), R denoted the flat resistance value (against damage of the applicable type), P the percentage resistance (against damage of the same type) in decimal form (e.g. 20%=0.2), and let F denote the final damage (of applicable type) dealt to the target.<br />
=== If D-R>1 ===<br />
F = (D - R) * (1 - P)<br />
=== If D-R<1 ===<br />
F = (1 - P) / (1 + R - D)</div>Frightninghttps://wiki.factorio.com/index.php?title=Damage&diff=153731Damage2018-01-09T07:31:19Z<p>Frightning: /* Resistance */</p>
<hr />
<div>{{Languages}}<br />
<br />
== Overview ==<br />
<br />
In Factorio, entities have health, can die/be destroyed, and have resistances. ''Damage'' is defined as the concept of lowering an entity's health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity's resistances will define exactly how much damage the entity will take off of an arbitrary attack.<br />
<br />
The [[player|character]]'s maximum health is 100 (without [[energy shield]]s). Other entities' health values are listed in their individual entries.<br />
<br />
== Achievements ==<br />
The concept of damage is directly connected to the following achievements:<br />
{{Achievement|run-forrest-run}}<br />
{{Achievement|pyromaniac}}<br />
{{Achievement|steamrolled}}<br />
{{Achievement|golem}}<br />
{{Achievement|watch-your-step}}<br />
<br />
== Damage Types ==<br />
{|class="wikitable"<br />
|-<br />
! Damage type !! Used by<br />
|-<br />
| Physical || Bullets ([[Firearm magazine|regular]]/[[Piercing rounds magazine|piercing]]/[[Uranium rounds magazine|uranium]]), shotgun ([[Shotgun shells|regular]]/[[Piercing shotgun shells|piercing]]), [[Enemies#Biters|biters]], axe ([[Iron axe|iron]]/[[Steel axe|steel]]), [[Defender_capsule|defender robots]]<br />
|-<br />
| Impact || Collision (of [[Locomotive|train]]/[[car]])<br />
|-<br />
| Fire || [[Flamethrower]]<br />
|-<br />
| Acid || [[Enemies#Worms|Worm Turrets]], [[Enemies#Spitters|Spitters]]<br />
|-<br />
| Poison || [[Poison capsule]]<br />
|-<br />
| Explosion || [[Rocket|Rockets]], [[Explosive rocket|Explosive Rockets]], [[Grenade]], [[Cluster grenade]]<br />
|-<br />
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distractor]]/[[Destroyer capsule|destroyer robots]], [[personal laser defense]]<br />
|}<br />
<br />
=== Piercing Power ===<br />
Piercing power is present with [[Tank]] ammunition and piercing shotgun shells. It determines how many HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power.[https://forums.factorio.com/viewtopic.php?f=5&t=30917] The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target.<br />
<br />
== Resistance ==<br />
Resistance has two aspects:<br />
* Decrease, or "flat" resistance<br />
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn't be less than 1. If the result damage would be less than 1, an alternate formula is used.<br />
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then<br />
<br />
if D-R>1<br />
<br />
M=D-R<br />
<br />
otherwise<br />
<br />
M=1/(1-(D-R))=1/(1+R-D)<br />
<br />
Notice that if D-R=1, then M=1 with either formula, hence the overall model for flat resistance is continuous. If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Damage !! Resistance !! Result damage (0% damage loss)<br />
|-<br />
| 5 || 0 || 5<br />
|-<br />
| 5 || 1 || 4<br />
|-<br />
| 5 || 2 || 3<br />
|-<br />
| 5 || 3 || 2<br />
|-<br />
| 5 || 4 || 1<br />
|-<br />
| 5 || 5 || 1/2<br />
|-<br />
| 5 || 6 || 1/3<br />
|-<br />
| 5 || 7 || 1/4<br />
|-<br />
| 5 || 8 || 1/5<br />
|-<br />
| ... || ... || ...<br />
|}<br />
<br />
* Percentile resistance<br />
Percentile resistance reduces the damage by the specified percent. It is applied after flat resistances when both are present and thus changes the 'modified damage' value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. As an example, an entity having 25% resistance physical damage is hit with a bullet dealing 100 physical damage would take 75 damage instead of 100.<br />
Let M denoted the modified damage derived from the applicable formula above, P denote percentage resistance (in decimal form, so 25%=0.25), and F denote final damage, then<br />
<br />
F=M*(1-P)<br />
<br />
In Factorio, resistances are displayed as follows:<br />
<br />
Decrease resistance/Percent resistance<br />
<br />
So, an entity displaying 10/20% resistance to fire means that that entity has 10 flat resistance and 20% percentile resistance to fire. So, if said entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied.<br />
<br />
The calculation proceeds as follows:<br />
<br />
D=30, and R=10, so D-R=20>1, and we use the first formula above for M:<br />
<br />
M=30-10=20<br />
<br />
and since P=20%=0.2, we obtain<br />
<br />
F=20*(1-0.2)=20*0.8=16<br />
<br />
== Combined Formulas ==<br />
Let D denote the raw incoming damage (of applicable type), R denoted the flat resistance value (against damage of the applicable type), P the percentage resistance (against damage of the same type) in decimal form (e.g. 20%=0.2), and let F denote the final damage (of applicable type) dealt to the target.<br />
=== If D-R>1 ===<br />
F = (D - R) * (1 - P)<br />
=== If D-R<1 ===<br />
F = (1 - P) / (1 + R - D)</div>Frightninghttps://wiki.factorio.com/index.php?title=Damage&diff=153730Damage2018-01-09T07:30:55Z<p>Frightning: /* Formulas */</p>
<hr />
<div>{{Languages}}<br />
<br />
== Overview ==<br />
<br />
In Factorio, entities have health, can die/be destroyed, and have resistances. ''Damage'' is defined as the concept of lowering an entity's health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity's resistances will define exactly how much damage the entity will take off of an arbitrary attack.<br />
<br />
The [[player|character]]'s maximum health is 100 (without [[energy shield]]s). Other entities' health values are listed in their individual entries.<br />
<br />
== Achievements ==<br />
The concept of damage is directly connected to the following achievements:<br />
{{Achievement|run-forrest-run}}<br />
{{Achievement|pyromaniac}}<br />
{{Achievement|steamrolled}}<br />
{{Achievement|golem}}<br />
{{Achievement|watch-your-step}}<br />
<br />
== Damage Types ==<br />
{|class="wikitable"<br />
|-<br />
! Damage type !! Used by<br />
|-<br />
| Physical || Bullets ([[Firearm magazine|regular]]/[[Piercing rounds magazine|piercing]]/[[Uranium rounds magazine|uranium]]), shotgun ([[Shotgun shells|regular]]/[[Piercing shotgun shells|piercing]]), [[Enemies#Biters|biters]], axe ([[Iron axe|iron]]/[[Steel axe|steel]]), [[Defender_capsule|defender robots]]<br />
|-<br />
| Impact || Collision (of [[Locomotive|train]]/[[car]])<br />
|-<br />
| Fire || [[Flamethrower]]<br />
|-<br />
| Acid || [[Enemies#Worms|Worm Turrets]], [[Enemies#Spitters|Spitters]]<br />
|-<br />
| Poison || [[Poison capsule]]<br />
|-<br />
| Explosion || [[Rocket|Rockets]], [[Explosive rocket|Explosive Rockets]], [[Grenade]], [[Cluster grenade]]<br />
|-<br />
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distractor]]/[[Destroyer capsule|destroyer robots]], [[personal laser defense]]<br />
|}<br />
<br />
=== Piercing Power ===<br />
Piercing power is present with [[Tank]] ammunition and piercing shotgun shells. It determines how many HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power.[https://forums.factorio.com/viewtopic.php?f=5&t=30917] The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target.<br />
<br />
== Resistance ==<br />
Resistance has two aspects:<br />
* Decrease, or "flat" resistance<br />
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn't be less than 1. If the result damage would be less than 1, an alternate formula is used.<br />
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then<br />
<br />
if D-R>1<br />
<br />
M=D-R<br />
<br />
otherwise<br />
<br />
M=1/(1-(D-R))=1/(1+R-D)<br />
<br />
Notice that if D-R=1, then M=1 with either formula, hence the overall model for flat resistance is continuous. If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, e.g. if D-R=0, M is 0.5, if D-R=-1, M is 1/3=0.(3)..., etc.<br />
<br />
* Percentile resistance<br />
Percentile resistance reduces the damage by the specified percent. It is applied after flat resistances when both are present and thus changes the 'modified damage' value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. As an example, an entity having 25% resistance physical damage is hit with a bullet dealing 100 physical damage would take 75 damage instead of 100.<br />
Let M denoted the modified damage derived from the applicable formula above, P denote percentage resistance (in decimal form, so 25%=0.25), and F denote final damage, then<br />
<br />
F=M*(1-P)<br />
<br />
In Factorio, resistances are displayed as follows:<br />
<br />
Decrease resistance/Percent resistance<br />
<br />
So, an entity displaying 10/20% resistance to fire means that that entity has 10 flat resistance and 20% percentile resistance to fire. So, if said entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied.<br />
<br />
The calculation proceeds as follows:<br />
<br />
D=30, and R=10, so D-R=20>1, and we use the first formula above for M:<br />
<br />
M=30-10=20<br />
<br />
and since P=20%=0.2, we obtain<br />
<br />
F=20*(1-0.2)=20*0.8=16<br />
<br />
== Combined Formulas ==<br />
Let D denote the raw incoming damage (of applicable type), R denoted the flat resistance value (against damage of the applicable type), P the percentage resistance (against damage of the same type) in decimal form (e.g. 20%=0.2), and let F denote the final damage (of applicable type) dealt to the target.<br />
=== If D-R>1 ===<br />
F = (D - R) * (1 - P)<br />
=== If D-R<1 ===<br />
F = (1 - P) / (1 + R - D)</div>Frightninghttps://wiki.factorio.com/index.php?title=Damage&diff=153729Damage2018-01-09T07:24:00Z<p>Frightning: /* Resistance */</p>
<hr />
<div>{{Languages}}<br />
<br />
== Overview ==<br />
<br />
In Factorio, entities have health, can die/be destroyed, and have resistances. ''Damage'' is defined as the concept of lowering an entity's health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity's resistances will define exactly how much damage the entity will take off of an arbitrary attack.<br />
<br />
The [[player|character]]'s maximum health is 100 (without [[energy shield]]s). Other entities' health values are listed in their individual entries.<br />
<br />
== Achievements ==<br />
The concept of damage is directly connected to the following achievements:<br />
{{Achievement|run-forrest-run}}<br />
{{Achievement|pyromaniac}}<br />
{{Achievement|steamrolled}}<br />
{{Achievement|golem}}<br />
{{Achievement|watch-your-step}}<br />
<br />
== Damage Types ==<br />
{|class="wikitable"<br />
|-<br />
! Damage type !! Used by<br />
|-<br />
| Physical || Bullets ([[Firearm magazine|regular]]/[[Piercing rounds magazine|piercing]]/[[Uranium rounds magazine|uranium]]), shotgun ([[Shotgun shells|regular]]/[[Piercing shotgun shells|piercing]]), [[Enemies#Biters|biters]], axe ([[Iron axe|iron]]/[[Steel axe|steel]]), [[Defender_capsule|defender robots]]<br />
|-<br />
| Impact || Collision (of [[Locomotive|train]]/[[car]])<br />
|-<br />
| Fire || [[Flamethrower]]<br />
|-<br />
| Acid || [[Enemies#Worms|Worm Turrets]], [[Enemies#Spitters|Spitters]]<br />
|-<br />
| Poison || [[Poison capsule]]<br />
|-<br />
| Explosion || [[Rocket|Rockets]], [[Explosive rocket|Explosive Rockets]], [[Grenade]], [[Cluster grenade]]<br />
|-<br />
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distractor]]/[[Destroyer capsule|destroyer robots]], [[personal laser defense]]<br />
|}<br />
<br />
=== Piercing Power ===<br />
Piercing power is present with [[Tank]] ammunition and piercing shotgun shells. It determines how many HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power.[https://forums.factorio.com/viewtopic.php?f=5&t=30917] The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target.<br />
<br />
== Resistance ==<br />
Resistance has two aspects:<br />
* Decrease, or "flat" resistance<br />
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn't be less than 1. If the result damage would be less than 1, an alternate formula is used.<br />
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then<br />
<br />
if D-R>1<br />
<br />
M=D-R<br />
<br />
otherwise<br />
<br />
M=1/(1-(D-R))=1/(1+R-D)<br />
<br />
Notice that if D-R=1, then M=1 with either formula, hence the overall model for flat resistance is continuous. If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, e.g. if D-R=0, M is 0.5, if D-R=-1, M is 1/3=0.(3)..., etc.<br />
<br />
* Percentile resistance<br />
Percentile resistance reduces the damage by the specified percent. It is applied after flat resistances when both are present and thus changes the 'modified damage' value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. As an example, an entity having 25% resistance physical damage is hit with a bullet dealing 100 physical damage would take 75 damage instead of 100.<br />
Let M denoted the modified damage derived from the applicable formula above, P denote percentage resistance (in decimal form, so 25%=0.25), and F denote final damage, then<br />
<br />
F=M*(1-P)<br />
<br />
In Factorio, resistances are displayed as follows:<br />
<br />
Decrease resistance/Percent resistance<br />
<br />
So, an entity displaying 10/20% resistance to fire means that that entity has 10 flat resistance and 20% percentile resistance to fire. So, if said entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied.<br />
<br />
The calculation proceeds as follows:<br />
<br />
D=30, and R=10, so D-R=20>1, and we use the first formula above for M:<br />
<br />
M=30-10=20<br />
<br />
and since P=20%=0.2, we obtain<br />
<br />
F=20*(1-0.2)=20*0.8=16<br />
<br />
== Formulas ==<br />
<br />
=== Decrease < Damage ===<br />
Result damage = (Damage - Decrease) * (1 - Percentage)<br />
=== Decrease >= Damage ===<br />
Result damage = 1 / (2 + Decrease - Damage) * (1 - Percentage)<br />
<br />
An example table of different resistances and what the result damage would be:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Damage !! Resistance !! Result damage (0% damage loss)<br />
|-<br />
| 5 || 0 || 5<br />
|-<br />
| 5 || 1 || 4<br />
|-<br />
| 5 || 2 || 3<br />
|-<br />
| 5 || 3 || 2<br />
|-<br />
| 5 || 4 || 1<br />
|-<br />
| 5 || 5 || 1/2<br />
|-<br />
| 5 || 6 || 1/3<br />
|-<br />
| 5 || 7 || 1/4<br />
|-<br />
| 5 || 8 || 1/5<br />
|-<br />
| ... || ... || ...<br />
|}</div>Frightninghttps://wiki.factorio.com/index.php?title=Damage&diff=153728Damage2018-01-09T07:22:58Z<p>Frightning: /* Resistance */</p>
<hr />
<div>{{Languages}}<br />
<br />
== Overview ==<br />
<br />
In Factorio, entities have health, can die/be destroyed, and have resistances. ''Damage'' is defined as the concept of lowering an entity's health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity's resistances will define exactly how much damage the entity will take off of an arbitrary attack.<br />
<br />
The [[player|character]]'s maximum health is 100 (without [[energy shield]]s). Other entities' health values are listed in their individual entries.<br />
<br />
== Achievements ==<br />
The concept of damage is directly connected to the following achievements:<br />
{{Achievement|run-forrest-run}}<br />
{{Achievement|pyromaniac}}<br />
{{Achievement|steamrolled}}<br />
{{Achievement|golem}}<br />
{{Achievement|watch-your-step}}<br />
<br />
== Damage Types ==<br />
{|class="wikitable"<br />
|-<br />
! Damage type !! Used by<br />
|-<br />
| Physical || Bullets ([[Firearm magazine|regular]]/[[Piercing rounds magazine|piercing]]/[[Uranium rounds magazine|uranium]]), shotgun ([[Shotgun shells|regular]]/[[Piercing shotgun shells|piercing]]), [[Enemies#Biters|biters]], axe ([[Iron axe|iron]]/[[Steel axe|steel]]), [[Defender_capsule|defender robots]]<br />
|-<br />
| Impact || Collision (of [[Locomotive|train]]/[[car]])<br />
|-<br />
| Fire || [[Flamethrower]]<br />
|-<br />
| Acid || [[Enemies#Worms|Worm Turrets]], [[Enemies#Spitters|Spitters]]<br />
|-<br />
| Poison || [[Poison capsule]]<br />
|-<br />
| Explosion || [[Rocket|Rockets]], [[Explosive rocket|Explosive Rockets]], [[Grenade]], [[Cluster grenade]]<br />
|-<br />
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distractor]]/[[Destroyer capsule|destroyer robots]], [[personal laser defense]]<br />
|}<br />
<br />
=== Piercing Power ===<br />
Piercing power is present with [[Tank]] ammunition and piercing shotgun shells. It determines how many HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power.[https://forums.factorio.com/viewtopic.php?f=5&t=30917] The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target.<br />
<br />
== Resistance ==<br />
Resistance has two aspects:<br />
* Decrease, or "flat" resistance<br />
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn't be less than 1. If the result damage would be less than 1, an alternate formula is used.<br />
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then<br />
if D-R>1<br />
M=D-R<br />
otherwise<br />
M=1/(1-(D-R))=1/(1+R-D)<br />
<br />
Notice that if D-R=1, then M=1 with either formula, hence the overall model for flat resistance is continuous. If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, e.g. if D-R=0, M is 0.5, if D-R=-1, M is 1/3=0.(3)..., etc.<br />
<br />
* Percentile resistance<br />
Percentile resistance reduces the damage by the specified percent. It is applied after flat resistances when both are present and thus changes the 'modified damage' value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. As an example, an entity having 25% resistance physical damage is hit with a bullet dealing 100 physical damage would take 75 damage instead of 100.<br />
Let M denoted the modified damage derived from the applicable formula above, P denote percentage resistance (in decimal form, so 25%=0.25), and F denote final damage, then<br />
F=M*(1-P)<br />
<br />
In Factorio, resistances are displayed as follows:<br />
<br />
Decrease resistance/Percent resistance<br />
<br />
So, an entity displaying 10/20% resistance to fire means that that entity has 10 flat resistance and 20% percentile resistance to fire. So, if said entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied. The calculation proceeds as follows:<br />
D=30, and R=10, so D-R=20>1, and we use the first formula above for M:<br />
M=30-10=20<br />
and since P=20%=0.2, we obtain<br />
F=20*(1-0.2)=20*0.8=16<br />
<br />
== Formulas ==<br />
<br />
=== Decrease < Damage ===<br />
Result damage = (Damage - Decrease) * (1 - Percentage)<br />
=== Decrease >= Damage ===<br />
Result damage = 1 / (2 + Decrease - Damage) * (1 - Percentage)<br />
<br />
An example table of different resistances and what the result damage would be:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Damage !! Resistance !! Result damage (0% damage loss)<br />
|-<br />
| 5 || 0 || 5<br />
|-<br />
| 5 || 1 || 4<br />
|-<br />
| 5 || 2 || 3<br />
|-<br />
| 5 || 3 || 2<br />
|-<br />
| 5 || 4 || 1<br />
|-<br />
| 5 || 5 || 1/2<br />
|-<br />
| 5 || 6 || 1/3<br />
|-<br />
| 5 || 7 || 1/4<br />
|-<br />
| 5 || 8 || 1/5<br />
|-<br />
| ... || ... || ...<br />
|}</div>Frightninghttps://wiki.factorio.com/index.php?title=Talk:Damage&diff=153727Talk:Damage2018-01-09T07:01:16Z<p>Frightning: </p>
<hr />
<div>After some testing in version 0.15.28 found out two things:<br />
<br />
1) percentile resistance is applied second (i've edited the page about it);<br />
<br />
2) flat resistance works little different than it's wrote in wiki:<br />
<br />
[code]<br />
<br />
let D = damage - flat resistance<br />
<br />
if D < 1 then let D = 1 / (2 - D)<br />
<br />
D is resulting damage<br />
<br />
[/code]<br />
<br />
This differs from what written in wiki in case of (damage - flat resistance) in range from 0 to 1 exclusive.<br />
<br />
Don't really know how to correctly write it in wiki, so post it in discussion for now.<br />
<br />
<br />
== Regarding the above ==<br />
I have confirmed that the above statement about percentage resistance being applied after flat is correct.<br />
<br />
I am also quite sure that the above is also correct about the change of formula for accounting for high flat resistance against low damage happens when reduced damage (after only applying flat resistance, would be less than or equal to 1, as both formulas agree at only that value, hence the only way to preserve more raw damage=more actual damage and not have a jump discontinuity would be to make the transition there).<br />
<br />
I will edit the article to reflect this.<br />
[[User:Frightning|Frightning]] ([[User talk:Frightning|talk]]) 07:01, 9 January 2018 (UTC)</div>Frightninghttps://wiki.factorio.com/index.php?title=Infobox:Locomotive&diff=135091Infobox:Locomotive2017-03-18T23:51:09Z<p>Frightning: 20xEngine unit=80 Iron plate, +10 from Electronic circuits=90 total, not counting Steel plates, ofc.</p>
<hr />
<div>{{Infobox<br />
|category=Machinery<br />
|category-name=Machine<br />
|health=1000<br />
|stack-size=5<br />
|storage-size=3 (Fuel Only)<br />
|energy=600 kW burner<br />
|recipe=time, 0.5 + steel plate, 30 + electronic circuit, 10 + engine unit, 20<br />
|total-raw=time, 436.8 + iron plate, 90 + copper plate, 15 + steel plate, 50<br />
|required-technologies=Railway<br />
|producers=Manual + Assembling machine 2 + Assembling machine 3<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>Frightninghttps://wiki.factorio.com/index.php?title=Infobox:Flying_robot_frame&diff=133784Infobox:Flying robot frame2017-01-08T07:05:44Z<p>Frightning: -2 from batteries being listed separately, 7.5 final</p>
<hr />
<div>{{Infobox<br />
| category = Items<br />
| category-name = Item<br />
|recipe =time, 20 + electric engine unit + battery, 2 + steel plate + electronic circuit, 3<br />
|total-raw =time, 67.8 + iron plate, 6 + copper plate, 7.5 + steel plate, 2 + lubricant, 2 + battery, 2<br />
|required-technologies =robotics<br />
|producers =manual + assembling machine 2 + assembling machine 3<br />
|consumers =logistic robot + construction robot<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>Frightninghttps://wiki.factorio.com/index.php?title=Infobox:Logistic_robot&diff=133783Infobox:Logistic robot2017-01-08T07:05:11Z<p>Frightning: </p>
<hr />
<div>{{Infobox<br />
| category = Items<br />
| category-name = Item<br />
|recipe =time, 0.5 + flying robot frame + advanced circuit, 2<br />
|total-raw =time, 47.3 + iron plate, 7 + copper plate, 17.5 + steel plate + plastic bar, 4 + electric engine unit + battery, 2<br />
|required-technologies =logistic robotics<br />
|producers =manual + assembling machine 1 + assembling machine 2 + assembling machine 3<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>Frightninghttps://wiki.factorio.com/index.php?title=Infobox:Logistic_robot&diff=133782Infobox:Logistic robot2017-01-08T07:04:56Z<p>Frightning: -2 copper from batteries being listed separately</p>
<hr />
<div>{{Infobox<br />
| category = Items<br />
| category-name = Item<br />
|recipe =time, 0.5 + flying robot frame + advanced circuit, 2<br />
|total-raw =time, 47.3 + iron plate, 7 + copper plate, 15.5 + steel plate + plastic bar, 4 + electric engine unit + battery, 2<br />
|required-technologies =logistic robotics<br />
|producers =manual + assembling machine 1 + assembling machine 2 + assembling machine 3<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>Frightninghttps://wiki.factorio.com/index.php?title=Infobox:Logistic_robot&diff=133781Infobox:Logistic robot2017-01-08T07:03:39Z<p>Frightning: -2 from batteries being listed separately, 17.5 final</p>
<hr />
<div>{{Infobox<br />
| category = Items<br />
| category-name = Item<br />
|recipe =time, 0.5 + flying robot frame + advanced circuit, 2<br />
|total-raw =time, 47.3 + iron plate, 7 + copper plate, 17.5 + steel plate + plastic bar, 4 + electric engine unit + battery, 2<br />
|required-technologies =logistic robotics<br />
|producers =manual + assembling machine 1 + assembling machine 2 + assembling machine 3<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>Frightninghttps://wiki.factorio.com/index.php?title=Infobox:Logistic_robot&diff=133780Infobox:Logistic robot2017-01-08T07:02:49Z<p>Frightning: 19.5 copper, not 14.5, 9.5 from robot frame and 10 from red circuits</p>
<hr />
<div>{{Infobox<br />
| category = Items<br />
| category-name = Item<br />
|recipe =time, 0.5 + flying robot frame + advanced circuit, 2<br />
|total-raw =time, 47.3 + iron plate, 7 + copper plate, 19.5 + steel plate + plastic bar, 4 + electric engine unit + battery, 2<br />
|required-technologies =logistic robotics<br />
|producers =manual + assembling machine 1 + assembling machine 2 + assembling machine 3<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>Frightninghttps://wiki.factorio.com/index.php?title=Infobox:Flying_robot_frame&diff=133779Infobox:Flying robot frame2017-01-08T07:01:21Z<p>Frightning: 9.5 copper, not 8.5, 3 from electric engine, 2 from batteries, and 4.5 from green circuits</p>
<hr />
<div>{{Infobox<br />
| category = Items<br />
| category-name = Item<br />
|recipe =time, 20 + electric engine unit + battery, 2 + steel plate + electronic circuit, 3<br />
|total-raw =time, 67.8 + iron plate, 6 + copper plate, 9.5 + steel plate, 2 + lubricant, 2 + battery, 2<br />
|required-technologies =robotics<br />
|producers =manual + assembling machine 2 + assembling machine 3<br />
|consumers =logistic robot + construction robot<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>Frightninghttps://wiki.factorio.com/index.php?title=Infobox:Portable_solar_panel&diff=132362Infobox:Portable solar panel2016-11-02T16:53:19Z<p>Frightning: 10x power scaling</p>
<hr />
<div>{{Infobox<br />
| category = Items<br />
| category-name = Item<br />
|extra1 = Can be inserted into armor.<br />
|power-output = 10 kW electric<br />
|dimensions = 1x1<br />
|recipe = time, 10 + solar panel, 5 + processing unit + steel plate, 5<br />
|required-technologies = portable solar panel<br />
|producers = manual + assembling machine 2 + assembling machine 3<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>Frightninghttps://wiki.factorio.com/index.php?title=Infobox:Portable_fusion_reactor&diff=132361Infobox:Portable fusion reactor2016-11-02T16:51:36Z<p>Frightning: 10x power scaling</p>
<hr />
<div>{{Infobox<br />
| category = Items<br />
| category-name = Item<br />
|power-output = 750 kW electric<br />
|dimensions =4x4<br />
|recipe =time, 10 + processing unit, 100 + alien artifact, 30<br />
|total-raw =time, 6310 + sulfuric acid, 50 + iron plate, 2400 + copper plate, 4000 + plastic bar, 400 + alien artifact, 30<br />
|required-technologies =portable fusion reactor<br />
|producers =manual + assembling machine<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>Frightninghttps://wiki.factorio.com/index.php?title=Infobox:Personal_battery&diff=132360Infobox:Personal battery2016-11-02T16:51:03Z<p>Frightning: 10x power scaling</p>
<hr />
<div>{{Infobox<br />
| category = Items<br />
| category-name = Item<br />
|energy-capacity = 100 MJ electric<br />
|dimensions = 1x2<br />
|recipe =Time, 10 + Steel plate, 10 + Battery, 5<br />
|required-technologies =Battery equipment<br />
|producers =Manual + Assembling machine<br />
|consumers =Battery MK2<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>Frightninghttps://wiki.factorio.com/index.php?title=Infobox:Personal_battery_MK2&diff=132359Infobox:Personal battery MK22016-11-02T16:50:29Z<p>Frightning: 10x power scaling</p>
<hr />
<div>{{Infobox<br />
| category = Items<br />
| category-name = Item<br />
|name =Battery Mk2<br />
|capacity = 500 MJ electric<br />
|dimensions = 1x2<br />
|recipe =Time, 10 + Battery equipment, 10 + Processing unit, 20<br />
|required-technologies =Battery equipment MK2<br />
|producers =Manual + Assembling machine<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>Frightninghttps://wiki.factorio.com/index.php?title=Personal_battery_MK2&diff=132358Personal battery MK22016-11-02T16:48:19Z<p>Frightning: Same reason as with Battery mk1, 500MJ now</p>
<hr />
<div>{{Languages}}<br />
{{:Battery MK2/infobox}}<br />
''This article is about the Battery MK2 as modular armor equipment. For the intermediate product, see [[Battery]]. For the technology, see [[Battery equipment MK2 (research)|Battery Equipment Mk2 (research)]].''<br />
<onlyinclude><br />
The [[Battery MK2]] provides 500MJ power storage for your [[Modular armor]]. This type is an improved version of the [[Battery MK1|Battery Mk1]] and provides more capacity per size.<br />
</onlyinclude><br />
<br />
== See also ==<br />
* [[Modular armor]]<br />
* [[Battery MK1]]<br />
<br />
[[Category: Items]]<br />
[[Category: Equipment]]<br />
{{EquipNav}}</div>Frightninghttps://wiki.factorio.com/index.php?title=Personal_battery&diff=132357Personal battery2016-11-02T16:47:50Z<p>Frightning: 100MJ since armor power levels were rescaled 10x to make robots not impossibly energy intensive with personal roboport</p>
<hr />
<div>{{Languages}}<br />
{{:Battery MK1/infobox}}<br />
''This article is about the Battery MK1 as modular armor equipment. For the intermediate product, see [[Battery]]. For the technology, see [[Battery equipment (research)|Battery equipment (research)]].''<br />
<br />
<onlyinclude><br />
The [[Battery MK1]] (''ingame only named Battery'') provides a basic 100MJ power storage for your [[Modular armor]]. Improved by [[Battery MK2]].<br />
</onlyinclude><br />
<br />
== See also ==<br />
* [[Modular armor]]<br />
* [[Battery MK2]]<br />
<br />
[[Category: Items]]<br />
[[Category: Equipment]]<br />
{{EquipNav}}</div>Frightninghttps://wiki.factorio.com/index.php?title=Beacon&diff=126872Beacon2016-08-18T17:04:41Z<p>Frightning: fixed type</p>
<hr />
<div>{{Languages}}<br />
{{Machinery<br />
|health =200<br />
|energy =480 kW electric<br />
|supplyarea =9<br />
|modules =2<br />
|input =time, 15 + electronic circuit, 20 + advanced circuit, 20 + steel plate, 10 + copper cable, 10<br />
|raw =time, 273 + iron plate, 60 + copper plate, 135 + steel plate, 10 + plastic bar, 40<br />
|technologies =effect transmission<br />
|producers =manual + assembling machine 2 + assembling machine 3<br />
|extra1 =<tr><td style="text-align:left;">Distribution Efficiency:</td><td style="text-align:right;">0.5</td></tr><br />
}}<br />
<br />
A basic beacon is a device that transmits [[module]] effects to nearby machines. The effects are transmitted with only half efficiency. However, a basic beacon allows you to transmit the effect of a module to multiple machines and the effect of all beacons around is added (it might make sense to use more beacons in a dense area). Additionally, beacons can add qualities beyond the normal effective module cap of an item, such as boosting a [[Pumpjack]]'s output at peak oil to .25 oil per cycle where, alone, it could only reach .2 yield. Only buildings with module slots can benefit from modules distributed by beacons(i.e. laser turret doesn't benefit), but beacons themselves don't benefit from the modules inserted, so their energy cost can't be reduced.<br />
<br />
Currently, only [[Module#Speed_Module|speed]] and [[Module#Effectivity_Module|efficiency]] modules can be used in the basic beacon, and [[Module#Productivity Module|productivity]] modules cannot.<br />
<br />
<br />
<br />
== Usage ==<br />
<br />
Beacons are extremely specialized since you need to focus your buildings around a beacon layout to be worth placing.<br />
<br />
Their need for power makes them only useable with serious planning!<br />
<br />
<br />
<br />
== Examples ==<br />
<br />
<gallery mode=nolines widths=500px heights=350px><br />
File:factorio-beacon.png|Basic beacon and 12 [[Electric furnace]]s affected by it. See this [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=1253 forum thread].<br />
File:iron-smelting-with-beacon.png|Beacon and 12 [[Electric furnace]]s affected by it also works for other ways (0.9.8).<br />
</gallery><br />
<br />
<br />
<br />
==See also==<br />
*[[Crafting network]]<br />
*[[Electric network]]<br />
*[[Module|Modules]]<br />
<br />
[[Category:Items]]<br />
[[Category:Electric network]]<br />
[[Category:Crafting network]]</div>Frightninghttps://wiki.factorio.com/index.php?title=Beacon&diff=126871Beacon2016-08-18T17:02:21Z<p>Frightning: fixed grammatical error</p>
<hr />
<div>{{Languages}}<br />
{{Machinery<br />
|health =200<br />
|energy =480 kW electric<br />
|supplyarea =9<br />
|modules =2<br />
|input =time, 15 + electronic circuit, 20 + advanced circuit, 20 + steel plate, 10 + copper cable, 10<br />
|raw =time, 273 + iron plate, 60 + copper plate, 135 + steel plate, 10 + plastic bar, 40<br />
|technologies =effect transmission<br />
|producers =manual + assembling machine 2 + assembling machine 3<br />
|extra1 =<tr><td style="text-align:left;">Distribution Efficiency:</td><td style="text-align:right;">0.5</td></tr><br />
}}<br />
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A basic beacon is a device that transmits [[module]] effects to nearby machines. The effects are transmitted with only half efficiency. However, a basic beacon allows you to transmit the effect of a module to multiple machines and the effect of all beacons around is added (it might make sense to use more beacons in a dense area). Additionally, beacons can add qualities beyond the normal effective module cap of an item, such as boosting a [[Pumpjack]]'s output at peak oil to .25 oil per cycle where, alone, it could only reach .2 yield. Only buildings with module slots can benefit from modules distributed by beacons(i.e. laser turret doesn't benefit), but beacons themselves don't benefit from the modules inserted, so their energy cost can't be reduced.<br />
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Currently, only [[Module#Speed_Module|speed]] and [[Module#Effectivity_Module|effectivity]] modules can be used in the basic beacon, and [[Module#Productivity Module|productivity]] modules cannot.<br />
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== Usage ==<br />
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Beacons are extremely specialized since you need to focus your buildings around a beacon layout to be worth placing.<br />
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Their need for power makes them only useable with serious planning!<br />
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== Examples ==<br />
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<gallery mode=nolines widths=500px heights=350px><br />
File:factorio-beacon.png|Basic beacon and 12 [[Electric furnace]]s affected by it. See this [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=1253 forum thread].<br />
File:iron-smelting-with-beacon.png|Beacon and 12 [[Electric furnace]]s affected by it also works for other ways (0.9.8).<br />
</gallery><br />
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==See also==<br />
*[[Crafting network]]<br />
*[[Electric network]]<br />
*[[Module|Modules]]<br />
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[[Category:Items]]<br />
[[Category:Electric network]]<br />
[[Category:Crafting network]]</div>Frightninghttps://wiki.factorio.com/index.php?title=Explosive_rocket&diff=126764Explosive rocket2016-08-13T20:53:00Z<p>Frightning: </p>
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<div>{{Languages}}<br />
{{Combat<br />
|range =1000<br />
|damage =40 explosion<br />
|aoesize =6.5<br />
|input =time, 8 + rocket, 1 + explosives, 5<br />
|raw =time, 9.3 + iron plate, 3 + copper plate, 1.5 + explosives, 7<br />
|technologies =explosive rocketry<br />
|producers =manual + assembling machine<br />
}}<br />
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Explosive rockets are alternate ammunition for the [[Rocket launcher]]. They have high range and damage which makes them perfect for attacking [[Enemies|enemy buildings]].<br />
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== Usable ammunition for ==<br />
{{icon|rocket launcher}} [[Rocket launcher]]<br />
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== See also ==<br />
* [[Crafting network]]<br />
* [[Enemies]]<br />
* [[Damage|Damage & resistances]]<br />
* [[Defense]]<br />
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{{EquipNav}}<br />
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[[Category:Items]]<br />
[[Category:Weapons]]<br />
[[Category:Equipment]]</div>Frightninghttps://wiki.factorio.com/index.php?title=Rocket&diff=126763Rocket2016-08-13T20:35:42Z<p>Frightning: </p>
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<div>{{languages}}<br />
{{Combat<br />
|range =1000<br />
|damage =60 explosion<br />
|input =time, 8 + electronic circuit + explosives, 2 + iron plate, 2<br />
|raw =time, 9.3 + iron plate, 3 + copper plate, 1.5 + explosives, 2<br />
|technologies =rocketry<br />
|producers =manual + assembling machine 2 + assembling machine 3<br />
|consumers =explosive rocket<br />
}}<br />
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Rockets are the common ammunition for the [[Rocket launcher]]. They have high range and damage which makes them perfect for attacking [[Enemies|enemy buildings]].<br />
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== Usable ammunition for ==<br />
{{icon|rocket launcher}} [[Rocket launcher]]<br />
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== See also ==<br />
* [[Crafting network]]<br />
* [[Enemies]]<br />
* [[Damage|Damage & resistances]]<br />
* [[Defense]]<br />
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{{EquipNav}}<br />
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[[Category:Items]]<br />
[[Category:Weapons]]<br />
[[Category:Equipment]]</div>Frightninghttps://wiki.factorio.com/index.php?title=Land_mine&diff=126691Land mine2016-08-13T06:59:09Z<p>Frightning: fixed land mine recipe, makes 4, not 1</p>
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<div>{{Languages}}<br />
{{Combat<br />
|health =15<br />
|damage =40 (explosive)<br />
|aoesize =6<br />
|input =time, 5 + steel plate + explosives, 2<br />
|output =Land Mine, 4<br />
|technologies =land mines<br />
|boosttechs =<br />
|producers =manual + assembling machine<br />
}}<br />
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[[File:land-mine-example-1.png|thumb|256px]]<br />
Land mines are the only passive defense system. The placement of landmines is not bound to the "square" raster, they can be placed "free". A land mine does enough damage to kill a [[Enemies|biter]].<br />
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== See also ==<br />
* [[Enemies]]<br />
* [[Damage|Damage & resistances]]<br />
* [[Defense]]<br />
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{{EquipNav}}<br />
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[[Category:Items]]<br />
[[Category:Weapons]]<br />
[[Category:Combat]]</div>Frightninghttps://wiki.factorio.com/index.php?title=Talk:Rocket_fuel&diff=126225Talk:Rocket fuel2016-07-21T09:50:32Z<p>Frightning: Created page with "So I wanted to change the recipe so that instead of saying 10 (Solid Fuel from Heavy Oil) or 10 (Solid Fuel from Light Oil) or 10 (Solid Fuel from Petroleum Gas) it would simp..."</p>
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<div>So I wanted to change the recipe so that instead of saying 10 (Solid Fuel from Heavy Oil) or 10 (Solid Fuel from Light Oil) or 10 (Solid Fuel from Petroleum Gas) it would simply say 10 (Solid Fuel), where the things in parenthesis are icons, but I can't see a way to make that happen, anyone who knows the innards of how this wiki works care to help make this change a reality? It doesn't matter what the solid fuel is made from (which the current description subtlely to implies), and it's shorter and simpler to just use the actual icon for Solid Fuel (which is clearly on the wiki as evidenced by [[Solid Fuel]]. [[User:Frightning|Frightning]] ([[User talk:Frightning|talk]]) 09:50, 21 July 2016 (UTC)</div>Frightninghttps://wiki.factorio.com/index.php?title=Assembling_machine_3&diff=125507Assembling machine 32016-06-19T01:06:45Z<p>Frightning: fixed incorrect number of assem2's in assem3 recipe</p>
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<div>{{Languages}}<br />
{{Machinery<br />
|health =300<br />
|energy =210 kW electric<br />
|craftingspeed =1.25<br />
|pollution =1.8<br />
|modules =4<br />
|input =Time, 0.5 + Assembling machine 2, 2 + Speed module, 4<br />
|raw =Time, 343 + Iron Plate, 148 + Copper Plate, 148 + Plastic bar, 40<br />
|technologies =Automation 3<br />
|producers =Manual + Assembling machine<br />
}}<br />
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Assembling machine capable of crafting recipies with up to 6 ingredients. Can be used to produce all of the items that require assembly currently in the game.<br />
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== See also ==<br />
* [[Assembling machine]]<br />
* [[Electric network]]<br />
* [[Crafting network]]<br />
* [[Transport network]]<br />
* [[Modules]]<br />
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{{MachineNav}}<br />
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[[Category:Items]]<br />
[[Category:Crafting network]]<br />
[[Category:Electric network]]</div>Frightning