https://wiki.factorio.com/api.php?action=feedcontributions&user=Grumphrey&feedformat=atomOfficial Factorio Wiki - User contributions [en]2024-03-29T08:27:31ZUser contributionsMediaWiki 1.38.2https://wiki.factorio.com/index.php?title=Pollution&diff=138452Pollution2017-06-05T04:19:44Z<p>Grumphrey: /* Polluters */ boilers are larger now</p>
<hr />
<div>{{languages}}<br />
[[File:Pollution.png|400px|thumb|Example of in-game pollution (red squares) in the map]]<br />
<br />
Pollution is represented as an abstract "cloud", updated [[Chunk|per chunk]] every game second (60 ticks) and visible on the minimap and Map, when Alternative view is on (default [[Keyboard bindings|Alt-Key]]). It appears as a red colored blocky cloud.<br />
<br />
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.<br />
<br />
The [[Enemies#Evolution|evolution factor]] is not increased by the spreading/absorbed pollution, but by the pollution produced by all the Player's [[Pollution_Production#Polluters|machinery]] at every tick. This means that no matter how hard the player tries to contain the pollution, [[enemies]] will still evolve at the same rate. They just won't attack the player as frequently. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.<br />
<br />
== Achievements ==<br />
{{Main|Achievements}}<br />
Pollution is directly connected to the following achievement:<br />
* It stinks and they don't like it<br />
: Trigger an alien attack by pollution.<br />
<br />
== Pollution spread ==<br />
<br />
As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per [[game-second]] (60 ticks).<br />
<br />
For example, a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But everyone of the 4 surrounding spreads 2.0 pollution "back" to the center chunk, so it only loses 24.0 + [[Pollution_Production#De-polluters|absorbed value]].<br />
<br />
== Pollution dissipation==<br />
<br />
* Every [[Chunk]] (32x32) of map slowly reduces the pollution it covers (See [[Pollution Production#Chunks]]). So the more the pollution spreads, the more is absorbed.<br />
* [[Tree|Trees]] also absorb some pollution (See [[Pollution Production#Trees]]).<br />
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution, and use this to produce enemies.<br />
* In certain [[Mods]] it is possible to build devices or trees which reduce pollution.<br />
<br />
== Native life ==<br />
Pollution attracts [[Enemies|biters]] to the Player's factory. [[Enemies|Biters]] who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.<br />
<br />
Each [[Enemies|spawner]] absorbs 20 + 0.01 * [chunks pollution] every game second (60 ticks), if the chunks pollution is greater than 20 otherwise it absorbs the total pollution.<br />
<br />
Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers.<br />
<br />
Required pollution to add an additional biter/spitter to the attack wave:<br />
{| class="wikitable"<br />
! Pollution !! Type<br />
|-<br />
|200 || Small biter<br />
|-<br />
|1000 || Medium biter<br />
|-<br />
|4000 || Big biter<br />
|-<br />
|20000 || Behemoth biter<br />
|-<br />
|200 || Small spitter<br />
|-<br />
|600 || Medium spitter<br />
|-<br />
|1500 || Big spitter<br />
|-<br />
|10000 || Behemoth spitter<br />
|-<br />
|}<br />
<br />
With 1350 absorbed pollution at the time of attack the following wave consists of 6 small biters and 1 medium biter OR 6 small spitters and 2 medium spitters depending on the spawner's type and [[Enemies#Spawn_chances_by_evolution_factor|evolution factor]].<br />
<br />
== Modules ==<br />
[[Module|Modules]] that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.<br />
<br />
== Production ==<br />
<br />
{{Languages}}<br />
These tables contain information about the levels of pollution produced/absorbed by items in the game.<br />
=== Polluters ===<br />
{| class="wikitable"<br />
| '''Object''' || '''Pollution per KW per game second (60 ticks)''' || '''Pollution per game second at full power'''<br />
|-<br />
| {{imagelink|stone-furnace|Stone furnace}} || 0.01/KW || 1.8<br />
|-<br />
| {{imagelink|steel-furnace|Steel furnace}} || 0.02/KW || 3.6<br />
|-<br />
| {{imagelink|electric-furnace|Electric furnace}} || 0.005/KW || 0.9<br />
|-<br />
| {{imagelink|burner-mining-drill|Burner mining drill}} || 0.03333/KW || 9.999<br />
|-<br />
| {{imagelink|electric-mining-drill|Electric mining drill}} || 0.1/KW || 9<br />
|-<br />
| {{imagelink|pumpjack|Pumpjack}} || 0.1/KW || 9<br />
|-<br />
| {{imagelink|assembling-machine-1|Assembling machine}} || 0.03333/KW || 2.9997<br />
|-<br />
| {{imagelink|assembling-machine-2|Assembling machine 2}} || 0.016/KW || 2.4<br />
|-<br />
| {{imagelink|assembling-machine-3|Assembling machine 3}} || 0.00857/KW || 1.7997<br />
|-<br />
| {{imagelink|small-pump|Small pump}} || 0.004/KW || 0.12<br />
|-<br />
| {{imagelink|boiler|Boiler}} || 0.01538/KW || 27.6923<br />
|-<br />
| {{imagelink|oil-refinery|Oil refinery}} || 0.00857/KW || 3.5994<br />
|-<br />
| {{imagelink|chemical-plant|Chemical plant}} || 0.00857/KW || 1.7997<br />
|-<br />
|}<br />
<br />
=== De-polluters ===<br />
<br />
==== Spawner ====<br />
If a chunk's pollution is greater than 20, each [[Pollution#Native_Life|enemy spawner]] absorbs 20 + 0.01 * [chunk's pollution] every game second (60 ticks), otherwise it absorbs the chunk's total pollution.<br />
<br />
==== Chunks ====<br />
Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.<br />
<br />
Following numbers are the pollution reduction for a full chunk (32x32 tiles) composed of the same floor tiles per tick.<br />
{| class="wikitable"<br />
! Tile !! Pollution per tick !! Pollution per second<br />
|-<br />
|Dark sand || -0.0033 || -0.2<br />
|-<br />
|Sand || -0.0042 || -0.25<br />
|-<br />
|dry grass || -0.0066 || -0.4<br />
|-<br />
|medium dry grass || -0.0075 || -0.45<br />
|-<br />
|grass || -0.0075 || -0.45<br />
|-<br />
|dirt || -0.0075 || -0.45<br />
|-<br />
|dry dirt || -0.0075 || -0.45<br />
|-<br />
|Green water || -0.0083 || -0.5<br />
|-<br />
|Deep green water || -0.0083 || -0.5<br />
|-<br />
|Water || -0.0100 || -0.6<br />
|-<br />
|Deep water || -0.0100 || -0.6<br />
|-<br />
|Stone floor || 0.0 || 0.0<br />
|-<br />
|Concrete || 0.0 || 0.0<br />
|-<br />
|}<br />
<br />
Pollution per tick resembles the third number in the pollution debug information (which is missing the 5th digit)<br />
<br />
==== Trees ====<br />
Every single tree absorbs a small amount of pollution in its chunk per tick.<br />
<br />
{| class="wikitable"<br />
! Object !! Pollution per tick !! Pollution per second<br />
|-<br />
| {{icon|dead-tree}} || -0.0001 || -0.006<br />
|-<br />
| {{icon|dark-thin-tree}} || -0.0001 || -0.006<br />
|-<br />
| {{icon|dry-tree}} || -0.0001 || -0.006<br />
|-<br />
| {{icon|root-tree}} || -0.0001 || -0.006<br />
|-<br />
| {{icon|green-thin-tree}} || -0.0005 || -0.03<br />
|-<br />
| {{icon|dark-green-thin-tree}} || -0.0005 || -0.03<br />
|-<br />
| {{icon|red-thin-tree}} || -0.0005 || -0.03<br />
|-<br />
| {{icon|green-tree}} || -0.0005 || -0.03<br />
|-<br />
| {{icon|dark-green-tree}} || -0.0005 || -0.03<br />
|-<br />
| {{icon|red-tree}} || -0.0005 || -0.03<br />
|-<br />
| {{icon|green-coral}} || 0 || 0<br />
|-<br />
|}<br />
<br />
== History ==<br />
<br />
{{history|0.13.2|<br />
* Optimized rendering of huge pollution clouds on the map.}}<br />
<br />
{{history|0.13.0|<br />
* Large amounts of pollution is created when burning fires.<br />
* Pollution creation of the productivity module was reduced drastically.<br />
* Optimized pollution rendering on map and minimap.<br />
}}<br />
<br />
{{history|0.12.0|<br />
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}<br />
<br />
{{history|0.8.0|<br />
* Added option to turn off pollution visibility even when detailed info is on. }}<br />
<br />
{{history|0.7.1|<br />
* Speed modules no longer produce extra pollution.<br />
* Added missing pollution descriptions.<br />
* Pollution is only shown on the minimap with alt mode on.<br />
}}<br />
<br />
{{history|0.7.0|<br />
* Introduced concept of pollution.}}<br />
<br />
== See also ==<br />
* [[Crafting]]<br />
* [[Module|Modules]]<br />
* [[Enemies]]</div>Grumphreyhttps://wiki.factorio.com/index.php?title=Science_pack&diff=138305Science pack2017-05-30T02:53:49Z<p>Grumphrey: /* Types */ add actual total raw</p>
<hr />
<div>{{Languages}}<br />
Science Packs are items which are required by [[lab]]s to perform [[research]]. Researching technologies requires a certain number of different types of science packs, which is then multiplied by a certain value to get the tech cost. For example, [[Bullet damage| Bullet damage 3]] requires one Science Pack 1 and one Science Pack 2 and one Military Science Pack to begin researching, but it needs this to be input into labs a total of 100 times, raising the research cost to 100 Science Pack 1, 100 Science Pack 2 and 100 Military Science Pack.<br />
<br />
<br />
==Types==<br />
{| class="wikitable"<br />
! Type !! Recipe !! Total raw<br />
|-<br />
<br />
| {{imagelink|science-pack-1|Science pack 1}} || {{icon|Time|5|Time}} + {{icon|copper-plate|1|copper_plate}} + {{icon|iron gear wheel|1|iron gear wheel}} &rarr; {{icon|Science pack 1|1|Science pack 1}} || {{icon|Time|5.5|Time}} {{icon|iron-plate|2|iron_plate}} {{icon|copper-plate|1|copper_plate}}<br />
|-<br />
<br />
| {{imagelink|science-pack-2|Science pack 2}} || {{icon|Time|6|Time}} + {{icon|Inserter|1|Inserter}} + {{icon|Transport belt|1|Transport belt}} &rarr; {{icon|Science pack 2|1|Science pack 2}} || {{icon|Time|8.8|Time}} {{icon|iron-plate|5.5|iron_plate}} {{icon|copper-plate|1.5|copper_plate}}<br />
|-<br />
<br />
| {{imagelink|science-pack-3|Science pack 3}} || {{icon|Time|12|Time}} + {{icon|Electric mining drill|1|Electric mining drill}} + {{icon|Advanced circuit|1|Advanced circuit}} + {{icon|Engine unit|1|Engine unit}} &rarr; {{icon|Science pack 3|1|Science pack 3}} || {{icon|Time|29.7|Time}} {{icon|Copper Plate|9.5|Copper Plate}} {{icon|Engine unit|1|Engine unit}} {{icon|Iron Plate|25|Iron Plate}} {{icon|Plastic bar|2|Plastic bar}} <br />
|-<br />
<br />
| {{imagelink|Military_science_pack|Military science pack}} || {{icon|Time|10|Time}} + {{icon|Piercing Rounds Magazine|1|Piercing Rounds Magazine}} + {{icon|Grenade|1|Grenade}} + {{icon|Gun Turret|1|Gun Turret}} &rarr; {{icon|Military science pack|2|Military science pack}} || {{icon|Time|35|Time}} {{icon|Coal|10|Coal}} {{icon|Iron Plate|49|Iron Plate}} {{icon|Copper Plate|15|Copper Plate}} {{icon|Steel Plate|1|Steel Plate}}<br />
|-<br />
<br />
| {{imagelink|Production_science_pack|Production science pack}} || {{icon|Time|14|Time}} + {{icon|Assembling machine 1|1|Assembling machine 1}} + {{icon|Electric engine unit|1|Electric engine unit}} + {{icon|Electric Furnace|1|Electric Furnace}} &rarr; {{icon|Production science pack|2|Production science pack}} || {{icon|Time|73.2|Time}} {{icon|Stone Brick|10|Stone Brick}} {{icon|Iron Plate|32|Iron Plate}} {{icon|Copper Plate|29.5|Copper Plate}} {{icon|Steel Plate|10|Steel Plate}} {{icon|Plastic bar|10|Plastic bar}} {{icon|Electric engine unit|1|Electric engine unit}}<br />
|-<br />
<br />
| {{imagelink|High_tech_science_pack|High tech science pack}} || {{icon|Time|14|Time}} + {{icon|Battery|1|Battery}} + {{icon|Processing unit|3|Processing unit}} + {{icon|Speed module|1|Speed module}} + {{icon|Copper cable|30|Copper cable}} &rarr; {{icon|High tech science pack|2|High tech science pack}} || {{icon|Time|90.2|Time}} {{icon|Iron Plate|15|Iron Plate}} {{icon|Copper Plate|47.5|Copper Plate}} {{icon|Plastic bar|10|Plastic bar}} {{icon|Battery|1|Battery}} {{icon|Processing unit|3|Processing unit}}<br />
|-<br />
<br />
| {{imagelink|Space_science_pack|Space science pack}} || {{icon|Space science pack|1000|Space science pack}} per launched {{icon|Satellite||Satellite}} || {{icon|Time|300|Time}} {{icon|Iron Plate|43.7|Iron Plate}} {{icon|Copper Plate|85.3|Copper Plate}} {{icon|Steel plate|11.5|Steel Plate}} {{icon|Plastic bar|19.9|Plastic bar}} {{icon|Solid Fuel|10.5|Solid fuel}} {{icon|Sulfuric acid|15.5|Sulfuric acid}}<br />
|-<br />
<br />
|}<br />
<br />
Or, broken down into the most basic components (see: https://forums.factorio.com/viewtopic.php?f=5&t=48597):<br />
{| class="wikitable"<br />
! Type !! Total raw<br />
|-<br />
<br />
| {{imagelink|science-pack-1|Science pack 1}} || {{icon|iron-plate|2.0|iron_plate}} {{icon|copper-plate|1.0|copper_plate}}<br />
|-<br />
<br />
| {{imagelink|science-pack-2|Science pack 2}} || {{icon|iron-plate|5.5|iron_plate}} {{icon|copper-plate|1.5|copper_plate}}<br />
|-<br />
<br />
| {{imagelink|science-pack-3|Science pack 3}} || {{icon|iron-plate|5.5|iron_plate}} {{icon|copper-plate|1.5|copper_plate}} {{icon|coal|1.0|coal}} {{icon|crude-oil|22.2|crude_oil}} <br />
|-<br />
<br />
| {{imagelink|Military_science_pack|Military science pack}} || {{icon|iron-plate|27.0|iron_plate}} {{icon|copper-plate|7.5|copper_plate}} {{icon|coal|5.0|coal}}<br />
|-<br />
<br />
| {{imagelink|Production_science_pack|Production science pack}} || {{icon|iron-plate|46.5|iron_plate}} {{icon|copper-plate|16.3|copper_plate}} {{icon|coal|2.5|coal}} {{icon|crude-oil|59.7|crude_oil}} {{icon|stone|10.0|stone}}<br />
|-<br />
<br />
| {{imagelink|High_tech_science_pack|High tech science pack}} || {{icon|iron-plate|44.4|iron_plate}} {{icon|copper-plate|84.3|copper_plate}} {{icon|coal|5.5|coal}} {{icon|crude-oil|151.4|crude_oil}}<br />
|-<br />
<br />
| {{imagelink|Space_science_pack|Space science pack}} || {{icon|iron-plate|101.5|iron_plate}} {{icon|copper-plate|85.3|copper_plate}} {{icon|coal|10.0|coal}} {{icon|crude-oil|324.7|crude_oil}}<br />
|-<br />
<br />
|}<br />
<br />
==Creating science packs==<br />
[[File:Bildschirmfoto 2014-04-22 um 21.36.26.png|thumb|left]]<br />
There are several examples of how to create a working science pack production line. Many examples can also be found in the [http://www.factorioforums.com/forum/viewforum.php?f=8 Show your creations] board or [http://www.factorioforums.com/forum/viewforum.php?f=18 Help] board of the forum. If one cannot find a solution to their problem there, they can always ask for help in the latter forum!<br />
<br />
The ratio needed to keep science production in sync is 5:6:12:5:7:7, or 5 Red science assemblers:6 Green science assemblers:12 Blue science assemblers:5 Military science assemblers:7 Production science assemblers:7 high-tech assemblers.<br />
<br />
As a very basic example here is a working setup for automated red and green science pack production (posted by Bleda in the forum: [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=3188]):<br />
Tips:<br />
* No more than 3-4 red and green assemblers are ever needed. If the player manages to build enough labs that they outpace your production, they should typically be at the stage where they can utilize [[modules]]. This should help mitigate the need for new assemblers until a new solution can be made. <br />
[[File:Simplescience.png|thumb|right|Science packs put into the front lab will be passed to labs behind it.]]<br />
* Leave space for feeding higher tier tech packs! You'll need to be able to supply your science labs with a maximum of 7 unique science packs. If you are having issues supplying labs with science packs, you can utilize the fact that science labs will pass their contents to other science labs, allowing setups as seen to the right.<br />
<br />
<br />
<br />
The next step is to create blue science packs. This incorporates two new 'raw' intermediaries - [[Plastic]] and [[Steel]], which represents a small jump in complexity; as well as necessitating the need harvest and process [[Oil]].<br />
<br />
Following blue science, you will need to create military science packs. As the name suggests, military science packs are made out of combat-oriented products. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from red/blue/green. You may want to create military science packs before creating blue science packs if you're having issues with [[enemies|Biters]].<br />
<br />
After military science, production science packs are next. Production science packs are a fair jump in complexity, as the required products have quite a few different intermediaries. Production packs, like military packs, yield two packs per crafting cycle.<br />
<br />
The final stage of automated research pack creation is high-tech science pack. High-tech sciences packs are the most complex packs to make, requiring a large chain of intermediate products. High-tech science packs, like previous high-level science packs, yield two packs per crafting cycle.<br />
<br />
Space science packs are yielded from launching satellites via rocket, and thus are difficult to automate effectively without massive resource-hungry bases. Unlike other science packs, space science packs are exclusively used to research repeating/infinite technologies - such as mining productivity or stack inserter size.<br />
<br />
{{clear}}<br />
<br />
==See also==<br />
* [[Research]]<br />
* [[Crafting network]]<br />
* [[Enemies]]<br />
<br />
[[Category:Items]]<br />
[[Category:Technology]]</div>Grumphreyhttps://wiki.factorio.com/index.php?title=Rocket_shooting_speed_(research)&diff=138299Rocket shooting speed (research)2017-05-29T20:13:51Z<p>Grumphrey: fix typo</p>
<hr />
<div>{{Languages}}<br />
{{:Rocket shooting speed (research)/infobox}}<br />
<br />
{| class="wikitable"<br />
! Technology !! Cost !! Effects !! Cumulative <br/>effect<br />
|-<br />
| {{icontech|rocket-speed|1|Rocket shooting speed}} Rocket shooting speed&nbsp;1 || {{icon|Time icon|30|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|military_science_pack|1|Military science pack}} <big>X&nbsp;100</big> || 30% || 30%<br />
|-<br />
| {{icontech|rocket-speed|2|Rocket shooting speed}} Rocket shooting speed&nbsp;2 || {{icon|Time icon|30|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|military_science_pack|1|Military science pack}} <big>X&nbsp;200</big> || 30% || 60%<br />
|-<br />
| {{icontech|rocket-speed|3|Rocket shooting speed}} Rocket shooting speed&nbsp;3 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|military_science_pack|1|Military science pack}} <big>X&nbsp;200</big> || 40% || 100%<br />
|-<br />
| {{icontech|rocket-speed|4|Rocket shooting speed}} Rocket shooting speed&nbsp;4 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|military_science_pack|1|Military science pack}} <big>X&nbsp;300</big> || 40% || 140%<br />
|-<br />
| {{icontech|rocket-speed|5|Rocket shooting speed}} Rocket shooting speed&nbsp;5 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|military_science_pack|1|Military science pack}} <big>X&nbsp;300</big> || 40% || 180%<br />
|-<br />
| {{icontech|rocket-speed|6|Rocket shooting speed}} Rocket shooting speed&nbsp;6 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|military_science_pack|1|Military science pack}} {{icon|high_tech_science_pack|1|High tech science pack}} <big>X&nbsp;300</big> || 60% || 240%<br />
|-<br />
| {{icontech|rocket-speed|6|Rocket shooting speed}} Rocket shooting speed&nbsp;7 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|military_science_pack|1|Military science pack}} {{icon|high_tech_science_pack|1|High tech science pack}} <big>X&nbsp;500</big> || 100% || 340%<br />
|-<br />
|}<br />
<br />
== See also ==<br />
* [[Research]]<br />
* [[Technologies]]<br />
<br />
[[Category:Technology]]<br />
{{TechNav}}</div>Grumphreyhttps://wiki.factorio.com/index.php?title=Rocket_shooting_speed_(research)&diff=138298Rocket shooting speed (research)2017-05-29T20:11:21Z<p>Grumphrey: fix table for new science</p>
<hr />
<div>{{Languages}}<br />
{{:Rocket shooting speed (research)/infobox}}<br />
<br />
{| class="wikitable"<br />
! Technology !! Cost !! Effects !! Cumulative <br/>effect<br />
|-<br />
| {{icontech|rocket-speed|1|Rocket shooting speed}} Rocket shooting speed&nbsp;1 || {{icon|Time icon|30|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|military_science_pack|1|Military science pack}} <big>X&nbsp;100</big> || 30% || 30%<br />
|-<br />
| {{icontech|rocket-speed|2|Rocket shooting speed}} Rocket shooting speed&nbsp;2 || {{icon|Time icon|30|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|military_science_pack|1|Military science pack}} <big>X&nbsp;200</big> || 30% || 60%<br />
|-<br />
| {{icontech|rocket-speed|3|Rocket shooting speed}} Rocket shooting speed&nbsp;3 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|military_science_pack|1|Military science pack}} <big>X&nbsp;200</big> || 40% || 100%<br />
|-<br />
| {{icontech|rocket-speed|4|Rocket shooting speed}} Rocket shooting speed&nbsp;4 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|military_science_pack|1|Military science pack}} <big>X&nbsp;150</big> || 40% || 140%<br />
|-<br />
| {{icontech|rocket-speed|5|Rocket shooting speed}} Rocket shooting speed&nbsp;5 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|military_science_pack|1|Military science pack}} <big>X&nbsp;300</big> || 40% || 180%<br />
|-<br />
| {{icontech|rocket-speed|6|Rocket shooting speed}} Rocket shooting speed&nbsp;6 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|military_science_pack|1|Military science pack}} {{icon|high_tech_science_pack|1|High tech science pack}} <big>X&nbsp;300</big> || 60% || 240%<br />
|-<br />
| {{icontech|rocket-speed|6|Rocket shooting speed}} Rocket shooting speed&nbsp;7 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|military_science_pack|1|Military science pack}} {{icon|high_tech_science_pack|1|High tech science pack}} <big>X&nbsp;500</big> || 100% || 340%<br />
|-<br />
|}<br />
<br />
== See also ==<br />
* [[Research]]<br />
* [[Technologies]]<br />
<br />
[[Category:Technology]]<br />
{{TechNav}}</div>Grumphreyhttps://wiki.factorio.com/index.php?title=Infobox:Processing_unit&diff=137513Infobox:Processing unit2017-05-15T22:29:07Z<p>Grumphrey: replace missing total_raw. calculations performed by hand, hopefully correct</p>
<hr />
<div>{{Infobox<br />
|expensive-recipe = Time, 10 + Advanced circuit, 2 + Electronic circuit, 20 + Sulfuric acid, 10<br />
|expensive-total-raw = Time, 98 + Copper plate, 128 + Iron plate, 48 + Plastic bar, 8 + Sulfuric acid, 10<br />
|category = Intermediate products<br />
|category-name = Intermediate product<br />
|stack-size=100<br />
|recipe = Time, 10 + Advanced circuit, 2 + Electronic circuit, 20 + Sulfuric acid, 5<br />
|total-raw = Time, 54 + Copper plate, 40 + Iron plate, 24 + Plastic bar, 4<br />
|required-technologies = Advanced electronics<br />
|producers = Assembling machine 2 + assembling machine 3<br />
|consumers = Atomic bomb + Battery MK2 + Discharge defense + Efficiency module 2 + Efficiency module 3 + Energy shield MK2 + Exoskeleton + Portable fusion reactor + High tech science pack + Personal laser defense + Personal roboport MK2 + Power armor + Power armor MK2 + Productivity module 2 + Productivity module 3 + Rocket control unit + Rocket silo + Satellite + Speed module 2 + Speed module 3<br />
}}<noinclude><br />
[[Category:Infobox page]]<br />
</noinclude></div>Grumphreyhttps://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&diff=137496Factorio talk:Editor noticeboard2017-05-15T19:35:53Z<p>Grumphrey: /* 0.15 update plan */</p>
<hr />
<div>== 0.15 update plan ==<br />
I'm thinking of updating the Oil Processing page to reflect to 10x change in 0.15, and I'm a little unclear on the update policy. It says "For major changes to existing entities, update the pages to 0.15 info and move the 0.14 info to a small paragraph", which sounds like I should go ahead and do it; but also "As of stable release, fully update the page's text and exact values," which implies that I shouldn't update the values until the stable release. [[User:Phasma Felis|Phasma Felis]] ([[User talk:Phasma Felis|talk]]) 20:22, 12 May 2017 (UTC)<br />
<br />
Some of the "Total Raw" recipe fields are wrong right now. For example [[Processing Unit]] and [[Rocket part]] aren't decomposing their ingredients at all.<br />
I posted on the forum (https://forums.factorio.com/viewtopic.php?f=50&t=47617) but thought I should ask here as well.<br />
Are these fields getting automatically written by something? If so, can you point me to the script so I can try to fix it? If not, should I just manually edit the ones that I see are broken? [[User:Grumphrey|Grumphrey]] ([[User talk:Grumphrey|talk]]) 19:35, 15 May 2017 (UTC)</div>Grumphreyhttps://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&diff=137495Factorio talk:Editor noticeboard2017-05-15T19:35:42Z<p>Grumphrey: </p>
<hr />
<div>== 0.15 update plan ==<br />
I'm thinking of updating the Oil Processing page to reflect to 10x change in 0.15, and I'm a little unclear on the update policy. It says "For major changes to existing entities, update the pages to 0.15 info and move the 0.14 info to a small paragraph", which sounds like I should go ahead and do it; but also "As of stable release, fully update the page's text and exact values," which implies that I shouldn't update the values until the stable release. [[User:Phasma Felis|Phasma Felis]] ([[User talk:Phasma Felis|talk]]) 20:22, 12 May 2017 (UTC)<br />
<br />
Some of the "Total Raw" recipe fields are wrong right now. For example [[Processing Unit]] and [[Rocket part]] aren't decomposing their ingredients at all.<br />
I posted on the forum (https://forums.factorio.com/viewtopic.php?f=50&t=47617) but thought I should ask here as well.<br />
Are these fields getting automatically written by something? If so, can you point me to the script so I can try to fix it? If not, should I just manually edit the ones that I see are broken?</div>Grumphreyhttps://wiki.factorio.com/index.php?title=Talk:Electric_mining_drill&diff=133914Talk:Electric mining drill2017-01-14T15:32:16Z<p>Grumphrey: Created page with "I edited "Electric Mining Drill/Infobox" to update the number of items generated per second, but the edit was not reflected on this page. I don't know enough wiki syntax to k..."</p>
<hr />
<div>I edited "Electric Mining Drill/Infobox" to update the number of items generated per second, but the edit was not reflected on this page. I don't know enough wiki syntax to know how to fix this.</div>Grumphreyhttps://wiki.factorio.com/index.php?title=Power_production&diff=133913Power production2017-01-14T15:31:07Z<p>Grumphrey: /* Steam power optimal ratios */</p>
<hr />
<div>{{languages}}<br />
Electricity and [[Liquids]] have many interactions and can be incredibly difficult to learn- this page documents several important components of electricity production. It is divided up into different topics that are important to keep in mind.<br />
<br />
== Steam power optimal ratios ==<br />
<br />
Each [[Steam engine]] needs roughly 1.31 [[Boiler]]s when running at full capacity.<br />
<br />
One [[Pump|offshore pump]] can satisfy 14 [[Boiler]]s and 10 [[Steam engine|steam engines]]. 13 boilers will work, but this tends to have issues recovering after coal shortages or other accidents.<br />
<br />
Each 10 steam engines need 2.5 [[electric mining drill]]s when running at full capacity. This is calculated as follows: mining drills produce 0.525 [[coal]]/second. Coal contains 8 MJ of energy, and boilers are 50% efficient, so every mining drill generates 2.1 MJ/second in the boilers. To reach 5.1 MW you need 5.1/2.1 = about 2.5 mining drills.<br />
<br />
=== See also ===<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=5950 Research topic about energy]<br />
* [[Liquids/Hot|Hot Liquids]]<br />
* [[Liquids/Pipe physics]].<br />
<br />
== Hot liquids in tanks ==<br />
<br />
To equalize the needed throughput (different needs of energy between day and night for example), hot water from boilers can also be stored in [[Storage Tank|storage tanks]] and used by extra steam engines during peak times or during night (if solar is in place). This energy storage technique can be used instead of or in addition to [[Basic accumulator|accumulators]]. Hot liquids stored in tanks will never cool down.<br />
<br />
See [[Liquids/Hot#Storing_hot_liquids_as_energy_storage|about storing of hot liquids]] for examples on how to use this feature.<br />
<br />
== Solar Panels/Accumulators ==<br />
<br />
=== Optimal ratio ===<br />
<br />
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). <br />
<br />
A "close enough" ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible).<br />
<br />
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).<br />
<br />
{| style="float:right; padding-left:10px; padding-right:10px;"><br />
| style="padding-right:1em" | [[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 blueprint demonstrating the 20:24 "close enough" ratio above.]]<br />
| style="padding-right:1em" | [[File:28x28_accumulator_solar_panel_example.jpg|300px|thumb|top|A medium 28x28 blueprint with a nearly optimal ratio.]]<br />
| style="padding-right:1em" | [[File:48x48_accumulator_solar_panel_example.jpg|300px|thumb|top|A large 48x48 blueprint with a nearly optimal ratio. It also contains a roboport in the center to repair itself and automatically construct adjacent blueprint copies.]]<br />
|}<br />
=== Calculations ===<br />
<br />
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is<br />
<pre>Accumulators / Solar_panels =<br />
(day + dawn) * (night + dawn * (day + dawn) / game_day) / game_day<br />
* Solar_power / Accumulator_energy</pre><br />
<br />
which, given the default time lengths of: day = 17500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but <b>not</b> the length of days, a simplified version of this equation can be used.<br />
<pre>Accumulators / Solar_panels = 70 s * Solar_power / Accumulator_energy</pre><br />
<br />
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as<br />
<pre>Accumulators / Solar_panels = 0.002016 /s * game_day </pre><br />
<br />
where game_day is the number of seconds in the game day which is 25000/60 s by default.<br />
<br />
=== See also ===<br />
<br />
* http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5168<br />
* http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5394<br />
* http://www.factorioforums.com/forum/viewtopic.php?f=5&t=7619<br />
* http://www.factorioforums.com/forum/viewtopic.php?f=8&t=1865<br />
<br />
== Ensuring enough energy is produced ==<br />
<br />
Try this checklist before you completely revamp your power source. You may also use this to rectify negative feedback loops.<br />
<br />
* Did you connect the steam engine to the [[Electric network]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any size will work.<br />
* Is hot water able to reach all steam engines?<br />
* Do your pipes have water? Look at the glass windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [https://wiki.factorio.com/index.php?title=Pipe-to-Ground underground pipes] are connected together.<br />
* Do you have enough [[Boiler]]s? The water temperature should reach 100 degrees. One of your burners should be reserve (not much used, no lights in the burner) when you need to restart the energy system.<br />
<br />
== Energy Storage ==<br />
<br />
See [[Basic accumulator]].<br />
<br />
Energy is available (or storable) from/to:<br />
* [[Fuel]].<br />
* Capacity in the [[Basic accumulator]]s.<br />
* [[Liquids/Hot|Hot liquids]]. They can be created in the [[Boiler]] and stored in the [[Storage Tank]]. See below.<br />
<br />
See [[Units#Power]] for info on energy units.<br />
<br />
=== Storing hot water in tanks ===<br />
<br />
A completely filled tank with water at 100 degrees stores 212 Megajoules! This is the equivalent to 42 [[Basic accumulator]]s, but the tank needs only 3x3 tiles of space. This way you can store much more energy in a much smaller place: 23.5 MJ / [[Tile]] vs. 1.2 MJ / [[Tile]]<br />
<br />
The details are explained in [[Liquids/Pipe physics]]. Read more about this: [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6617&start=10#p52712 Yet another "Steam engine backup" solution (simple&low tech)].<br />
<br />
There are several advantages to storing energy in storage tanks vs. storing it in an [[Electricity/Storage|accumulator]]:<br />
* You don't need to produce electrical energy first.<br />
* The energy density per tile is much higher than it is with batteries.<br />
* You won't get sudden blackouts when you're out of power. Instead, power goes out gradually as pressure drops.<br />
<br />
==== See also ====<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=9738 Hot water capacitor]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6665 Using steam as a backup]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=3724 Handling Gigantic Energy Peaks]<br />
* [[Liquids/Hot]].<br />
<br />
== Types of energy ==<br />
<br />
In factorio, there are two types of energy, Burner, and Electric.<br />
<br />
=== Burner ===<br />
<br />
Burner energy is energy obtained from burning [[Fuel]] in a machine, such as a [[Burner Mining Drill]], or [[Car]]. <br />
<br />
=== Electric ===<br />
<br />
Electricity is produced by generators, or energy storages when draining. It is an intangible energy that flows through power poles.<br />
<br />
Electricity is the only way to transport energy over long distances quickly. Electricity itself doesn't pollute, pollution comes either from burning fuel or consuming electricity. Different amounts of energy consumption yield differing amounts of pollution. <br />
<br />
Common sources of electric power are [[steam engine]]s, [[Basic accumulator]]s, or [[solar panel]]s.<br />
<br />
=== The electric priority ===<br />
<br />
Electricity is provided on a priority basis. When a draw for power is created, power will come from these machines, in order:<br />
This means,<br />
<br />
* [[Solar panel]]- These will provide power first, if they do not satisfy the draw:<br />
* [[Steam engine]]- Steam engines will start functioning, if the draw is still not satisfied:<br />
* [[Basic accumulator]]- Lastly, the energy in accumulators will be consumed.<br />
<br />
This works in the opposite way as well: The accumulators are only filled if the demand of all other consumers are fulfilled. <br />
<br />
== Transmitting energy ==<br />
<br />
=== Poles ===<br />
<br />
Power poles are used to transmit energy. See [[Small electric pole]], [[Medium electric pole]], and [[Big electric pole]] for more info.<br />
<br />
==== Autoplacing poles ====<br />
<br />
It is possible to automatically place poles at maximum distance apart. To do this, left click and hold, then move the mouse or walk. The poles will automatically be placed the optimal distance apart.<br />
<br />
This works from a car or train as well, which enables placing the electric poles very quickly over long distances.<br />
<br />
=== Cables (and Wires) ===<br />
<br />
When you place an electric pole it will automatically cable itself to other poles in range. These cables are "free" and do not consume any copper cable. If you remove these cables, you can regenerate them by removing and rebuilding the pole.<br />
<br />
You generally don't need to manually add copper wires, because any pole in range will be connected automatically by the free wires. Placing copper wire is only useful when precise control is needed, such as hooking up a [[power switch]] between two networks.<br />
<br />
==== Removing cables ====<br />
Remove all cables from an electric pole by shift-left-clicking it. The pole will become an independent electric network. You can reconnect it to other poles by placing cables manually.<br />
<br />
==== Add cables or wires ====<br />
A cable or wire can be added by holding [[Copper cable]] in your hand, left-clicking the base of one pole, then left-clicking the base of another. Use [[copper cable]] for the electric network, or [[red wire|red]]/[[green wire|green]] wires for the [[circuit network]]s. Note that the wire item is consumed when you make the connection; you will not get it back if you remove the pole's wires, or if you remove the pole itself.</div>Grumphreyhttps://wiki.factorio.com/index.php?title=Power_production&diff=133912Power production2017-01-14T15:30:40Z<p>Grumphrey: /* Steam power optimal ratios */</p>
<hr />
<div>{{languages}}<br />
Electricity and [[Liquids]] have many interactions and can be incredibly difficult to learn- this page documents several important components of electricity production. It is divided up into different topics that are important to keep in mind.<br />
<br />
== Steam power optimal ratios ==<br />
<br />
Each [[Steam engine]] needs roughly 1.31 [[Boiler]]s when running at full capacity.<br />
<br />
One [[Pump|offshore pump]] can satisfy 14 [[Boiler]]s and 10 [[Steam engine|steam engines]]. 13 boilers will work, but this tends to have issues recovering after coal shortages or other accidents.<br />
<br />
Each 10 steam engines need 2.5 [[electric mining drills]] when running at full capacity. This is calculated as follows: mining drills produce 0.525 [[coal]]/second. Coal contains 8 MJ of energy, and boilers are 50% efficient, so every mining drill generates 2.1 MJ/second in the boilers. To reach 5.1 MW you need 5.1/2.1 = about 2.5 mining drills.<br />
<br />
=== See also ===<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=5950 Research topic about energy]<br />
* [[Liquids/Hot|Hot Liquids]]<br />
* [[Liquids/Pipe physics]].<br />
<br />
== Hot liquids in tanks ==<br />
<br />
To equalize the needed throughput (different needs of energy between day and night for example), hot water from boilers can also be stored in [[Storage Tank|storage tanks]] and used by extra steam engines during peak times or during night (if solar is in place). This energy storage technique can be used instead of or in addition to [[Basic accumulator|accumulators]]. Hot liquids stored in tanks will never cool down.<br />
<br />
See [[Liquids/Hot#Storing_hot_liquids_as_energy_storage|about storing of hot liquids]] for examples on how to use this feature.<br />
<br />
== Solar Panels/Accumulators ==<br />
<br />
=== Optimal ratio ===<br />
<br />
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). <br />
<br />
A "close enough" ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible).<br />
<br />
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).<br />
<br />
{| style="float:right; padding-left:10px; padding-right:10px;"><br />
| style="padding-right:1em" | [[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 blueprint demonstrating the 20:24 "close enough" ratio above.]]<br />
| style="padding-right:1em" | [[File:28x28_accumulator_solar_panel_example.jpg|300px|thumb|top|A medium 28x28 blueprint with a nearly optimal ratio.]]<br />
| style="padding-right:1em" | [[File:48x48_accumulator_solar_panel_example.jpg|300px|thumb|top|A large 48x48 blueprint with a nearly optimal ratio. It also contains a roboport in the center to repair itself and automatically construct adjacent blueprint copies.]]<br />
|}<br />
=== Calculations ===<br />
<br />
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is<br />
<pre>Accumulators / Solar_panels =<br />
(day + dawn) * (night + dawn * (day + dawn) / game_day) / game_day<br />
* Solar_power / Accumulator_energy</pre><br />
<br />
which, given the default time lengths of: day = 17500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but <b>not</b> the length of days, a simplified version of this equation can be used.<br />
<pre>Accumulators / Solar_panels = 70 s * Solar_power / Accumulator_energy</pre><br />
<br />
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as<br />
<pre>Accumulators / Solar_panels = 0.002016 /s * game_day </pre><br />
<br />
where game_day is the number of seconds in the game day which is 25000/60 s by default.<br />
<br />
=== See also ===<br />
<br />
* http://www.factorioforums.com/forum/viewtopic.php?f=5&t=5168<br />
* http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5394<br />
* http://www.factorioforums.com/forum/viewtopic.php?f=5&t=7619<br />
* http://www.factorioforums.com/forum/viewtopic.php?f=8&t=1865<br />
<br />
== Ensuring enough energy is produced ==<br />
<br />
Try this checklist before you completely revamp your power source. You may also use this to rectify negative feedback loops.<br />
<br />
* Did you connect the steam engine to the [[Electric network]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any size will work.<br />
* Is hot water able to reach all steam engines?<br />
* Do your pipes have water? Look at the glass windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [https://wiki.factorio.com/index.php?title=Pipe-to-Ground underground pipes] are connected together.<br />
* Do you have enough [[Boiler]]s? The water temperature should reach 100 degrees. One of your burners should be reserve (not much used, no lights in the burner) when you need to restart the energy system.<br />
<br />
== Energy Storage ==<br />
<br />
See [[Basic accumulator]].<br />
<br />
Energy is available (or storable) from/to:<br />
* [[Fuel]].<br />
* Capacity in the [[Basic accumulator]]s.<br />
* [[Liquids/Hot|Hot liquids]]. They can be created in the [[Boiler]] and stored in the [[Storage Tank]]. See below.<br />
<br />
See [[Units#Power]] for info on energy units.<br />
<br />
=== Storing hot water in tanks ===<br />
<br />
A completely filled tank with water at 100 degrees stores 212 Megajoules! This is the equivalent to 42 [[Basic accumulator]]s, but the tank needs only 3x3 tiles of space. This way you can store much more energy in a much smaller place: 23.5 MJ / [[Tile]] vs. 1.2 MJ / [[Tile]]<br />
<br />
The details are explained in [[Liquids/Pipe physics]]. Read more about this: [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6617&start=10#p52712 Yet another "Steam engine backup" solution (simple&low tech)].<br />
<br />
There are several advantages to storing energy in storage tanks vs. storing it in an [[Electricity/Storage|accumulator]]:<br />
* You don't need to produce electrical energy first.<br />
* The energy density per tile is much higher than it is with batteries.<br />
* You won't get sudden blackouts when you're out of power. Instead, power goes out gradually as pressure drops.<br />
<br />
==== See also ====<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=9738 Hot water capacitor]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6665 Using steam as a backup]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=3724 Handling Gigantic Energy Peaks]<br />
* [[Liquids/Hot]].<br />
<br />
== Types of energy ==<br />
<br />
In factorio, there are two types of energy, Burner, and Electric.<br />
<br />
=== Burner ===<br />
<br />
Burner energy is energy obtained from burning [[Fuel]] in a machine, such as a [[Burner Mining Drill]], or [[Car]]. <br />
<br />
=== Electric ===<br />
<br />
Electricity is produced by generators, or energy storages when draining. It is an intangible energy that flows through power poles.<br />
<br />
Electricity is the only way to transport energy over long distances quickly. Electricity itself doesn't pollute, pollution comes either from burning fuel or consuming electricity. Different amounts of energy consumption yield differing amounts of pollution. <br />
<br />
Common sources of electric power are [[steam engine]]s, [[Basic accumulator]]s, or [[solar panel]]s.<br />
<br />
=== The electric priority ===<br />
<br />
Electricity is provided on a priority basis. When a draw for power is created, power will come from these machines, in order:<br />
This means,<br />
<br />
* [[Solar panel]]- These will provide power first, if they do not satisfy the draw:<br />
* [[Steam engine]]- Steam engines will start functioning, if the draw is still not satisfied:<br />
* [[Basic accumulator]]- Lastly, the energy in accumulators will be consumed.<br />
<br />
This works in the opposite way as well: The accumulators are only filled if the demand of all other consumers are fulfilled. <br />
<br />
== Transmitting energy ==<br />
<br />
=== Poles ===<br />
<br />
Power poles are used to transmit energy. See [[Small electric pole]], [[Medium electric pole]], and [[Big electric pole]] for more info.<br />
<br />
==== Autoplacing poles ====<br />
<br />
It is possible to automatically place poles at maximum distance apart. To do this, left click and hold, then move the mouse or walk. The poles will automatically be placed the optimal distance apart.<br />
<br />
This works from a car or train as well, which enables placing the electric poles very quickly over long distances.<br />
<br />
=== Cables (and Wires) ===<br />
<br />
When you place an electric pole it will automatically cable itself to other poles in range. These cables are "free" and do not consume any copper cable. If you remove these cables, you can regenerate them by removing and rebuilding the pole.<br />
<br />
You generally don't need to manually add copper wires, because any pole in range will be connected automatically by the free wires. Placing copper wire is only useful when precise control is needed, such as hooking up a [[power switch]] between two networks.<br />
<br />
==== Removing cables ====<br />
Remove all cables from an electric pole by shift-left-clicking it. The pole will become an independent electric network. You can reconnect it to other poles by placing cables manually.<br />
<br />
==== Add cables or wires ====<br />
A cable or wire can be added by holding [[Copper cable]] in your hand, left-clicking the base of one pole, then left-clicking the base of another. Use [[copper cable]] for the electric network, or [[red wire|red]]/[[green wire|green]] wires for the [[circuit network]]s. Note that the wire item is consumed when you make the connection; you will not get it back if you remove the pole's wires, or if you remove the pole itself.</div>Grumphreyhttps://wiki.factorio.com/index.php?title=Infobox:Electric_mining_drill&diff=133911Infobox:Electric mining drill2017-01-14T15:23:14Z<p>Grumphrey: fix number to match page</p>
<hr />
<div>{{Infobox<br />
|category=Machinery<br />
|category-name=Machine<br />
|image=Electric-Mining-Drill-Example<br />
|health=300<br />
|stack-size=50<br />
|energy=90 kW electric<br />
|mining-power=3<br />
|mining-speed=0.525<br />
|mining-area=5x5<br />
|pollution=9<br />
|modules=3<br />
|recipe=Time, 2 + Iron plate, 10 + Iron gear wheel, 5 + Electronic circuit, 3<br />
|total-raw=Time, 8.3 + Iron plate, 23 + Copper plate, 4.5<br />
|producers=Manual + Assembling machine 2 + Assembling machine 3<br />
}}<noinclude><br />
[[Category:Infobox page]]<br />
</noinclude></div>Grumphreyhttps://wiki.factorio.com/index.php?title=Steam_engine&diff=133910Steam engine2017-01-14T15:19:57Z<p>Grumphrey: </p>
<hr />
<div>{{Languages}}<br />
{{:Steam engine/infobox}}<br />
<br />
Steam engines are used to produce electricity. They do this by taking in hot water and converting it into electricity. The hotter the water the more electricity can be produced. If there is an overabundance of electricity then steam engines will reduce their production to match consumption.<br />
<br />
Hovering the mouse over a steam engine will display information for that particular steam engine: current production as well as maximum productivity.<br />
<br />
It is possible to chain multiple steam engines together as water will pass through them. The current optimal ratio is 1 [[offshore pump]] : 14 [[boiler]]s : 10 [[steam engine]]s : 2.5 coal [[electric mining drill]]s.<br />
<br />
'''Steam engines themselves don't produce any pollution.''' ([[Boiler]]s do!)<br />
<br />
== Using other liquids ==<br />
<br />
The steam engine can use any type of liquid to generate electricity. This can be used to get rid of unused oil-products. Just fill unusable oil products into a steam engine and it will destroy the liquids (cold liquids will be destroyed at a rate of [https://forums.factorio.com/viewtopic.php?p=144748#p144748 6.0 fluid / second]). It works the same as for cold water; you don't need to warm it. If you heat the liquid before that, the hot oil will produce electrical power, just like with hot water.<br />
<br />
By default, water is 15°C and oils are 25°C. The steam engine happens to work with water from 15°C and oils from above 25°C (a complete coincidence). An oil temperature of 25.22°C will get you about 1.3KW of power. Heating up water or oils makes no difference: heating one liter of water from 15 to 16 degrees takes just as much energy as heating one liter of oil from 25 to 26 degrees[http://because.a.tweet.doesnt.fit.lucb1e.com/?text=1.4k+water+15%B0C-%3E17.73%B0C+and+1.4k+light+oil+25%B0C-%3E27.82%B0C%2C+both+using+1+coal+in+a+boiler%2C+filling+an+empty+tank+from+a+full+tank+until+the+coal+boiler+runs+out.+I+stopped+a+bit+early+on+the+water+one+and+the+difference+seems+negligible. (OC)]. It was not tested how much energy the steam engine produces with 16°C water versus 26°C oil, but it probably does not warrant using oils instead of water.<br />
<br />
In general you should convert the unusable oil products into useables, instead of just making electricity out of it!<br />
<br />
== Achievements ==<br />
{{Main|Achievements}}<br />
Steam engines are directly connected to the following achievement:<br />
; Solaris<br />
: Produce more than 10 GJ energy per hour without the usage of steam engine.<br />
<br />
== History ==<br />
{{history|0.10.7|<br />
* Made bounding box smaller.}}<br />
<br />
{{history|0.10.0|<br />
* New graphics.<br />
* New sounds.}}<br />
<br />
{{history|0.5.1|<br />
* New graphics}}<br />
<br />
{{history|0.1.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Electric network]]<br />
** [[Power Production]]<br />
* [[Liquid network]]<br />
<br />
{{ProductionNav}}<br />
<br />
[[Category:Items]]<br />
[[Category:Electric network]]<br />
[[Category:Liquid network]]</div>Grumphreyhttps://wiki.factorio.com/index.php?title=Steam_engine&diff=133909Steam engine2017-01-14T15:18:00Z<p>Grumphrey: </p>
<hr />
<div>{{Languages}}<br />
{{:Steam engine/infobox}}<br />
<br />
Steam engines are used to produce electricity. They do this by taking in hot water and converting it into electricity. The hotter the water the more electricity can be produced. If there is an overabundance of electricity then steam engines will reduce their production to match consumption.<br />
<br />
Hovering the mouse over a steam engine will display information for that particular steam engine: current production as well as maximum productivity.<br />
<br />
It is possible to chain multiple steam engines together as water will pass through them. The current optimal ratio is 1 [[offshore pump]] : 14 [[boiler]]s : 10 [[steam engine]]s : 2.5 coal [[mining drill]]s.<br />
<br />
'''Steam engines themselves don't produce any pollution.''' ([[Boiler]]s do!)<br />
<br />
== Using other liquids ==<br />
<br />
The steam engine can use any type of liquid to generate electricity. This can be used to get rid of unused oil-products. Just fill unusable oil products into a steam engine and it will destroy the liquids (cold liquids will be destroyed at a rate of [https://forums.factorio.com/viewtopic.php?p=144748#p144748 6.0 fluid / second]). It works the same as for cold water; you don't need to warm it. If you heat the liquid before that, the hot oil will produce electrical power, just like with hot water.<br />
<br />
By default, water is 15°C and oils are 25°C. The steam engine happens to work with water from 15°C and oils from above 25°C (a complete coincidence). An oil temperature of 25.22°C will get you about 1.3KW of power. Heating up water or oils makes no difference: heating one liter of water from 15 to 16 degrees takes just as much energy as heating one liter of oil from 25 to 26 degrees[http://because.a.tweet.doesnt.fit.lucb1e.com/?text=1.4k+water+15%B0C-%3E17.73%B0C+and+1.4k+light+oil+25%B0C-%3E27.82%B0C%2C+both+using+1+coal+in+a+boiler%2C+filling+an+empty+tank+from+a+full+tank+until+the+coal+boiler+runs+out.+I+stopped+a+bit+early+on+the+water+one+and+the+difference+seems+negligible. (OC)]. It was not tested how much energy the steam engine produces with 16°C water versus 26°C oil, but it probably does not warrant using oils instead of water.<br />
<br />
In general you should convert the unusable oil products into useables, instead of just making electricity out of it!<br />
<br />
== Achievements ==<br />
{{Main|Achievements}}<br />
Steam engines are directly connected to the following achievement:<br />
; Solaris<br />
: Produce more than 10 GJ energy per hour without the usage of steam engine.<br />
<br />
== History ==<br />
{{history|0.10.7|<br />
* Made bounding box smaller.}}<br />
<br />
{{history|0.10.0|<br />
* New graphics.<br />
* New sounds.}}<br />
<br />
{{history|0.5.1|<br />
* New graphics}}<br />
<br />
{{history|0.1.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Electric network]]<br />
** [[Power Production]]<br />
* [[Liquid network]]<br />
<br />
{{ProductionNav}}<br />
<br />
[[Category:Items]]<br />
[[Category:Electric network]]<br />
[[Category:Liquid network]]</div>Grumphrey