https://wiki.factorio.com/api.php?action=feedcontributions&user=H0lyD4wg&feedformat=atomOfficial Factorio Wiki - User contributions [en]2024-03-29T14:00:37ZUser contributionsMediaWiki 1.38.2https://wiki.factorio.com/index.php?title=Modular_armor&diff=178034Modular armor2020-02-25T14:37:16Z<p>H0lyD4wg: Armor does not have durability since 0.17.0</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Modular armor}}<br />
<br />
Modular armor offers a modest increase in acid resistance over its [[Heavy armor|predecessor]] and a notable increase in explosion resistance, but its greatest bonus comes in the form of [[equipment modules]]. The Modular armor offers a 5×5 grid that can be customized with an assortment of modules for defense, support or attack. Right click on the armor to show the equipment grid.<br />
<br />
Left clicking the equipped armor will pick it up and eliminate its inventory bonus, causing any items in the bottom row of the player's inventory to be spilled all over the ground.<br />
<br />
[[File:Modular armor GUI.png]]<br />
<br />
== History ==<br />
{{history|0.13.0|<br />
* Inventory size bonus of 10.}}<br />
<br />
{{history|0.7.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Armor]]<br />
* [[Power armor]]<br />
* [[Power armor MK2]]<br />
* [[Damage|Damage & resistances]]<br />
<br />
{{CombatNav}}<br />
{{C|Armor}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Armor&diff=178033Armor2020-02-25T14:36:37Z<p>H0lyD4wg: Armor does not have durability since 0.17.0</p>
<hr />
<div>{{Languages}}{{disambiguation}}<br />
<br />
== Quick summary ==<br />
Armor can placed in the armor slot at the bottom right of the screen to reduce the amount of damage the player receives. The more advanced types of armor can also accommodate [[equipment modules]].<br />
<br />
----<br />
<br />
''Armor'' may refer to:<br />
<br />
* {{imagelink|Light armor}}<br />
* {{imagelink|Heavy armor}}<br />
* {{imagelink|Modular armor}}<br />
* {{imagelink|Power armor}}<br />
* {{imagelink|Power armor MK2}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Heavy_armor_(research)&diff=178032Heavy armor (research)2020-02-25T14:34:09Z<p>H0lyD4wg: Armor does not have durability since 0.17.0</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Heavy armor (research)}}<br />
<br />
'''Heavy armor''' allows the player to craft [[heavy armor]] which provides more defense than [[light armor]].<br />
<br />
== See also ==<br />
* [[Research]]<br />
* [[Technologies]]<br />
* [[Armor]]<br />
<br />
{{TechNav}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Infobox:Defender_capsule&diff=175338Infobox:Defender capsule2019-08-06T18:55:48Z<p>H0lyD4wg: Updated boosting technologies</p>
<hr />
<div>{{Infobox<br />
|prototype-type = projectile<br />
|internal-name = defender-capsule<br />
|stack-size = 100<br />
|expensive-total-raw = Time, 29 + Copper plate, 27 + Iron plate, 30 + Steel plate, 3<br />
|category = Combat<br />
|image = defender_capsule_entity<br />
|health=60<br />
|resistance = {{Translation|Acid}}: 0/80%<br />
|lifespan=45<br />
|damage=8 physical<br />
|range = 20 (Capsule)<br />15 (Defender)<br />
|shooting-speed = 4/s (Capsule)<br />3/s (Defender)<br />
|recipe = Time, 8 + Electronic circuit, 3 + Iron gear wheel, 3 + Piercing rounds magazine, 3<br />
|total-raw = Time, 25.25 + Copper plate, 19.5 + Iron plate, 21 + Steel plate, 3<br />
|required-technologies = Combat robotics<br />
|boosting-technologies = Weapon shooting speed + Physical projectile damage + Follower robot count<br />
|producers = Assembling machine + Player<br />
|consumers = Distractor capsule<br />
}}<noinclude><br />
[[Category:Infobox page]]<br />
</noinclude></div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Follower_robot_count_(research)&diff=175337Follower robot count (research)2019-08-06T18:44:16Z<p>H0lyD4wg: Combat robotics gives +4 in 0.17</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Follower robot count (research)}}<br />
<br />
'''Follower robot count (research)''' increases the maximum number of follower robots that can follow the player at any point in time. This limit counts for [[Defender capsule|Defenders]] and [[Destroyer capsule|Destroyers]]; [[Distractor capsule|Distractors]] do not count against the follower limit.<br />
<br />
''Remember that the cumulative effect starts with 10 due to researching [[Combat robotics (research)|combat robotics]] giving +4 to max followers.''<br />
<br />
{| class="wikitable"<br />
! Technology !! Cost !! Effects !! Cumulative <br/>effect<br />
|-<br />
| {{Icontech|Follower robot count (research)|1}} Follower robot count 1 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ <big>200</big> || 5 || 10<br />
|-<br />
| {{Icontech|Follower robot count (research)|2}} Follower robot count 2 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} ✖ <big>300</big> || 5 || 15<br />
|-<br />
| {{Icontech|Follower robot count (research)|3}} Follower robot count 3 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} ✖ <big>400</big> || 5 || 20<br />
|-<br />
| {{Icontech|Follower robot count (research)|4}} Follower robot count 4 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} ✖ <big>600</big> || 10 || 30<br />
|-<br />
| {{Icontech|Follower robot count (research)|5}} Follower robot count 5 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ <big>800</big> || 10 || 40<br />
|-<br />
| {{Icontech|Follower robot count (research)|6}} Follower robot count 6 || {{Icon|Time|30}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Utility science pack|1}} ✖ <big>1000</big> || 10 || 50<br />
|-<br />
|-<br />
| {{Icontech|Follower robot count (research)|7-&infin;}} Follower robot count 7-&infin; || {{Icon|Time|30|Time}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Military science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Production science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} ✖ <big><br/>{{Key|100*(Level-6)+900}}</big> (eg. 1000 for level 7, 1100 for level 8) || 10 per level || 50 + <pre class="keyboard-key">10*(Level-6)</pre><br />
|}<br />
<br />
== Achievements ==<br />
{{Achievement|minions}}<br />
This achievement requires follower robot count level 11 for a total of 100 robots. 6 rocket launches are needed to obtain the space science packs to get to and research level 11.<br />
<br />
== See also ==<br />
* [[Research]]<br />
* [[Technologies]]<br />
<br />
{{TechNav}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Shotgun&diff=175306Shotgun2019-08-06T08:17:17Z<p>H0lyD4wg: Pistol ammo deals 5 damage, not 2.</p>
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<div>{{Languages}}<br />
{{:Infobox:Shotgun}}<br />
<br />
A basic but powerful weapon with good range, damage, and ammo efficiency, but low rate of fire. Fires in spread pattern. The shotgun will fire without hostile targets nearby, can damage walls (it won't shoot over them) and other friendly structures, thus requiring significantly more caution when used, compared to most other weapons.<br />
<br />
For early Biter [[Enemies#Spawners|nests]] assults, shotgun ammo represents a massive boost on resource efficiency, with 2 copper and 2 iron giving a stack of shells worth 600 raw damage. Contrast this against the pistol ammo, which costs 4 iron for 50 raw damage.<br />
<br />
The shotgun is less effective in clearing out the biters themselves, because pellet spread will cause a nontrivial fraction of pellets to miss against small targets. Players can switch between the shotgun and SMG to balance power and resource-efficiency, or support themselves with covering fire from [[Turret]]s and [[Defender_capsule|combat bots]].<br />
<br />
== History ==<br />
<br />
{{history|0.1.0|<br />
* Introduced }}<br />
<br />
==See also==<br />
* [[Combat shotgun]]<br />
* [[Damage|Damage & resistances]]<br />
* [[Enemies]]<br />
<br />
{{CombatNav}}<br />
{{C|Weapons}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Burner_inserter&diff=170338Burner inserter2019-03-09T04:32:08Z<p>H0lyD4wg: /* Fuel consumption */ Fixed numbers: burner efficiency was removed in 0.17</p>
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<div>{{Languages}}<br />
{{:Infobox:Burner inserter}}<br />
<br />
The '''burner inserter''' is the most basic and slowest type of [[inserters]]. It is powered by burning [[fuel]], compared to the more advanced inserters which are powered by [[electric system|electricity]]. It will add fuel to its own supply if it picks any up, which makes it useful for filling [[boiler|boilers]] with [[coal]]. This has the advantage that it will continue working even if the power fails, as opposed to electrically-powered inserters which will be unable to function. It consumes no fuel while idle, though it consumes vastly more energy than comparable inserters when active.<br />
<br />
A burner inserter sometimes cannot grab moving items from either [[fast transport belt|red belts]] or [[express transport belt|blue belts]]. It also cannot grab moving items from turning belts if the item is on the far side. It will try, however, and consume fuel in its attempts.<br />
<br />
Even though it doesn't use electricity, a burner inserter can be connected to and controlled by the [[logistic network|logistic]] and the [[circuit network]].<br />
<br />
== Fuel consumption ==<br />
<br />
A burner inserter consumes no power while idle and do not continuously consume the maximum amount of power when working, so how long fuel lasts can be measured by how many times an inserter can swing back and forth. A burner inserter fueled with coal can swing 57 times, transporting 57 items at a [[inserter capacity bonus (research)|inserter stack size]] of 1, while a piece of wood lasts 28 swings, and solid fuel lasts 178 swings. From these experimental results it can be concluded that 1 MJ of fuel lasts between 14 and 14.25 swings, which is close to the actual number of 70 kJ / 1 swing.<br />
<br />
== History ==<br />
<br />
{{history|0.13.2|<br />
* Inserters connected to the circuit network now have the option to only read hand contents.}}<br />
<br />
{{history|0.13.0|<br />
* Inserters can now send the item held in hand to the circuit network.<br />
* Inserters are able to squeeze things ''slightly'' better to belts.<br />
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.<br />
}}<br />
<br />
{{history|0.12.16|<br />
* Improved burner inserter's fuel searching logic; it will now search both transport belt lines for fuel}}<br />
<br />
{{history|0.12.11|<br />
* Burner inserter now grabs fuel for itself even if the target doesn't need it}}<br />
<br />
{{history|0.12.2|<br />
* Inserters will never take more than the max stack size of an item.<br />
* Inserters and logistic robots no longer extract from enemy chests<br />
* Inserters now correctly pick up items from splitters<br />
}}<br />
<br />
{{history|0.12.1|<br />
* Burner inserters start with enough energy to pick up 1 item and fuel themselves.}}<br />
<br />
{{history|0.12.0|<br />
* Inserters can now extract from roboports and beacons.<br />
* Inserters now take items from right behind them, not from the center of the pickup target entity.}}<br />
<br />
{{history|0.10.0|<br />
* New icon<br />
* New sounds}}<br />
<br />
{{history|0.9.2|<br />
* Inserters can have arbitrary pickup and insert positions.}}<br />
<br />
{{history|0.9.0|<br />
* Inserter code optimisation, inserters that have nothing to do will sleep.}}<br />
<br />
{{history|0.8.0|<br />
* Improved inserter's ability to pull from train wagons.}}<br />
<br />
{{history|0.7.1|<br />
* Fast inserter now has the same speed as the smart inserter.}}<br />
<br />
{{history|0.5.0|<br />
* Inserter can now pick up up to 5 items when researched.}}<br />
<br />
{{history|0.4.0|<br />
* Smaller inserter bounding box}}<br />
<br />
{{history|0.3.0|<br />
* New Inserter graphics}}<br />
<br />
{{history|0.2.1|<br />
* The item in the hand of the inserter is returned to the player when mined.}}<br />
<br />
{{history|0.2.0|<br />
* Show direction of inserter}}<br />
<br />
{{history|0.1.0|<br />
* Introduced}}<br />
<br />
{{LogisticsNav}}<br />
{{C|Inserters}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Multiplayer&diff=170235Multiplayer2019-03-07T18:35:40Z<p>H0lyD4wg: /* Forces */ Changing wire connections on enemy structures was disabled in 0.17</p>
<hr />
<div>{{Languages}}<br />
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, how to join one, and the Multiplayer Admin features for managing other users and the server. By default, multiplayer games run the CO-OP [[Game modes and options|freeplay scenario]] where all players work together to launch a rocket with a satellite into space. Other scenarios, including PvP maps, are available for download from the [https://forums.factorio.com/viewforum.php?f=36&sid=93d1fbe9336d31d6bac60847b6c97985 Maps and Scenarios forum].<br />
<br />
== Setting Up a Multiplayer Game ==<br />
<br />
[[File:multiplayer_game_night.png|thumb|250px|A multiplayer game.]]Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server. Multiplayer games can be advertised to other players on the same LAN or worldwide.<br />
<br />
Use the ''Multiplayer'' button in the ''Play'' menu to start playing a multiplayer game, choose ''New'' or ''Load'' or ''Scenarios'' to host and play, or ''Browse'' or ''Play on LAN'' to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you'll need the server's (public or otherwise reachable) IP address; you can then ''Connect'' directly to that to join the game.<br />
<br />
Notes and tips:<br />
<br />
* All game instances need the installation of ''exactly the same'' game-versions and mods.<br />
* Factorio servers use port '''34197'''. The port can be changed in the [[Application directory|config]] file.<br />
* Factorio uses '''UDP only'''. The game builds its own "reliable delivery" layer built on UDP to deal with packet loss and reordering issues.<br />
** Make sure you configure your router's port forwarding correctly for port '''34197'''.<br />
** Make sure your router does not [https://doc.pfsense.org/index.php/Static_Port randomize the source port] on packets outbound from '''34197'''. Some routers do this and require [https://forum.pfsense.org/index.php?PHPSESSID=3k4h9n5o2tksgqv910fknf7qt7&topic=142188.msg798594#msg798594 additional configuration] to prevent it.<br />
** Make sure there is no firewall or anti-virus blocking the UDP-packets.<br />
* The hard limit for the number of players is [https://forums.factorio.com/viewtopic.php?f=53&t=6481&p=50661#p50586 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.<br />
<br />
=== Dedicated/Headless server ===<br />
<br />
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.<br />
<br />
In the headless mode:<br />
* Graphics are not initialized (faster start up, less memory usage, works on completely headless servers)<br />
* Game starts immediately and loads a save given as a parameter to the command<br />
* The server has no character in game<br />
* Game is paused while there are no players connected (though this can be overridden using the no-auto-pause option in the server-settings.json)<br />
* Saves the game on exit (and autosaves normally)<br />
<br />
''0.13 onwards expects --start-server to be followed by a path to a save file.''<br />
<br />
You will need to create your save file before you start the server, as the dedicated server REQUIRES a save file to be provided. This can easily be done using the --create command-line argument. For example:<br />
<br />
<pre><br />
./bin/x64/factorio --create ./saves/my-save.zip # This creates a new save, as if by clicking the New Game button in the GUI<br />
</pre><br />
<br />
<pre><br />
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line<br />
</pre><br />
<br />
There are several JSON configuration files that factorio can make use of to change the server and map settings:<br />
* '''map-gen-settings''' to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)<br />
* '''map-settings''' to control pollution spread, biter expansion and evolution, and more (Added in 0.15)<br />
* '''server-settings''' which consolidated several command-line options into a single file (Added in 0.14.12)<br />
Example files for each of these parameters are included in the data subdirectory.<br />
<br />
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map. For example:<br />
<pre>./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json</pre><br />
<br />
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:<br />
<br />
<pre>./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json</pre><br />
<br />
To start a server and a client on the same computer you need to launch the client with the following launch option:<br />
<pre>--no-log-rotation</pre><br />
<br />
''See [[Console#Command_line_parameters]] for more command line parameters.''<br />
<br />
=== Setting up a Linux Factorio server ===<br />
<br />
'''Note:''' Factorio now requires <tt>glibc</tt> version 2.18, but CentOS/RHEL 7 only ship with version 2.17 so this guide will no longer work without [https://forums.factorio.com/viewtopic.php?t=54654#p324493 manually compiling <tt>glibc</tt> 2.18].<br />
<br />
This step-by-step guide has been verified on fresh CentOS 7 and RHEL 7 installs but should be applicable with little to no changes on most distributions.<br />
<br />
The guide assumes you will install the headless server under '''/opt/factorio''', adjust paths according to your own setup. We will also suggest that you run the Factorio server as a separate user to harden security of your setup.<br />
<br />
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special [https://www.factorio.com/download-headless headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.<br />
<br />
This guide does not handle firewall/port forwarding since this can be done in various ways on Linux (make sure to read up how this is done as a Linux admin on your particular distribution)<br />
<br />
You can use a [https://github.com/Bisa/factorio-init Linux factorio-init script] to start/stop your headless server in a much better way. The script will ensure you only ever use the most recent save when your server starts (even if that was an auto-save) while also letting you set a number of other settings like Autosave frequency and Latency settings. This script will also simplify updating the server when combined with a [https://github.com/narc0tiq/factorio-updater Linux factorio-updater script].<br />
<br />
* Download the selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp<br />
* Extract the package in /tmp to /opt/factorio<br />
<pre><br />
$cd /opt/<br />
<br />
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number<br />
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)</pre><br />
<br />
* Add a new user to your system and assign ownership of the factorio dir to it (please, do not run as the root user, sudo may be needed)<br />
<pre><br />
$useradd factorio<br />
$chown -R factorio:factorio /opt/factorio</pre><br />
<br />
* Try the binary<br />
<pre><br />
$su factorio<br />
$/opt/factorio/bin/x64/factorio --start-server savename</pre><br />
<br />
As long as it fails saying it cannot find/open the savename.zip you are set! Just upload a save from your own computer and put it in the /opt/factorio/saves directory, or use the --create ./saves/newgame.zip argument.<br />
<br />
=== How to list a server-hosted game on the matching server ===<br />
<br />
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a ''server settings file''.<br />
<br />
To create a server settings file, look at the example file located in '''data/server-settings.example.json''' in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.<br />
<br />
The following values can be changed:<br />
; Name: This will be the name under which the server will be listed in the server browser<br />
; Description: A brief description of your server<br />
; Tags: A list of game tags<br />
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.<br />
* Visibility for server browser: May be either public, LAN or hidden.<br />
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.<br />
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button<br />
** Hidden: Clients will have to connect using the server's IP address<br />
* User credentials using a username and password or authentication token (found on the factorio website or in the player-data.json): These are necessary if you wish to make the server public. Otherwise, they can be left empty.<br />
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.<br />
* Server Password<br />
** Field name is game_password<br />
* Whether to verify user identity<br />
(There are additional values in v0.14 of factorio.)<br />
<br />
=== Technical Implementation Details ===<br />
<br />
Notes about some technical details surrounding multiplayer have been published by the development team in several Friday Facts blog posts:<br />
<br />
* [http://www.factorio.com/blog/post/fff-76 Lock step architecture]<br />
* [http://www.factorio.com/blog/post/fff-99 Client-server connections]<br />
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introduced in 0.13]<br />
<br />
=== More Guides ===<br />
<br />
* [https://www.chef.io/blog/2016/03/21/building-a-factorio-multiplayer-server-on-digital-ocean/ How to set up Factorio server with cookbook]<br />
* [http://youtube.com/watch?v=MqsqRWNsbPM How To set up a Factorio Multiplayer Server | Guide | Tutorial], by Teaspoon<br />
* [https://forums.factorio.com/viewtopic.php?f=53&t=6720 Tips to connect in multiplayer], by Nondre<br />
<br />
=== Miscellaneous Tips ===<br />
* The key for [[Console|console commands]] is also used initiate chat in multiplayer. To execute a command instead of chatting, you need to type ''/c'' before the command. Commands executed are ''visible to all players''. Additionally, the multiplayer game must have been started with commands allowable for commands to work.<br />
* Set the player's color using the command<br />
/color r g b a<br />
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use [https://www.w3schools.com/colors/colors_converter.asp this site] to convert colors to rgb numbers). a is alpha channel aka transparency of the color to the base texture.<br />
* To give yourself admin access, you need to create a server-adminlist.json in the same directory as factorio-current.log. The file should contain a list of admins, like so: <code>[ "user1", "user2" ]</code><br />
<br />
== Joining a Multiplayer game ==<br />
<br />
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.<br />
<br />
Players wishing to join a game may do so in multiple ways:<br />
<br />
* Joining by directly inputting a public IP and port into Factorio.<br />
* Selecting the server from the active public server menu.<br />
* Joining through Steam's services.<br />
* Playing a local LAN game.<br />
<br />
=== Joining by IP ===<br />
<br />
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -> Multiplayer -> Connect to server, and provide all the information it asks for.<br />
<br />
If the server has been set up correctly to accept public connections, you should be able to join the game.<br />
<br />
=== Joining via server list ===<br />
<br />
Factorio's devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -> Multiplayer -> Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.<br />
<br />
=== Joining through Steam ===<br />
<br />
Steam provides a "game invite" system, simply use that to join. You can find more info about how to use steam in it's documentation. ''This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything''.<br />
<br />
=== Joining a local LAN game ===<br />
<br />
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -> Multiplayer -> Play on LAN.<br />
<br />
=== Finding Other Players ===<br />
<br />
* Use the [https://forums.factorio.com/viewforum.php?f=53 multiplayer board in the forum].<br />
* Many players use other software like Evolve to meet other players. This also has the "advantage" of creating a virtual LAN among the players. See down under software.<br />
* Some also use [https://forums.factorio.com/viewtopic.php?f=5&t=9136 Steam] to find other players.<br />
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.<br />
* Tell your friends to buy Factorio, then play with them!<br />
<br />
<br />
=== Connecting to a Server Behind NAT ===<br />
<br />
Factorio requires that the server (in client-server mode) have a publicly accessible IP address or that all players are on the same LAN. If you are behind NAT, you must set up port forwarding ([[Multiplayer#Playing_over_LAN_.2F_Internet|see above]] for port number) or use virtual LAN software such as Hamachi or Evolve.<br />
<br />
Multiplayer games will be launched in client-server mode (also [http://www.factorio.com/blog/post/fff-99 multiplayer forwarding] mode). In this mode, all clients send their network traffic to the server and the server forwards the traffic to the other clients. The advantage of this is that it allows games where some players are inside a LAN and others are outside. The disadvantage may be slightly more lag as packets must travel an extra hop (through the server).<br />
<br />
* [https://forums.factorio.com/viewtopic.php?f=53&t=6393 Forwarding ports without logging into your router]<br />
* [https://forums.factorio.com/viewtopic.php?f=53&t=7714 A guide for connecting with Evolve]<br />
* [http://steamcommunity.com/sharedfiles/filedetails/?id=653628496 A guide for connecting with Hamachi]<br />
<br />
== PvP ==<br />
<br />
In PvP mode, players can be on different forces. Each force can have one (free-for-all) or more players (teams). Each force has its own independent research progression. Additionally, each force's [[Turret|turrets]] and [[Combat Robot Capsules|combat bots]] will attack other players as enemies, unless a cease fire is set. Note that, depending on the scenario, cease fires may be unidirectional — setting a cease fire with an opposing force does not guarantee a cease fire from them in return.<br />
<br />
To start a PvP game, you can select the 'PvP' scenario from the 'Play' menu, or download a custom scenario which also supports PvP.<br />
<br />
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.<br />
<br />
# Download the scenario and place the scenario directory in the ''scenarios'' directory within your [[Application_directory#Directory_locations_by_OS_and_installation_method|user data directory]].<br />
# Launch Factorio<br />
# Click ''Play''<br />
# Click ''Multiplayer''<br />
# Click ''Scenario''<br />
# Choose the PvP scenario you want and click ''Create''<br />
# Choose latency and other settings, then click ''Play''<br />
# Other players can now join the game<br />
<br />
=== Forces ===<br />
<br />
Forces can be manually created via the console. This allows any map/scenario to be used for PvP. This may not be as convenient as a pre-made PvP scenario, as there will be no way for players to turn on/off cease fires other than through the console.<br />
<br />
Each created force has its own research progression and different forces may attack each other.<br />
<br />
The console commands for setting up and controlling forces are below:<br />
<br />
<pre><br />
game.create_force("Name")<br />
--Creates the force "Name"<br />
<br />
game.players["Player_name"].force = game.forces["Name"]<br />
--Sets this player to the new force<br />
<br />
game.forces["Name"].set_cease_fire("Other_force_name", true)<br />
--Sets the new force ceasefire to the "other force"<br />
<br />
game.forces["Name"].set_spawn_position({x = 10, y = 20}, game.surfaces[1])<br />
--Sets the spawn position of the force<br />
<br />
game.print(#game.forces)<br />
--Prints the number of forces<br />
<br />
for name, force in pairs (game.forces) do<br />
game.print(name)<br />
end<br />
--Prints the name of all the forces<br />
</pre><br />
<br />
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:<br />
<br />
;Manual pickup from belts<br />
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can't be automated: Inserters will ''not'' take items from an opposing force's belts.<br />
;Belt network connection<br />
: Belts will connect to each other regardless of force membership, so it's possible to extend an opposing force's belt line, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force's belt line.<br />
;Fluid network connection<br />
: Pipes (and storage tanks, and pumps, &c) will connect to each other regardless of force membership. For example, it's possible to pump fluids out of or into a storage tank belonging to an opposing force.<br />
;Power leeching<br />
: Players can draw power from an opposing force's electric network, by building structures inside the coverage area of a power pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but will be impossible to connect or disconnect manually.<br />
<br />
== History ==<br />
<br />
=== Narrative history ===<br />
<br />
Because of the potentially immense amount of activity on a map, the game engine utilizes a [https://www.factorio.com/blog/post/fff-76 lock step architecture]. All instances of the game run full simulations of the entire world and only player actions are transferred across the network.<br />
<br />
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.<br />
<br />
As of version 0.12.0, the game features "latency hiding" mechanics where the game simulates some of the player's actions locally to make some common interactions (such as moving the player's character) more fluid. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it.<br />
<br />
=== Version history ===<br />
<br />
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio's multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.<br />
<br />
{{history|0.14.14|<br />
* Added multiplayer server option "Autosave only on server".<br />
* Deconstructing/canceling deconstruction sets the "last user" on an entity.<br />
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.<br />
}}<br />
<br />
{{history|0.14.13|<br />
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}<br />
<br />
{{history|0.14.11|<br />
* Multiplayer user names can only consist of letters, and <code> -_. </code> characters.}}<br />
<br />
{{history|0.14.10|<br />
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}<br />
<br />
{{history|0.14.8|<br />
* More than 10 players in one game will reduce the rate the game is saved to the server.}}<br />
<br />
{{history|0.14.6|<br />
* Username is now set to username setting, not email.}}<br />
<br />
{{history|0.14.5|<br />
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}<br />
<br />
{{history|0.14.3|<br />
* When save of scenario is loaded in multiplayer, it's scenario is saved in user scenarios.<br />
* Added <code>/time</code> command to print the current map age.<br />
* Added option to host multiplayer game with scenario (it only had new game/load game there).<br />
}}<br />
<br />
{{history|0.14.2|<br />
* Can specify limit of upload speed when hosting.}}<br />
<br />
{{history|0.14.0|<br />
* Server doesn't stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.<br />
* Players automatically quit game after 3 desyncs.<br />
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).<br />
}}<br />
<br />
{{history|0.13.10|<br />
* Server stdout messages now contain time stamps and message-type tags}}<br />
<br />
{{history|0.13.2|<br />
* Limit multiplayer player name to 60 characters.}}<br />
<br />
{{history|0.13.0|<br />
* Improved Multiplayer game UX<br />
* Server games are published to the server and clients can browse existing games.<br />
* Removed multiplayer peer-to-peer mode.<br />
* Building sound is played also for other players in multiplayer.<br />
}}<br />
<br />
{{history|0.12.31|<br />
* Human readable error notice when multiplayer connection wasn't successful. (https://forums.factorio.com/23132)<br />
* Improved map download speed when connecting to multiplayer game.}}<br />
<br />
{{history|0.12.30|<br />
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}<br />
<br />
{{history|0.12.28|<br />
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}<br />
<br />
{{history|0.12.27|<br />
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.<br />
* Better message when the server leaves a multiplayer game}}<br />
<br />
{{history|0.12.11|<br />
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}<br />
<br />
{{history|0.12.9|<br />
* Added resume button to multiplayer game menu}}<br />
<br />
{{history|0.12.7|<br />
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}<br />
<br />
{{history|0.12.5|<br />
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.<br />
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).<br />
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.<br />
}}<br />
<br />
{{history|0.12.4|<br />
* Simple mechanism for multiplayer relaying via the server.<br />
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}<br />
<br />
{{history|0.12.0|<br />
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)<br />
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).<br />
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces<br />
* IPv6 support for multiplayer.<br />
* DNS names can be used when connecting to multiplayer game.<br />
* Player's logistic filters are now remembered after respawn in multiplayer<br />
* Smaller multiplayer heartbeat packet size.<br />
}}<br />
<br />
<br />
{{history|0.11.19|<br />
* Multiplayer dropping threshold is doubled during map upload / download.}}<br />
<br />
{{history|0.11.17|<br />
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).<br />
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.<br />
* Progress bar is shown when other peers in multiplayer are saving map.}}<br />
<br />
{{history|0.11.16|<br />
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}<br />
<br />
{{history|0.11.2|<br />
* Mods that don't affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}<br />
<br />
{{history|0.11.0|<br />
* Introduced}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Personal_roboport&diff=164352Personal roboport2018-09-20T08:30:52Z<p>H0lyD4wg: /* Notes */ Added links to robots</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Personal roboport}}<br />
Allows the player to act as a mobile [[roboport]] when this item is placed in their equipped armor.<br />
<br />
== Notes ==<br />
* Personal roboports handle [[Construction robot]]s only, not [[Logistic robot]]s. If a [[Blueprint]] is used, construction robots will construct only what can be built using supplies that the player has on hand.<br />
<br />
* Equipping more than one personal roboport allows more personal construction robots to operate at once, operate further from the player, and more robots can be recharged at a time.<br />
<br />
* Each personal roboport allows an additional 10 active robots, 30x30 range, and 2 charging ports.<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Scaling Personal Roboport<br />
|-<br />
! Equipped Roboports !! Available Robots !! Activation Distance !! Recharge Ports<br />
|-<br />
| 1 || 10 || 30x30 || 2<br />
|-<br />
| 2 || 20 || 42x42 || 4<br />
|-<br />
| 3 || 30 || 52x52 || 6<br />
|-<br />
| 4 || 40 || 60x60 || 8<br />
|-<br />
| 5 || 50 || 67x67 || 10<br />
|-<br />
| 6 || 60 || 73x73 || 12<br />
|-<br />
| 7 || 70 || 79x79 || 14<br />
|-<br />
| 8 || 80 || 85x85 || 16<br />
|-<br />
| 9 || 90 || 90x90 || 18<br />
|}<br />
<br />
* Just like other robots, if a personal robot runs out of energy it will reduce its speed but continue its attempt to catch up with the player.<br />
<br />
{{CombatNav}}<br />
{{C|Equipment}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Lamp&diff=163253Lamp2018-08-02T02:55:29Z<p>H0lyD4wg: Added illumination radius</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Lamp}}<br />
<br />
[[File:lamp-example-1.png|thumb|256px]]<br />
The lamp is a basic electric device providing light to a medium area (10 tile radius) at night. It can be used to increase visibility in a factory, so [[nightvision]] is not needed.<br />
<br />
== Color ==<br />
<br />
Lamp colors can be changed. The can be done by sending a color signal to the lamp. When the condition inside the lamp passes, instead of lighting up white, it will use that color. This can be used to create colored displays, or indicate status. If more than one color signal is received, precedence is given to them in the order below (i.e. if red and green are received, the lamp will light red)<br />
<br />
Colored lamps illuminate only to a 1.5 tile radius.<br />
<br />
Available colors:<br />
<br />
* Red<br />
* Green<br />
* Blue<br />
* Yellow<br />
* Magenta<br />
* Cyan<br />
* White<br />
<br />
Not implemented:<br />
* Gray<br />
* Black<br />
<br />
== History ==<br />
<br />
{{history|0.13.16|<br />
* Changed default value of "lights render resolution" graphics option to 0.25. This can be increased at the cost of performance.}}<br />
<br />
{{history|0.13.0|<br />
* Implemented lamp colors based on received signal.}}<br />
<br />
{{history|0.12.1|<br />
* Circuit network conditions can be copy and pasted between lamps.}}<br />
<br />
{{history|0.12.0|<br />
* The lamp can be connected to the [[circuit network]].}}<br />
<br />
{{history|0.10.1|<br />
* Reduced slowdowns when drawing many lights.}}<br />
<br />
{{history|0.5.0|<br />
* New graphics}}<br />
<br />
{{history|0.2.0|<br />
* Introduced}}<br />
<br />
<br />
== See also ==<br />
<br />
* [[Electric system]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Circuit network}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Sulfuric_acid&diff=153404Sulfuric acid2017-12-26T19:42:33Z<p>H0lyD4wg: /* Optimal Ratio */ Corrected number</p>
<hr />
<div>{{languages}}<br />
{{:Infobox:Sulfuric acid}}<br />
<br />
'''Sulfuric Acid''' is a [[liquid]] that is used to create [[batteries]] and [[processing unit]]s. It is converted, by the [[chemical plant]], from [[sulfur]], [[water]], and [[iron plate]]s. In 0.15 it must also be piped into [[electric mining drill]]s to mine [[Uranium ore]].<br />
<br />
==Optimal Ratio==<br />
The optimal ratio for Sulfuric Acid production is two Sulfuric acid Chemical plants for every five Sulfur Chemical plants.<br />
<br />
Two Sulfuric acid Chemical plants produce enough Sulfuric acid for 25 Battery Chemical plants, or for 200 Processing unit assemblers (if Assembler 3 is used).<br />
<br />
== See also ==<br />
* [[Fluid system]]<br />
* [[Oil processing]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Fluids}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Tutorial:Producing_power_from_oil&diff=151961Tutorial:Producing power from oil2017-11-20T15:32:54Z<p>H0lyD4wg: /* Converting solid fuel into rocket fuel */ Fixed typo</p>
<hr />
<div>{{languages}}<br />
Oil can be converted into solid fuel (and by extension rocket fuel), which when used to produce power will result in a net profit of power at the cost of oil.<br />
<br />
== Energy costs and modules ==<br />
<br />
Power cost and power results will be worked out in reverse, with the result that gives the most power being used for each step thereafter.<br />
<br />
==== Light oil and petroleum gas into solid fuel ====<br />
<br />
Petroleum gas and light oil will be used as-is for producing solid fuel. Light oil is not cracked since it takes twice as much petroleum gas to make one solid fuel.<br />
<br />
This table shows the results of various module combinations for a single cycle of the chemical plant for either light oil or petroleum.<br />
Since the solid fuel is being used in a closed loop, and therefore is going into boilers, the 25MJ fuel value is halved when used.<br />
<br />
Combinations without productivity modules are omitted, since the first combination produces more net energy per cycle than a single piece of solid fuel is worth.<br />
<br />
Combinations for each number of productivity modules show their best combination in bold, and only that combination is used to work out energy gained per cycle.<br />
<br />
{| class="wikitable"<br />
! Modules !! Energy cost !! Time per cycle !! Energy cost per cycle !! Cost !! Solid fuel per cycle !! Energy gained per cycle !! Result<br />
|-<br />
| {{Icon|Efficiency module 3}}{{Icon|Efficiency module 3}}{{Icon|Productivity module 3}} || 168kW + 7kW = 175kW || 3s / 1.0625 = 48/17s || 175kW * 48/17s = 8,400/17kJ || style="text-align:right;"|'''~494.117kJ''' || rowspan="3"|{{Icon|Solid fuel|1.1}} || rowspan="3"|(25MJ/2) * 1.1 - 8,400/17kJ = 225,350/17kJ || rowspan="3" style="text-align:right;"|'''~13,255.882kJ'''<br />
|-<br />
| {{Icon|Efficiency module 3}}{{Icon|Speed module 3}}{{Icon|Productivity module 3}} || 420kW + 7kW = 427kW || 3s / 1.687 = 16/9s || 427kW * 16.9s = 6,832/9kJ || style="text-align:right;"|~759.111kJ<br />
|-<br />
| {{Icon|Speed module 3}}{{Icon|Speed module 3}}{{Icon|Productivity module 3}} || 672kW + 7kW = 679kW || 3s / 2.3125 = 48/37s || 672kW * 48/37s = 32,256/37kJ || style="text-align:right;"|~871.783kJ<br />
|-<br />
| {{Icon|Speed module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 692kW + 7kW = 699kW || 3s / 1.5 = 2s || 699kW * 2s = 1,398kJ || style="text-align:right;"|'''1,398.000kJ''' || rowspan="2"|{{Icon|Solid fuel|1.2}} || rowspan="2"|(25MJ/2) * 1.2 - 1,398kJ = 12,102kJ || rowspan="2" style="text-align:right;"|12,102.000kJ<br />
|-<br />
| {{Icon|Efficiency module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 440kW + 7kW = 447kW || 3s / 0.875 = 24/7s || 447kW * 24/7s = 10,728/7kJ || style="text-align:right;"|~1,532.571kJ<br />
|-<br />
| {{Icon|Productivity module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 714kW + 7kW = 721kW || 3s / 0.6875 = 48/11s || 721kW * 48/11s = 34,608/11kJ || style="text-align:right;"|'''~3,146.181kJ''' || {{Icon|Solid fuel|1.3}} || (25MJ/2) * 1.3 - 34,608/11kJ = 126,267/11kJ || style="text-align:right;"|~11,478.818kJ<br />
|}<br />
<br />
In a closed power loop, it is most efficient to convert light oil and petroleum gas into solid fuel with 2 efficiency 3 modules and 1 productivity 3 module.<br />
<br />
==== Heavy oil into light oil ====<br />
<br />
Based on the above table, 1 light oil will be given an energy worth of 22,535/34kJ, since this is the optimal amount of power that can be made when converting into solid fuel.<br />
<br />
Combinations without productivity modules are omitted, since the first combination produces more net energy per cycle than 30 units of light oil (~19,883.823kJ) is worth.<br />
<br />
Since energy costs per cycle will be the same as above (same machine), only the optimal combination per number of productivity modules will be shown.<br />
<br />
{| class="wikitable"<br />
! Modules !! Energy cost !! Time per cycle !! Energy cost per cycle !! Light oil per cycle !! Energy gained per cycle !! Result<br />
|-<br />
| {{Icon|Efficiency module 3}}{{Icon|Efficiency module 3}}{{Icon|Productivity module 3}} || 168kW + 7kW = 175kW || 3s / 1.0625 = 48/17s || 175kW * 48/17s = 8,400/17kJ || {{Icon|Light oil|33}} || (22,535/34kJ) * 33 - 8,400/17kJ = 726,855/34kJ || style="text-align:right;"|~21,378.088kJ<br />
|-<br />
| {{Icon|Speed module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 692kW + 7kW = 699kW || 3s / 1.5 = 2s || 699kW * 2s = 1,398kJ || {{Icon|Light oil|36}} || (22,535/34kJ) * 36 - 1,398kJ = 381,864/17kJ || style="text-align:right;"|~22,462.588kJ<br />
|-<br />
| {{Icon|Productivity module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 714kW + 7kW = 721kW || 3s / 0.6875 = 48/11s || 721kW * 48/11s = 34,608/11kJ || {{Icon|Light oil|39}} || (22,535/34kJ) * 39 - 34,608/11kJ = 8,490,843/374kJ || style="text-align:right;"|'''~22,702.788kJ'''<br />
|}<br />
<br />
In a closed power loop, it is most efficient to convert heavy oil into light oil with 3 productivity 3 modules.<br />
<br />
==== Basic vs Advanced oil processing ====<br />
<br />
Crude oil can be processed with either basic or advanced oil processing. Based on the above tables, the following fuel values for each product will be used:<br />
<br />
* Heavy oil = 499,459/880kJ<br />
* Light oil = 22,535/34kJ<br />
* Petroleum gas = 22,535/68kJ (half of light oil)<br />
<br />
Since all products scale equally based on productivity, each recipe can be expressed solely as the fuel value of the products combined and that value can be scaled based on productivity below.<br />
<br />
Basic oil processing:<br />
<br />
* 30 Heavy oil = 1,498,377/80kJ<br />
* 30 Light oil = 338,025/17kJ<br />
* 40 Petroleum gas = 225,350/17kJ<br />
* Total = 70,542,409/1,360kJ = ~51,869.418kJ<br />
<br />
Advanced oil processing:<br />
<br />
* 10 Heavy oil = 499,459/80kJ<br />
* 45 Light oil = 1,014,075/34kJ<br />
* 55 Petroleum gas = 1,239,425/68kJ<br />
* Total = 73,842,303/1,360kJ = ~54,295.811kJ<br />
<br />
Since advanced oil processing produces more overall, its total fuel value will be used.<br />
<br />
Combinations without productivity modules are omitted, since the first combination produces more net energy per cycle than the total fuel value.<br />
<br />
Since energy costs per cycle will be the same as above but scaled (same module slot count), only the optimal combination per number of productivity modules will be shown.<br />
<br />
{| class="wikitable"<br />
! Modules !! Energy cost !! Time per cycle !! Energy cost per cycle !! Productivity level !! Energy gained per cycle !! Result<br />
|-<br />
| {{Icon|Efficiency module 3}}{{Icon|Efficiency module 3}}{{Icon|Productivity module 3}} || 336kW + 14kW = 350kW || 5s / 0.85 = 100/17s || 350kW * 100/17s = 35,000/17kJ || 10% || 73,842,303/1,360kJ * 1.1 - 35,000/17kJ = 784,265,333/13,600kJ || style="text-align:right;"|'''~57,666.568kJ'''<br />
|-<br />
| {{Icon|Speed module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 1,386kW + 14kW = 1,400kW || 5s / 1.2 = 25/6s || 1,400kW * 25/6s = 35,000/6kJ || 20% || 73,842,303/1,360kJ * 1.2 - 35,000/6kJ = 2,198,795,999/40,800kJ || style="text-align:right;"|~53,892.058kJ<br />
|-<br />
| {{Icon|Productivity module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 1,428kW + 14kW = 1,442kW || 5s / 0.55 = 100/11s || 1,442kW * 100/11s = 144,200/11kJ || 30% || 73,842,303/1,360kJ * 1.3 - 144,200/11kJ = 8,598,329,329/149,600kJ || style="text-align:right;"|~57,475.463kJ<br />
|}<br />
<br />
In a closed power loop, it is most efficient to convert crude oil into its products using 2 efficiency 3 modules and 1 productivity 3 module.<br />
<br />
This only applies if all products are used for solid fuel production. If petroleum gas is being used for anything other than solid fuel, the optimal combination might change.<br />
<br />
==== Pumpjacks ====<br />
<br />
Based on the above table, 100 crude oil will be given an energy worth of 784,265,333/13,600kJ, since this is the optimal amount of power that can be made when converting into solid fuel.<br />
<br />
Results will be given for a depleted oil well, which provides 2 crude oil per second. As the amount of crude oil increases, the importance of optimal modules decreases since the power draw for a given amount of oil output also decreases. Using the minimum amount is important to prove that creating power from crude oil is always possible.<br />
<br />
It is also important to note that pumpjacks are affected by mining productivity level. The higher the level, the less effective productivity modules become.<br />
<br />
Since pumpjacks operate on an infinite resource that has a finite count (oil wells), results will be shown in kW instead of kJ, since the goal here is to produce as much power as possible.<br />
<br />
Pumpjacks only have two module slots, so all combinations will be shown. In this instance, results cannot be grouped by number of productivity modules, as the speed is also important.<br />
<br />
{| class="wikitable"<br />
! Modules !! Energy cost !! Time per cycle !! Energy per cycle !! Productivity level !! Energy gained per second !! Result<br />
|-<br />
| {{Icon|Efficiency module 3}}{{Icon|Efficiency module 3}} || 18kW || 1s / 1 = 1s || 18kW * 1s = 18kJ || 0% || (784,265,333/13,600kJ * 1 - 18kJ) / 1s = 784,020,533/13,600kW || style="text-align:right;"|~57,648.568kW<br />
|-<br />
| {{Icon|Efficiency module 3}}{{Icon|Speed module 3}} || 108kW || 1s / 1.5 = 2/3s || 108kW * 2/3s = 72kJ || 0% || (784,265,333/13,600kJ * 1 - 72kJ) / 2/3s = 2,349,858,399/27,200kW || style="text-align:right;"|~86,391.852kW<br />
|-<br />
| {{Icon|Speed module 3}}{{Icon|Speed module 3}} || 216kW || 1s / 2 = 0.5s || 216kW * 0.5s = 108kJ || 0% || (784,265,333/13,600kJ * 1 - 108kJ) / 0.5s = 783,530,933/6,800kW || style="text-align:right;"|'''~115,225.137kW'''<br />
|-<br />
| {{Icon|Efficiency module 3}}{{Icon|Productivity module 3}} || 116kW || 1s / 0.85 = 20/17s || 116kW * 20/17s = 2,320/17kJ || 10% || (784,265,333/13,600kJ * 1.1 - 2,320/17kJ) / 20/17s = 8,311,793,063/160,000kW || style="text-align:right;"|~51,948.706kW<br />
|-<br />
| {{Icon|Speed module 3}}{{Icon|Productivity module 3}} || 225kW || 1s / 1.35 = 20/27s || 225kW * 20/27s = 500/3kJ || 10% || (784,265,333/13,600kJ * 1.1 - 500/3kJ) / 20/27s = 232,314,803,901/2,720,000kW || style="text-align:right;"|~85,409.854kW<br />
|-<br />
| {{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 234kW || 1s / 0.7 = 10/7s || 234kW * 10/7s = 2,340/7kJ || 20% || (784,265,333/13,600kJ * 1.2 - 2,340/7kJ) / 10/7s = 16,390,011,993/340,000kW || style="text-align:right;"|~48,205.917kW<br />
|}<br />
<br />
In a closed power loop, it is most efficient to obtain crude oil using 2 speed 3 modules. This also improves with higher levels of productivity research.<br />
<br />
Since there are a limited number of oil wells, it is advisable to use beacons in order to increase the amount of crude oil being collected. However, due to the nature of oil wells in the world and beacons affecting multiple pumpjacks at once, there will not be a table showing this.<br />
<br />
== Converting solid fuel into rocket fuel ==<br />
<br />
Solid fuel can be converted into rocket fuel in order to increase the fuel value. Normally this would result in a loss since 10 solid fuel (250MJ) is worth more than 1 rocket fuel (225MJ), but productivity modules can be used to increase yield.<br />
<br />
At least 2 productivity 3 modules must be used in order to increase yield, so combinations with fewer are omitted.<br />
<br />
{| class="wikitable"<br />
! Modules !! Energy cost !! Time per cycle !! Energy cost per cycle !! Cost !! Rocket fuel per cycle !! Energy gained per cycle !! Result<br />
|-<br />
| {{Icon|Efficiency module 3}}{{Icon|Efficiency module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 336kW + 7kW = 343kW || 30s / 0.875 = 240/7s || 343kW * 240/7s = 11,760kJ || style="text-align:right;"|'''11,760.000kJ''' || rowspan="3"|{{Icon|Rocket fuel|1.2}} || rowspan="3"|(225MJ*1.2-250MJ)/2 - 11,760kJ = -760kJ || rowspan="3" style="text-align:right;color:#f44"|-760.000kJ<br />
|-<br />
| {{Icon|Efficiency module 3}}{{Icon|Speed module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 588kW + 7kW = 595kW || 30s / 1.5 = 20s || 595kW * 20s = 11,900kJ || style="text-align:right;"|11,900.000kJ<br />
|-<br />
| {{Icon|Speed module 3}}{{Icon|Speed module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 840kW + 7kW = 847kW || 30s / 2.125 = 240/17s || 847kW * 240/17s = 203,280/17kJ || style="text-align:right;"|~11,957.647kJ<br />
|-<br />
| {{Icon|Efficiency module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 609kW + 7kW = 616kW || 30s / 0.6875 = 480/11s || 616kW * 480/11s = 26,880kJ || style="text-align:right;"|26,880.000kJ || rowspan="2"|{{Icon|Rocket fuel|1.3}} || rowspan="2"|(225MJ*1.3-250MJ)/2 - 138,720/7kJ = 10,030/7kJ || rowspan="2" style="text-align:right;"|'''~1,432.857kJ'''<br />
|-<br />
| {{Icon|Speed module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 860kW + 7kW = 867kW || 30s / 1.3125 = 160/7s || 867kW * 160/7s = 138,720/7kJ || style="text-align:right;"|'''~19,817.142kJ'''<br />
|-<br />
| {{Icon|Productivity module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}}{{Icon|Productivity module 3}} || 882kW + 7kW = 889kW || 30s / 0.5 = 60s || 889kW * 60s = 53,340kJ || style="text-align:right;"|'''53,340.000kJ''' || {{Icon|Rocket fuel|1.4}} || (225MJ*1.4-250MJ)/2 - 53,340kJ = -20,840kJ || style="text-align:right;color:#f44"|-20,840.000kJ<br />
|}<br />
<br />
In a closed power loop, it is most efficient to convert solid fuel rocket fuel with 1 speed 3 module and 3 productivity 3 modules. In fact, this is the only combination of modules that produces a net positive when accounting for boiler inefficiency.<br />
<br />
This is also applicable for rocket fuel production for trains, however the results are different since locomotives are 100% fuel efficient.<br />
<br />
== See also ==<br />
* [[Crude oil]]<br />
* [[Solid fuel]]<br />
* [[Rocket fuel]]<br />
* [[Electric system]]</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Assembling_machine_3&diff=151932Assembling machine 32017-11-20T12:07:36Z<p>H0lyD4wg: /* Trivia */ 0.42 < 0.45</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Assembling machine 3}}<br />
<br />
The '''Assembling Machine 3''' is the third and final tier of assembly machines. It can be used with recipes requiring up to 6 types of ingredients, which, as of version 0.14, includes all recipes that can be created with assembly machines. Like the [[Assembling machine 2]], it can use liquids in crafting.<br />
<br />
== Trivia ==<br />
<br />
* An Assembling machine 3 with max energy reduction (80%) needs less than half the energy of an [[Assembling machine 1]].<br />
* It is the only assembling machine capable of crafting faster than the player (Crafting speed 1), without the use of modules. <br />
* When fully boosted with four level 3 [[speed module]]s, it has a crafting speed of 3.75, nearly 4 times as fast as the player, and consumes a whopping 797kw while running. This can be boosted further with [[Beacon|Speed beacons]].<br />
<br />
== History ==<br />
<br />
{{history|0.12.0|<br />
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}<br />
<br />
{{history|0.11.4|<br />
* Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe in its category.}}<br />
<br />
{{history|0.10.7|<br />
* Fast replacing assembling machine keeps the direction of the original assembling machine.}}<br />
<br />
{{history|0.10.1|<br />
* Update icons}}<br />
<br />
{{history|0.9.0|<br />
* Productivity modules can only be used in assembling machines producing intermediate products.}}<br />
<br />
{{history|0.8.0|<br />
* Crafting speed of assembling machine is relative to manual crafting speed.}}<br />
<br />
{{history|0.7.3|<br />
* Reset bonus production of machine when recipe is changed.}}<br />
<br />
{{history|0.6.0|<br />
* Added support for modules.}}<br />
<br />
{{history|0.5.2|<br />
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}<br />
<br />
{{history|0.5.0|<br />
* Update recipe tooltip for assembling machine output.}}<br />
<br />
{{history|0.2.1|<br />
* Better graphics}}<br />
<br />
{{history|0.1.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Assembling machine 2]]<br />
* [[Electric system]]<br />
* [[Crafting]]<br />
<br />
{{ProductionNav}}<br />
{{C|Producers}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Infobox:Tank&diff=151909Infobox:Tank2017-11-18T09:22:29Z<p>H0lyD4wg: Correction: tank infobox had the damage resistance numbers for the locomotive.</p>
<hr />
<div>{{infobox<br />
|prototype-type = car<br />
|internal-name = tank<br />
|expensive-total-raw = Time, 295.5 + Copper plate, 280 + Engine unit, 64 + Iron plate, 200 + Plastic bar, 80 + Steel plate, 100<br />
|expensive-recipe = Time, 0.5 + Advanced circuit, 20 + Engine unit, 64 + Iron gear wheel, 30 + Steel plate, 100<br />
|category = Combat<br />
|health =2000<br />
|stack-size=1<br />
|resistance =<br />
{{Translation|Acid}}: 15/50%<br/><br />
{{Translation|Explosion}}: 15/70%<br/><br />
{{Translation|Fire}}: 15/60%<br/><br />
{{Translation|Impact}}: 50/80%<br/><br />
{{Translation|Physical}}: 15/60%<br />
|range ={{Translation|Tank cannon}}: 25<br>{{Translation|Vehicle machine gun}}: 20<br />
|shooting-speed ={{Translation|Tank cannon}}: 0.67{{Translation|/s}}<br>{{Translation|Vehicle machine gun}}: 15{{Translation|/s}}<br />
|ammunition =explosive cannon shell + cannon shell + uranium cannon shell + explosive uranium cannon shell + regular magazine + piercing rounds magazine + uranium rounds magazine + flamethrower ammo<br />
|recipe = Time, 0.5 + Advanced circuit, 10 + Engine unit, 32 + Iron gear wheel, 15 + Steel plate, 50<br />
|total-raw = Time, 103 + Copper plate, 50 + Engine unit, 32 + Iron plate, 50 + Plastic bar, 20 + Steel plate, 50<br />
|energy = 800 {{Translation|kW}} burner<br />
|efficiency = 75%<br />
|required-technologies = Tanks<br />
|producers =manual + assembling machine 2 + assembling machine 3<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Infobox:Locomotive&diff=151908Infobox:Locomotive2017-11-18T09:19:52Z<p>H0lyD4wg: Added damage resistance info</p>
<hr />
<div>{{Infobox<br />
|prototype-type = locomotive<br />
|internal-name = locomotive<br />
|expensive-total-raw = Time, 30.5 + Copper plate, 50 + Engine unit, 20 + Iron plate, 20 + Steel plate, 30<br />
|category=Machinery<br />
|category-name=Machine<br />
|health=1000<br />
|stack-size=5<br />
|resistance =<br />
{{Translation|Acid}}: 10/20%<br/><br />
{{Translation|Explosion}}: 15/30%<br/><br />
{{Translation|Fire}}: 15/50%<br/><br />
{{Translation|Impact}}: 50/60%<br/><br />
{{Translation|Physical}}: 15/30%<br />
|dimensions=2x6<br />
|storage-size=3 ({{Translation|Fuel Only}})<br />
|energy=600 kW burner<br />
|recipe = Time, 0.5 + Electronic circuit, 10 + Engine unit, 20 + Steel plate, 30<br />
|total-raw = Time, 13 + Copper plate, 15 + Engine unit, 20 + Iron plate, 10 + Steel plate, 30<br />
|required-technologies=Railway<br />
|producers=Manual + Assembling machine 2 + Assembling machine 3<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Damage&diff=151907Damage2017-11-18T09:17:30Z<p>H0lyD4wg: /* Damage Types */ Impact is a separate damage type.</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 />
== Resistance ==<br />
Resistance has two aspects:<br />
* Percentile resistance<br />
Percentile resistance reduces the damage by the specified percent. If the percentage is 100%, the entity is immune to the damage. As an example, an entity having 25% resistance to 100 bullet damage would take 75 damage instead.<br />
<br />
* Decrease, or "flat" resistance<br />
Decrease resistance decreases the damage by specified number as long as the result damage wouldn't be less than zero. If the result damage would be less than 0, the extra resistance is used as denominator in the fraction of damage that is going to be dealt.<br />
<br />
=== Display of resistances ===<br />
<br />
In Factorio, resistances are displayed as such:<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 />
== 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>H0lyD4wghttps://wiki.factorio.com/index.php?title=Multiplayer&diff=151906Multiplayer2017-11-18T06:55:26Z<p>H0lyD4wg: Added info about non-combat PVP shenanigans</p>
<hr />
<div>{{Languages}}<br />
<br />
In addition to being a single-player game, Factorio also supports multiplayer, allowing many players to cooperate and assist each other, or work against each other in pvp. This page documents how to set up a multiplayer game, and how to join one. By default, multiplayer games run the CO-OP [[Game modes and options|freeplay scenario]] where all players work together to launch a rocket with a satellite into space. Other scenarios, including PvP maps, are available for download from the [https://forums.factorio.com/viewforum.php?f=36&sid=93d1fbe9336d31d6bac60847b6c97985 Maps and Scenarios forum].<br />
<br />
== Setting Up a Multiplayer Game ==<br />
<br />
Multiplayer games can be joined, hosted while playing, or hosted by a dedicated server. Multiplayer games can be advertised to other players on the same LAN or worldwide.<br />
<br />
Use the ''Multiplayer'' button in the ''Play'' menu to start playing a multiplayer game, choose ''New'' or ''Load'' or ''Scenarios'' to host and play, or ''Browse'' or ''Play on LAN'' to connect to an already-running game. The host can also choose not to advertise the game at all, in which case you'll need the server's (public or otherwise reachable) IP address; you can then ''Connect'' directly to that to join the game.<br />
<br />
Notes and tips:<br />
<br />
* All game instances need the installation of ''exactly the same'' game-versions and mods.<br />
* Factorio servers use port '''34197'''. The port can be changed in the [[Application directory|config]] file.<br />
* Factorio uses '''UDP only'''. Make sure you configure your router's port forwarding correctly. (The game builds its own "reliable delivery" layer built on UDP to deal with packet loss and reordering issues.)<br />
** Make sure there is no firewall or anti-virus blocking the UDP-packets.<br />
* The hard limit for the number of players is [https://forums.factorio.com/viewtopic.php?f=53&t=6481&p=50661#p50586 65,535]. However, practical limit for this is much lower, popular streamers have managed slightly over a hundred players.<br />
<br />
=== Dedicated/Headless server ===<br />
<br />
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the --start-server command line option. You can run factorio --help to get a list of all command-line arguments that Factorio accepts.<br />
<br />
In the headless mode:<br />
* Graphics are not initialized (faster start up, less memory usage, works on completely headless servers)<br />
* Game starts immediately and loads a save given as a parameter to the command<br />
* The server has no character in game<br />
* Game is paused while there are no players connected (though this can be overridden using the --no-auto-pause option)<br />
* Saves the game on exit (and autosaves normally)<br />
<br />
''Please note that there has been a slight change between 0.12, 0.13 and 0.14 in how --start-server (and others) interpret the given parameter. Version 0.12 expected --start-server to be followed by a save name, that was to be found in the saves directory. 0.13 instead expects --start-server to be followed by a path to a save file. I.e. if you did '''factorio --start-server foo''' in 0.12, you probably want to use '''factorio --start-server saves/foo.zip''' in 0.13.''<br />
<br />
You will need to create your save file before you start the server, as the dedicated server REQUIRES a save file to be provided. This can easily be done using the --create command-line argument. For example:<br />
<br />
<pre><br />
./bin/x64/factorio --create ./saves/my-save.zip # This creates a new save, as if by clicking the New Game button in the GUI<br />
</pre><br />
<br />
<pre><br />
./bin/x64/factorio --start-server ./saves/my-save.zip # This starts a server that will host the file created on the previous line<br />
</pre><br />
<br />
There are several JSON configuration files that factorio can make use of to change the server and map settings:<br />
* '''map-gen-settings''' to set parameters used by the map generator such as width and height, ore patch frequency and size, etc. (Added in 0.13)<br />
* '''map-settings''' to control pollution spread, biter expansion and evolution, and more (Added in 0.15)<br />
* '''server-settings''' which consolidated several command-line options into a single file (Added in 0.14.12)<br />
Example files for each of these parameters are included in the data subdirectory.<br />
<br />
The --map-gen-settings and --map-settings options must be used with the --create option when you create a new map. For example:<br />
<pre>./bin/x64/factorio --create saves/my-save.zip --map-gen-settings my-map-gen-settings.json --map-settings my-map-settings.json</pre><br />
<br />
Starting the factorio server requires you to specify the location of the server-settings.json file. By default this is in the factorio data folder. For example to start factorio using the most recent saved map, you would run:<br />
<br />
<pre>./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json</pre><br />
<br />
=== Setting up a Linux Factorio server ===<br />
<br />
This step-by-step guide has been verified on fresh CentOS 7 and RHEL 7 installs but should be applicable with little to no changes on most distributions.<br />
<br />
The guide assumes you will install the headless server under '''/opt/factorio''', adjust paths according to your own setup. We will also suggest that you run the Factorio server as a separate user to harden security of your setup.<br />
<br />
Note that there are two distinct packages for Linux that can be used to run a headless server. First is the usual Linux download, that contains the full game. The other is the special [https://www.factorio.com/download-headless/stable headless package]. The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound. This option should be selected if running in a 3rd party hosted server.<br />
<br />
This guide does not handle firewall/port forwarding since this can be done in various ways on Linux (make sure to read up how this is done as a Linux admin on your particular distribution)<br />
<br />
You can use the [https://github.com/Bisa/factorio-init Linux factorio-init script] to start/stop your headless server in a much better way. The script will ensure you only ever use the most recent save when your server starts (even if that was an auto-save) while also letting you set a number of other settings like Autosave frequency and Latency settings. This script will also simplify updating the server when combined with the [https://github.com/narc0tiq/factorio-updater Linux factorio-updater script].<br />
<br />
* Download the selected package -- either full game or the headless package -- and upload the Linux tar.gz or tar.xz package to your server /tmp<br />
* Extract the package in /tmp to /opt/factorio<br />
<pre><br />
$cd /opt/<br />
<br />
$sudo tar -xzf /tmp/factorio.tar.gz # Use the correct file name. It includes the factorio version number<br />
$sudo tar -xJf /tmp/factorio.tar.xz # if you downloaded a .tar.xz file (ver 0.15.x)</pre><br />
<br />
* Add a new user to your system and assign ownership of the factorio dir to it (please, do not run as the root user, sudo may be needed)<br />
<pre><br />
$useradd factorio<br />
$chown -R factorio:factorio /opt/factorio</pre><br />
<br />
* Try the binary<br />
<pre><br />
$su factorio<br />
$/opt/factorio/bin/x64/factorio --start-server savename</pre><br />
<br />
As long as it fails saying it cannot find/open the savename.zip you are set! Just upload a save from your own computer and put it in the /opt/factorio/saves directory, or use the --create ./saves/newgame.zip argument.<br />
<br />
=== How to list a server-hosted game on the matching server ===<br />
<br />
In order to publish the game to the matching server, Factorio needs to be given some more information than just the save file location. These information are provided in a ''server settings file''.<br />
<br />
To create a server settings file, look at the example file located in '''data/server-settings.example.json''' in the Factorio [[Application directory]]. The recommended way is to make a copy of this example file and edit the copy.<br />
<br />
The following values can be changed:<br />
; Name: This will be the name under which the server will be listed in the server browser<br />
; Description: A brief description of your server<br />
; Tags: A list of game tags<br />
; Max Players: Allows you to limit the number of players that can be connected to the server at the same time. If you want no limit, just set max_players to 0.<br />
* Visibility for server browser: May be either public, LAN or hidden.<br />
** Public: The server will appear in the public server list. This requires the login credentials below to be filled in.<br />
** LAN: The server will not appear in the public server list, but will be available through the Play On LAN button<br />
** Hidden: Clients will have to connect using the server's IP address<br />
* User credentials using a username and password or authentication token: These are necessary if you wish to make the server public. Otherwise, they can be left empty.<br />
** For security reasons it is recommended to use authentication token as this document is stored as plain text. Though it should be noted that an authentication token is a sensitive piece of information as well, and you are well-advised to keep it secret.<br />
* Server Password<br />
** Field name is game_password<br />
* Whether to verify user identity<br />
(There are additional values in v0.14 of factorio.)<br />
<br />
=== Technical Implementation Details ===<br />
<br />
Notes about some technical details surrounding multiplayer have been published by the development team in several Friday Facts blog posts:<br />
<br />
* [http://www.factorio.com/blog/post/fff-76 Lock step architecture]<br />
* [http://www.factorio.com/blog/post/fff-99 Client-server connections]<br />
* [http://www.factorio.com/blog/post/fff-143 NAT punching, introduced in 0.13]<br />
<br />
=== More Guides ===<br />
<br />
* [https://www.chef.io/blog/2016/03/21/building-a-factorio-multiplayer-server-on-digital-ocean/ How to set up Factorio server with cookbook]<br />
* [http://youtube.com/watch?v=MqsqRWNsbPM How To set up a Factorio Multiplayer Server | Guide | Tutorial], by Teaspoon<br />
* [https://forums.factorio.com/viewtopic.php?f=53&t=6720 Tips to connect in multiplayer], by Nondre<br />
<br />
=== Miscellaneous Tips ===<br />
* The key for [[Console|Console commands]] is also used initiate chat in multiplayer. To execute a command instead of chatting, you need to type ''/c'' before the command. Commands executed are ''visible to all players''. Additionally, the multiplayer game must have been started with commands allowable for commands to work.<br />
* Set the player's color using the command<br />
/c game.players["player_name"].color = {r=0.7, g=0.5, b=0.1, a=0.9}<br />
r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use the right-most column on http://prideout.net/archive/colors.php to convert colors to rgb numbers). a is alpha channel aka transparency of the color to the base texture.<br />
<br />
== Joining a Multiplayer game ==<br />
<br />
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.<br />
<br />
Players wishing to join a game may do so in multiple ways:<br />
<br />
* Joining by directly inputting a public IP and port into Factorio.<br />
* Selecting the server from the active public server menu.<br />
* Joining through Steam's services.<br />
* Playing a local LAN game.<br />
<br />
It is recommended that players use voice chat (TeamSpeak, Discord, Mumble) because you need to talk a lot to coordinate connections, building, handling attacks, etc. TeamSpeak servers are posted in the [https://forums.factorio.com/viewforum.php?f=53 multiplayer forum]. The public Discord of the Factorio community can be found [https://discord.gg/yGQWgy5 here].<br />
<br />
=== Joining by IP ===<br />
<br />
To join a multiplayer game by IP, you will need to know the public IP of a valid server. You can find this through social media, websites, or by word of mouth. After acquiring the IP and port, simply go to play -> Multiplayer -> Connect to server, and provide all the information it asks for.<br />
<br />
If the server has been set up correctly to accept public connections, you should be able to join the game.<br />
<br />
=== Joining via server list ===<br />
<br />
Factorio's devs keep a list of all public servers that declare themselves to the service, allowing players to join directly through Factorio. Most of these servers will be password-requiring, but many completely public servers can be connected to. To join via server list, go to Play -> Multiplayer -> Browse public games. Provide your Factorio.com login if asked, and a list of public servers will appear. Simply select one.<br />
<br />
=== Joining through Steam ===<br />
<br />
Steam provides a "game invite" system, simply use that to join. You can find more info about how to use steam in it's documentation. ''This is the most recommended way for the average player to use multiplayer with their friends, as it allows Steam to handle everything''.<br />
<br />
=== Joining a local LAN game ===<br />
<br />
If you have some friends on the same internet connection as you (in the same building or network), you may play a LAN game. Simply go to Play -> Multiplayer -> Play on LAN.<br />
<br />
=== Finding Other Players ===<br />
<br />
* Use the [https://forums.factorio.com/viewforum.php?f=53 multiplayer board in the forum].<br />
* Many players use other software like Evolve to meet other players. This also has the "advantage" of creating a virtual LAN among the players. See down under software.<br />
* Some also use [https://forums.factorio.com/viewtopic.php?f=5&t=9136 Steam] to find other players.<br />
* There is an external [http://serverlist.lgms.nl/ server browser] with various search options.<br />
* Tell your friends to buy Factorio, then play with them!<br />
<br />
<br />
=== Connecting to a Server Behind NAT ===<br />
<br />
Factorio requires that the server (in client-server mode) have a publicly accessible IP address or that all players are on the same LAN. If you are behind NAT, you must set up port forwarding ([[Multiplayer#Playing_over_LAN_.2F_Internet|see above]] for port number) or use virtual LAN software such as Hamachi or Evolve.<br />
<br />
Multiplayer games will be launched in client-server mode (also [http://www.factorio.com/blog/post/fff-99 multiplayer forwarding] mode). In this mode, all clients send their network traffic to the server and the server forwards the traffic to the other clients. The advantage of this is that it allows games where some players are inside a LAN and others are outside. The disadvantage may be slightly more lag as packets must travel an extra hop (through the server).<br />
<br />
* [https://forums.factorio.com/viewtopic.php?f=53&t=6393 Forwarding ports without logging into your router]<br />
* [https://forums.factorio.com/viewtopic.php?f=53&t=7714 A guide for connecting with Evolve]<br />
* [http://steamcommunity.com/sharedfiles/filedetails/?id=653628496 A guide for connecting with Hamachi]<br />
<br />
== PvP ==<br />
<br />
In PvP mode, players can be on different forces. Each force can have one (free-for-all) or more players (teams). Each force has its own independent research progression. Additionally, each force's [[Turret|turrets]] and [[Combat Robot Capsules|combat bots]] will attack other players as enemies, unless a cease fire is set. Note that, depending on the scenario, cease fires may be unidirectional — setting a cease fire with an opposing force does not guarantee a cease fire from them in return.<br />
<br />
To start a PvP game, you can select the 'PvP' scenario from the 'Play' menu, or download a custom scenario which also supports PvP.<br />
<br />
After downloading a PvP scenario, you need to move it to your application directory, and create the multiplayer game using the scenario.<br />
<br />
# Download the scenario and place the scenario directory in the ''scenarios'' directory within your [[Application_directory#Directory_locations_by_OS_and_installation_method|user data directory]].<br />
# Launch Factorio<br />
# Click ''Play''<br />
# Click ''Multiplayer''<br />
# Click ''Scenario''<br />
# Choose the PvP scenario you want and click ''Create''<br />
# Choose latency and other settings, then click ''Play''<br />
# Other players can now join the game<br />
<br />
=== Forces ===<br />
<br />
Forces can be manually created via the console. This allows any map/scenario to be used for PvP. This may not be as convenient as a pre-made PvP scenario, as there will be no way for players to turn on/off cease fires other than through the console.<br />
<br />
Each created force has its own research progression and different forces may attack each other.<br />
<br />
The console commands for setting up and controlling forces are below:<br />
<br />
<pre><br />
game.create_force("Name")<br />
--Creates the force "Name"<br />
<br />
game.players["Player_name"].force = game.forces["Name"]<br />
--Sets this player to the new force<br />
<br />
game.forces["Name"].set_cease_fire("Other_force_name", true)<br />
--Sets the new force ceasefire to the "other force"<br />
<br />
game.forces["Name"].set_spawn_position({x = 10, y = 20}, game.surfaces[1])<br />
--Sets the spawn position of the force<br />
<br />
game.print(#game.forces)<br />
--Prints the number of forces<br />
<br />
for name, force in pairs (game.forces) do<br />
game.print(name)<br />
end<br />
--Prints the name of all the forces<br />
</pre><br />
<br />
The ability of players and entities belonging to one force to interact with structures belonging to another, non-friendly force is limited. However, some types of interactions are still possible:<br />
<br />
;Manual pickup from belts<br />
: Players can pick up items traveling along a transport belt that belongs to an opposing force. Note however that this can't be automated: inserters will *not* take items from an opposing force's belts.<br />
;Belt network connection<br />
: Belts will connect to each other regardless of force membership, so it's possible to extend an opposing force's belt line with belts on your own, and items will flow to them. It is also possible to side-load into, and place items onto (with inserters) an opposing force's belt line.<br />
;Fluid network connection<br />
: Pipes (and storage tanks, and pumps, &c) will connect to each other regardless of force membership. For example, it's possible to pump fluids out of or into a storage tank belonging to an opposing force.<br />
;Cable and wire connection<br />
: Players can freely connect and disconnect [[Copper_cable|Copper cable]]s and [[Green_wire|Red/Green wire]]s from any entity that supports them, regardless of force membership. Electricity does not belong to a specific force, and it's possible to power your own structures with electricity from an opposing force's generators. Similarly, it's possible to read and write signals into a [[Circuit_network|Circuit network]] consisting mostly of an opposing force's devices.<br />
<br />
== History ==<br />
<br />
=== Narrative history ===<br />
<br />
Because of the potentially immense amount of activity on a map, the game engine utilizes a [https://www.factorio.com/blog/post/fff-76 lock step architecture]. All instances of the game run full simulations of the entire world and only player actions are transferred across the network.<br />
<br />
Multiplayer games were introduced to Factorio with version 0.11.0. The only connection method available was peer-to-peer mode which meant every player had to be able to directly communicate with every other player. In version 0.12.4, a client-server mode of communication was introduced in which the server (either a dedicated one or the player who hosted the game) relays messages to all peers. This means that direct connection between all players is no longer necessary. As of version 0.13, P2P connecting is completely removed.<br />
<br />
As of version 0.12.0, the game features "latency hiding" mechanics where the game simulates some of the player's actions locally to make some common interactions (such as moving the player's character) more fluid. Latency hiding is enabled by default, but it can be enabled or disabled in Options → Other → Enable multiplayer latency hiding. Not every action is a part of latency hiding – most notably, car or train driving and shooting are not a part of it. It is recommended to keep this on, as many actions will be very stuttery on a low end internet connection.<br />
<br />
=== Version history ===<br />
<br />
Maintainer note: The following history may not be fully up to date, or comprehensive. Factorio's multiplayer has undergone a great deal of small changes since its inception, however this history will provide a rough overview.<br />
<br />
{{history|0.14.14|<br />
* Added multiplayer server option "Autosave only on server".<br />
* Deconstructing/canceling deconstruction sets the "last user" on an entity.<br />
* Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games.<br />
}}<br />
<br />
{{history|0.14.13|<br />
* Reconnecting to multiplayer game that the player is already in (due to being dropped, most often) instantly closes the previous connection and connects the player.}}<br />
<br />
{{history|0.14.11|<br />
* Multiplayer user names can only consist of letters, and <code> -_. </code> characters.}}<br />
<br />
{{history|0.14.10|<br />
* Disabled 32bit (x86) multiplayer. All hosts and members must be running the 64bit (x86_64) version of the game.}}<br />
<br />
{{history|0.14.8|<br />
* More than 10 players in one game will reduce the rate the game is saved to the server.}}<br />
<br />
{{history|0.14.6|<br />
* Username is now set to username setting, not email.}}<br />
<br />
{{history|0.14.5|<br />
* Added AFK Auto kick interval to multiplayer host settings (with never as default).}}<br />
<br />
{{history|0.14.3|<br />
* When save of scenario is loaded in multiplayer, it's scenario is saved in user scenarios.<br />
* Added <code>/time</code> command to print the current map age.<br />
* Added option to host multiplayer game with scenario (it only had new game/load game there).<br />
}}<br />
<br />
{{history|0.14.2|<br />
* Can specify limit of upload speed when hosting.}}<br />
<br />
{{history|0.14.0|<br />
* Server doesn't stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.<br />
* Players automatically quit game after 3 desyncs.<br />
* Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).<br />
}}<br />
<br />
{{history|0.13.10|<br />
* Server stdout messages now contain time stamps and message-type tags}}<br />
<br />
{{history|0.13.2|<br />
* Limit multiplayer player name to 60 characters.}}<br />
<br />
{{history|0.13.0|<br />
* Improved Multiplayer game UX<br />
* Server games are published to the server and clients can browse existing games.<br />
* Removed multiplayer peer-to-peer mode.<br />
* Building sound is played also for other players in multiplayer.<br />
}}<br />
<br />
{{history|0.12.31|<br />
* Human readable error notice when multiplayer connection wasn't successful. (https://forums.factorio.com/23132)<br />
* Improved map download speed when connecting to multiplayer game.}}<br />
<br />
{{history|0.12.30|<br />
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.}}<br />
<br />
{{history|0.12.28|<br />
* Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game.}}<br />
<br />
{{history|0.12.27|<br />
* The report of different mods when trying to connect to multiplayer game is now scroll-able when needed.<br />
* Better message when the server leaves a multiplayer game}}<br />
<br />
{{history|0.12.11|<br />
* Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.}}<br />
<br />
{{history|0.12.9|<br />
* Added resume button to multiplayer game menu}}<br />
<br />
{{history|0.12.7|<br />
*New command line options for the headless server: --disallow-commands and --peer-to-peer}}<br />
<br />
{{history|0.12.5|<br />
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.<br />
* Further optimizations in size of the Multiplayer heartbeat (message sent every tick).<br />
* LatencyState is suspended when player is killed (and waiting for respawn) in Multiplayer.<br />
}}<br />
<br />
{{history|0.12.4|<br />
* Simple mechanism for multiplayer relaying via the server.<br />
* Less annoying glitches when running and shooting in multiplayer with latency hiding.}}<br />
<br />
{{history|0.12.0|<br />
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately)<br />
* Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).<br />
* Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces<br />
* IPv6 support for multiplayer.<br />
* DNS names can be used when connecting to multiplayer game.<br />
* Player's logistic filters are now remembered after respawn in multiplayer<br />
* Smaller multiplayer heartbeat packet size.<br />
}}<br />
<br />
<br />
{{history|0.11.19|<br />
* Multiplayer dropping threshold is doubled during map upload / download.}}<br />
<br />
{{history|0.11.17|<br />
* Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).<br />
* Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.<br />
* Progress bar is shown when other peers in multiplayer are saving map.}}<br />
<br />
{{history|0.11.16|<br />
* Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.}}<br />
<br />
{{history|0.11.2|<br />
* Mods that don't affect game state are not needed to be synchronized when playing multiplayer game or replaying game.}}<br />
<br />
{{history|0.11.0|<br />
* Introduced}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Infobox:Centrifuge&diff=151704Infobox:Centrifuge2017-10-29T20:16:41Z<p>H0lyD4wg: Centrifuges have 2 module slots</p>
<hr />
<div>{{Infobox<br />
|prototype-type = assembling-machine<br />
|internal-name = centrifuge<br />
|image = Centrifuge entity<br />
|expensive-total-raw = Time, 1454 + Concrete, 100 + Copper plate, 1400 + Iron plate, 800 + Plastic bar, 400 + Steel plate, 50<br />
|category = Machinery<br />
|category-name = Machine<br />
|health =350<br />
|stack-size =50<br />
|dimensions =3x3<br />
|energy =350 kW electric<br />
|drain = 11.6 kW electric<br />
|crafting-speed =0.75<br />
|pollution =5.6<br />
|modules =2<br />
|required-technologies = Nuclear power<br />
|recipe = Time, 4 + Advanced circuit, 100 + Concrete, 100 + Iron gear wheel, 100 + Steel plate, 50<br />
|total-raw = Time, 1004 + Concrete, 100 + Copper plate, 500 + Iron plate, 400 + Plastic bar, 200 + Steel plate, 50<br />
|producers =Manual + Assembling machine 2 + Assembling machine 3<br />
}}<br />
<noinclude><br />
[[Category:Infobox page]]<br />
</noinclude></div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Car&diff=151617Car2017-10-24T18:24:20Z<p>H0lyD4wg: Fixed health value</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Car}}<br />
<br />
[[File:car-anim.gif|thumb|256px]]<br />
[[File:carcolor.png|thumb|right|200px|In multiplayer, the car matches the color of the player inside.]]<br />
<br />
The '''car''' is the earliest alternate form of transportation available to the player. Although it requires fuel, driving a car is much faster than running, letting the player scout out areas or outmaneuver [[biters]]. Cars have a vehicle machine gun that can fire five tiles farther than the [[submachine gun]], 80 slots of storage and 450 health, letting the player use hit-and-run tactics against small groups of enemies.<br />
<br />
Cars can collide with objects. Both the car and the object collided with may take damage. The damage is dependent on the speed of the car and the health of the target; small [[biter]]s and trees can be safely rammed but colliding with big biters and [[wall]]s can easily destroy the vehicle and its contents.<br />
<br />
Since [[engine unit]]s can only be built in [[assembling machine]]s cars cannot be built entirely by hand from raw materials.<br />
<br />
== Achievements ==<br />
{{Achievement|steamrolled}}<br />
{{Achievement|run-forrest-run}}<br />
<br />
== Using cars as storage ==<br />
Cars can store a tremendous amount of items, move along [[transport belt]]s and interact with [[inserter]]s. Because of that, cars may be used as large chests or even [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=8805 as small trains].<br />
<br />
== Controls ==<br />
{{Main|Keyboard bindings}}<br />
<br />
Accelerating opposite of the velocity of the car will cause it to brake. Held acceleration controls won't have any effect after a brake. The faster the car is going, the longer distance it will take to brake.<br />
<br />
{| class="wikitable"<br />
|-<br />
!Action !! Non-vehicle control !! Default binding<br />
|-<br />
|Enter/exit vehicle || Enter/Leave vehicle || Return (AKA Enter, carriage return, etc)<br />
|-<br />
|Accelerate forward || Move up || W key<br />
|-<br />
|Accelerate backwards || Move down || S key<br />
|-<br />
|Steer right || Move right || D key<br />
|-<br />
|Steer left || Move left || A key<br />
|-<br />
|}<br />
<br />
== History ==<br />
<br />
{{history|0.14.0|<br />
* Added support for equipment grids in cars.<br />
}}<br />
<br />
{{history|0.12.26|<br />
* Running into biters in peaceful mode will anger them.<br />
}}<br />
<br />
{{history|0.12.2|<br />
* Added filters to the car cargo inventory.<br />
}}<br />
<br />
{{history|0.12.0|<br />
* Car ammo inventory is refilled from the trunk when depleted.<br />
}}<br />
<br />
{{history|0.11.12|<br />
* Gates now open in time for the car to pass through.<br />
}}<br />
<br />
{{history|0.11.8|<br />
* The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the burner/ammo slots are already full. The extra ammo will go into the truck.<br />
}}<br />
<br />
{{history|0.11.6|<br />
* New graphics of car<br />
}}<br />
<br />
{{history|0.11.0|<br />
* Cars collide with objects<br />
* Disabled shooting from the car, however capsules can still be used<br />
}}<br />
<br />
{{history|0.7.2|<br />
* Smoother car acceleration and braking<br />
* Sound effects for cars<br />
}}<br />
<br />
{{history|0.9.0|<br />
* Changed the recipe a little<br />
}}<br />
<br />
{{history|0.7.2|<br />
* Added a low graphics option for the car<br />
}}<br />
<br />
{{history|0.7.0|<br />
* Decreased the car health from 2000 to 500.<br />
}}<br />
<br />
{{history|0.6.0|<br />
* New car graphics ([http://www.factorioforums.com/forum/3087 old])<br />
}}<br />
<br />
{{history|0.4.0|<br />
* Car shows the "out of fuel" icon when out of fuel<br />
* Car is now mine-able<br />
* Made driving easier<br />
}}<br />
<br />
{{history|0.2.8|<br />
* Health bar of car is now shown.<br />
}}<br />
<br />
{{history|0.1.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Railway]]<br />
<br />
{{BurnerNav}}<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Gun_turret&diff=150866Gun turret2017-10-06T04:45:05Z<p>H0lyD4wg: Gun turrets don't deal double damage.</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Gun turret}}<br />
<br />
[[File:Gun_turret_firing.gif|thumb|right|The gun turret firing at a target.]]<br />
[[File:Gun_turret_rotating.gif|thumb|right|A rotating turret.]]<br />
<br />
Gun turrets are very basic and cheap defensive structures and the<br />
simplest element of automatic defenses. They use magazines for<br />
ammunition which can be refilled manually or by [[inserters]]. They do<br />
not require power and can operate practically anywhere as long as they<br />
have sufficient ammunition. The gun turret has a lower fire rate than the man-portable [[submachine gun]], so absent any turret-specific upgrades it does 0.66 times as much damage per second.<br />
<br />
== Damage ==<br />
<br />
The gun turret receives bonuses from technologies that improve bullets<br />
so it keeps pace with the submachine gun as those improve, and they<br />
also receive bonuses from their own damage upgrade. These two damage<br />
effects stack multiplicatively: fully upgraded, bullets do 2.2 times<br />
as much damage as a standard bullet, and turrets do 2.2 times as much<br />
damage as a standard turret, so bullets from a turret do<br />
2.2&times;2.2=4.84 times as much damage as without the upgrades,<br />
totaling 24.2 damage from [[Firearm magazine|regular]] and 38.72<br />
damage from [[Piercing rounds magazine|piercing]] bullets. With [[Uranium rounds magazine|uranium]] bullets the damage gets as high as 116.16 per bullet, enough to kill a medium [[Enemies#Biters|Biter]] in one shot.<br />
<br />
== History ==<br />
<br />
{{history|0.12.0|<br />
*All turrets now have a 2x2 footprint<br />
*New graphics, color is now force-dependent<br />
*Recipe is 2x more expensive.}}<br />
<br />
{{history|0.8.4|<br />
*Maximum of 10 [[Firearm magazine]]s can be put into the turret by inserters.}}<br />
<br />
{{history|0.7.1|<br />
*Gun turret damage upgrades<br />
*Faster movement speed of Gun turret<br />
*Range extended from 15 to 17.}}<br />
<br />
{{history|0.3.0|<br />
*New graphics<br />
*Bullet particles for turret}}<br />
<br />
{{history|0.2.7|<br />
*Warning for ammo-less turret is shown.<br />
*Contents of the turret's inventory visible in sidebar}}<br />
<br />
{{history|0.1.0|<br />
*Introduced}}<br />
<br />
==See also==<br />
<br />
* [[Laser turret]]<br />
* [[Flamethrower turret]]<br />
<br />
{{CombatNav}}<br />
{{C|Defense}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Gun_turret&diff=150857Gun turret2017-10-04T15:38:45Z<p>H0lyD4wg: /* Damage */ updated damage numbers</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Gun turret}}<br />
<br />
[[File:Gun_turret_firing.gif|thumb|right|The gun turret firing at a target.]]<br />
[[File:Gun_turret_rotating.gif|thumb|right|A rotating turret.]]<br />
<br />
Gun turrets are very basic and cheap defensive structures and the<br />
simplest element of automatic defenses. They use magazines for<br />
ammunition which can be refilled manually or by [[inserters]]. They do<br />
not require power and can operate practically anywhere as long as they<br />
have sufficient ammunition. Gun turrets deal double damage per shot as<br />
compared to the man-portable [[pistol]] and [[submachine gun]], but<br />
have somewhat lower fire rate than the latter, so absent any<br />
turret-specific upgrades it does 1.33 times as much damage per second<br />
as the submachine guns.<br />
<br />
== Damage ==<br />
<br />
The gun turret receives bonuses from technologies that improve bullets<br />
so it keeps pace with the submachine gun as those improve, and they<br />
also receive bonuses from their own damage upgrade. These two damage<br />
effects stack multiplicatively: fully upgraded, bullets do 2.2 times<br />
as much damage as a standard bullet, and turrets do 2.2 times as much<br />
damage as a standard turret, so bullets from a turret do<br />
2.2&times;2.2=4.84 times as much damage as without the upgrades,<br />
totaling 48.4 damage from [[Firearm magazine|regular]] and 77.44<br />
damage from [[Piercing rounds magazine|piercing]] bullets, more than<br />
fully-upgraded laser turrets can provide, though still not quite<br />
enough to kill medium [[Enemies#Biters|Biters]] in a single shot. With [[Uranium rounds magazine|uranium]] bullets the damage gets as high as 232.32 per bullet, enough to kill a big [[Enemies#Spitters|Spitter]] in one shot.<br />
<br />
== History ==<br />
<br />
{{history|0.12.0|<br />
*All turrets now have a 2x2 footprint<br />
*New graphics, color is now force-dependent<br />
*Recipe is 2x more expensive.}}<br />
<br />
{{history|0.8.4|<br />
*Maximum of 10 [[Firearm magazine]]s can be put into the turret by inserters.}}<br />
<br />
{{history|0.7.1|<br />
*Gun turret damage upgrades<br />
*Faster movement speed of Gun turret<br />
*Range extended from 15 to 17.}}<br />
<br />
{{history|0.3.0|<br />
*New graphics<br />
*Bullet particles for turret}}<br />
<br />
{{history|0.2.7|<br />
*Warning for ammo-less turret is shown.<br />
*Contents of the turret's inventory visible in sidebar}}<br />
<br />
{{history|0.1.0|<br />
*Introduced}}<br />
<br />
==See also==<br />
<br />
* [[Laser turret]]<br />
* [[Flamethrower turret]]<br />
<br />
{{CombatNav}}<br />
{{C|Defense}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Tutorial:Script_interfaces&diff=150724Tutorial:Script interfaces2017-09-27T15:41:52Z<p>H0lyD4wg: /* Calling interface functions */ fixed typo</p>
<hr />
<div>Script interfaces allow direct communication between simultaneously running scripts. This is done in form of defining a public interface with given functions. All the code regarding the interfaces communication is in the <code>remote</code> namespace. More info can be found in the offical api documentation, in this case [http://lua-api.factorio.com/latest/LuaRemote.html LuaRemote].<br />
<br />
=== Defining interfaces ===<br />
<br />
The interface is defined as follows:<br />
<br />
<syntaxhighlight lang="lua">-- assuming interface_name and table_of_functions are defined elsewhere<br />
remote.add_interface(interface_name, table_of_functions)<br />
<br />
-- It is possible to define the name and table inside the call<br />
remote.add_interface("my_interface", {<br />
my_getter = function()<br />
-- you can return 1 or more variables from the script<br />
return "foo"<br />
end,<br />
<br />
-- the values can be only primitive type or (nested) tables<br />
my_setter = function(foo, bar)<br />
global.foo = foo<br />
global.bar = bar<br />
end<br />
})</syntaxhighlight><br />
<br />
The interface functions cannot take function pointers or function closures. Primitive types, LuaObjects and tables work just fine.<br />
<br />
=== Calling interface functions ===<br />
<br />
The interface can be used for calling functions from a different script. <br />
<br />
Example (in the different script than the one above):<br />
<br />
<syntaxhighlight lang="lua">-- calls the my_interface.my_getter from the script above and prints the returning value<br />
print(remote.call("my_interface", "my_getter"))<br />
-- remote call takes the name of the interface, name of the function and then variable amount of parameters<br />
remote.call("my_interface", "my_setter", 5, {bar=baz})</syntaxhighlight><br />
<br />
=== Discovering interfaces ===<br />
<br />
The script can check for expected interfaces and its functions via the <code>remote.interfaces</code> table. This is a table indexed by interface names where the values are set of functions for particular interfaces.<br />
<br />
Example:<br />
<syntaxhighlight lang="lua"><br />
-- check whether there is the "my_interface" interface and whether it contains the "my_getter" function<br />
if remote.interfaces.my_interface and remote.interfaces.my_interface.my_getter then<br />
-- the remote call for the function is safe to use<br />
end</syntaxhighlight><br />
<br />
=== Custom input ===<br />
<br />
Keybindings can also be created. First the keybinding has to be defined in the data stage:<br />
<br />
<syntaxhighlight lang="lua">local button={<br />
type = "custom-input",<br />
name = "my-custom-input",<br />
key_sequence = "SHIFT + G",<br />
consuming = "none"<br />
}<br />
data:extend{button}</syntaxhighlight><br />
<br />
Available options for "consuming" are:<br />
* none: default if not defined<br />
* game-only: Blocks game inputs using the same key sequence but lets other custom inputs using the same key sequence fire.<br />
* script-only and all were removed in version 0.15<br />
<br />
Locale definition:<br />
<br />
<syntaxhighlight lang="lua">[controls]<br />
my-custom-input=Potato controls</syntaxhighlight><br />
<br />
And then it can be used runtime by subscribing to the event of the name of the custom input:<br />
<br />
<syntaxhighlight lang="lua">script.on_event("my-custom-input", function(event)<br />
game.print("Ran on tick: " .. tostring(event.tick))<br />
end)</syntaxhighlight></div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Storage&diff=150700Storage2017-09-26T07:26:13Z<p>H0lyD4wg: Fluid storage: added note about storing fluids.</p>
<hr />
<div>{{Languages}}<br />
<br />
''Storage'' is the concept of '''storing items'''. Under normal circumstances, it's unnecessary to store many different types of items. Instead, the player should keep items flowing by passing them as fast as possible/affordable from production step to the next step to create higher level items, instead of storing them.<br />
<br />
<br />
== Overview ==<br />
<br />
* [[Stack]]: a stack is the basic element to store items. A stack goes into a slot in an inventory.<br />
* [[Chests]]: the most common form of storage.<br />
* [[Vehicle]]: Vehicles can store a significant amount of items.<br />
** [[Car]]: The car has an 80 slot inventory.<br />
** [[Cargo wagon]]: Has 40 slots for storage.<br />
* [[Transport belts]]: The amount of items on a transport belt can be deceptively high, especially at [[train stop]]s and in production where this must be taken into account. [[Splitter]]s and [[underground belt]]s also hold a small amount of items. <br />
<br />
=== Simple buffers ===<br />
<br />
The most common form of storage, buffers, are useful when a factory only uses a resource intermittently. By creating a buffer, one can assure that the resource being buffered is always present when it's needed, very important for items that are slow to produce. Buffers can also be used to ensure that certain items are always being produced or mined. <br />
<br />
Some examples of buffers include:<br />
<br />
* [[belt transport system|Belts]]<br />
: Belts store about 72 items per 10 belts when both sides of the belt are used.<br />
* [[Chests]]<br />
: Chests can be used to create larger buffers of items.<br />
* Machine Buffer<br />
: [[Assembling machine]]s and other production machines can hold a very small amount of items in their output slot. They will stop working until these items are emptied.<br />
<br />
== Fluid storage ==<br />
<br />
[[Fluid_system|Fluid]]s are not items, and have their own dedicated infrastructure. Fluid containers can only hold one type of fluid at a time, as opposed to item inventories that can hold stacks of different items. Fluids can be stored in one of the following:<br />
<br />
* [[Storage_tank|Storage tank]]: the chest analogue for fluids. Holds up to 25,000 units of fluid.<br />
* [[Fluid_wagon|Fluid wagon]]: effectively a set of 3 storage tanks.<br />
* [[Pipe]]: the transport belt analogue for fluids.<br />
* [[Barrel]]s: most fluids in the game (except for [[Steam]]) can be put into barrels that hold 250 units of fluid each. Barreling a fluid effectively converts it into an items, making it possible to storage and transport it with the same infrastructure used for other items.<br />
<br />
== Examples/Discussion ==<br />
<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6667 Belt buffers]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=8378 network monitored resource buffer + autosorter]<br />
* [https://forums.factorio.com/viewtopic.php?f=8&t=23797 Using a Cargo Car as a Buffer] <br />
<br />
== See also ==<br />
* [[Belt transport system]]<br />
* [[Inserters]]<br />
* [[Crafting]]<br />
* [[Logistic network]]<br />
* [[Stack]]<br />
<br />
{{C|Storage}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Storage&diff=150696Storage2017-09-25T18:49:33Z<p>H0lyD4wg: /* Overview */ Fixed capacity numbers.</p>
<hr />
<div>{{Languages}}<br />
<br />
''Storage'' is the concept of '''storing items'''. Under normal circumstances, it's unnecessary to store many different types of items. Instead, the player should keep items flowing by passing them as fast as possible/affordable from production step to the next step to create higher level items, instead of storing them.<br />
<br />
<br />
== Overview ==<br />
<br />
* [[Stack]]: a stack is the basic element to store items. A stack goes into a slot in an inventory.<br />
* [[Chests]]: the most common form of storage.<br />
* [[Vehicle]]: Vehicles can store a significant amount of items.<br />
** [[Car]]: The car has an 80 slot inventory.<br />
** [[Cargo wagon]]: Has 40 slots for storage.<br />
* [[Transport belts]]: The amount of items on a transport belt can be deceptively high, especially at [[train stop]]s and in production where this must be taken into account. [[Splitter]]s and [[underground belt]]s also hold a small amount of items. <br />
<br />
=== Simple buffers ===<br />
<br />
The most common form of storage, buffers, are useful when a factory only uses a resource intermittently. By creating a buffer, one can assure that the resource being buffered is always present when it's needed, very important for items that are slow to produce. Buffers can also be used to ensure that certain items are always being produced or mined. <br />
<br />
Some examples of buffers include:<br />
<br />
* [[belt transport system|Belts]]<br />
: Belts store about 72 items per 10 belts when both sides of the belt are used.<br />
* [[Chests]]<br />
: Chests can be used to create larger buffers of items.<br />
* Machine Buffer<br />
: [[Assembling machine]]s and other production machines can hold a very small amount of items in their output slot. They will stop working until these items are emptied.<br />
<br />
== Examples/Discussion ==<br />
<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6667 Belt buffers]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=8378 network monitored resource buffer + autosorter]<br />
* [https://forums.factorio.com/viewtopic.php?f=8&t=23797 Using a Cargo Car as a Buffer] <br />
<br />
== See also ==<br />
* [[Belt transport system]]<br />
* [[Inserters]]<br />
* [[Crafting]]<br />
* [[Logistic network]]<br />
* [[Stack]]<br />
<br />
{{C|Storage}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Burner_mining_drill&diff=150666Burner mining drill2017-09-23T15:08:00Z<p>H0lyD4wg: /* Method 1 */</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Burner mining drill}}<br />
<br />
The '''Burner mining drill''' is the first type of drill accessible to the player. It burns [[fuel]] to [[Mining|mine]] the ore underneath the 2x2 area it is placed on.<br />
<br />
It mines about 7 items per single unit of coal used to fuel it, producing 0.28 items/s for [[Copper ore]], [[Coal]] or [[Iron ore]] and .3675 items/s for [[Stone]]. Burner miners create a lot of [[pollution]] per item.<br />
<br />
Burner drills are usually used until the player has built an [[Electric system|electrical network]], at which point the larger and faster [[Electric mining drill]] becomes more useful, though they can still provide some use as extra drills that take up less space.<br />
<br />
==Interface==<br />
[[File:Interface_of_Burner-Mining-Drill.png|upright=2]]<br />
# Amount of [[Fuel]] in the Mining Drill<br />
# Depletion of 1 Unit of [[Fuel]]<br />
# Progress of Mining<br />
# Product<br />
==Self-Sustaining Coal Mines==<br />
Both methods require no electricity.<br />
=== Method 1 ===<br />
Two burner mining drills can refuel each other when placed next to each other on a coal deposit as long as they're facing each other. Each drill fuels the other and coal gradually accumulates in their [[Stack]]s, so you have effectively a storage of 100 coal (2 stack, 50 coal, one in each burner miner, together 100). You can do this also for 4 or any other even number of miners.<br />
<br />
[[File:Early_coal_mining_1.png|200px]]<br />
<br />
Note that it takes slightly less than 3 minutes for the mining drills to completely fill each other's fuel inventory. Once full, the drills will sit idle until the accumulated coal is removed. It's possible to extend that time by having the drills output their coal into a buffer [[Chest]] rather than directly into another drill's fuel stack.<br />
<br />
[[File:Early_coal_mining_1b.png|250px]]<br />
<br />
=== Method 2 ===<br />
This method can be used for any number of burner mining drills in a coal deposit. Place a burner mining drill, then place at least three [[Transport belt]]s from the output in a mirrored "L" like shape so that the third belt has a gap between it and the miner. Fill the gap with a [[Burner inserter]] in a way that the inserter can insert coal to the miner. When placing this array of entities opposite of each other, ensure that no two burner inserters are trying to take coal from the same piece of belt or one of them might run out of fuel.<br />
<br />
[[File:Early_coal_mining_3.png|400x400px|upright=2]]<br />
<br />
== History ==<br />
<br />
{{history|0.8.1|<br />
* Mining drill now ignores resources that can't be mined because of the higher hardness.}}<br />
<br />
{{history|0.8.0|<br />
* Player starts with one burner mining drill and one furnace in the freeplay.<br />
* Increased mining speed of burner mining drill.}}<br />
<br />
{{history|0.7.3|<br />
* Shows area of effect when highlighted.<br />
* Mining drill evenly mines from every tile in it's area.}}<br />
<br />
{{history|0.7.0|<br />
* Added support for modules to Electric mining drills.<br />
* Mining drills deactivate when out of resources.}}<br />
<br />
{{history|0.5.1|<br />
* Show output arrows when alt mode is on.}}<br />
<br />
{{history|0.5.0|<br />
* New Graphics.}}<br />
<br />
{{history|0.2.0|<br />
* Shows count of available resources.}}<br />
<br />
{{history|0.1.0|<br />
* Introduced}}<br />
<br />
==See also==<br />
* [[Mining drills]]<br />
* [[Coal]]<br />
<br />
{{BurnerNav}}<br />
{{ProductionNav}}<br />
{{C|Resource extraction}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=File:Early_coal_mining_1b.png&diff=150664File:Early coal mining 1b.png2017-09-23T14:49:29Z<p>H0lyD4wg: </p>
<hr />
<div></div>H0lyD4wghttps://wiki.factorio.com/index.php?title=File:Early_coal_mining_1.png&diff=150663File:Early coal mining 1.png2017-09-23T14:48:59Z<p>H0lyD4wg: HR version of Early_coal_mining_1.jpg</p>
<hr />
<div>HR version of Early_coal_mining_1.jpg</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Stone&diff=150644Stone2017-09-23T06:16:36Z<p>H0lyD4wg: Added note about rocks.</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Stone}}<br />
<br />
'''Stone''' is a resource found on the map. It is used for crafting [[Stone furnace]]s, [[Rail|Rail]]s, [[Landfill]], and can be smelted into [[Stone brick]]s in a furnace.<br />
<br />
In addition to stone resource patches, stone can be mined from [[Stone_rock|Stone rock]]s, [[Big_rock|Big rock]]s, and [[Huge_rock|Huge rock]]s.<br />
<br />
== History ==<br />
<br />
{{history|0.13.0|<br />
* Destroying large stone rocks gives stone.}}<br />
<br />
{{history|0.10.1|<br />
* Updated icon graphics}}<br />
<br />
{{history|0.9.0|<br />
* Slightly increase stone spawning rate.}}<br />
<br />
{{history|0.2.9|<br />
* Updated stone graphics}}<br />
<br />
{{history|0.2.7|<br />
* Changed standard stone resource frequency from rare to medium.}}<br />
<br />
{{history|0.1.0|<br />
* Introduced}}<br />
<br />
{{IntermediateNav}}<br />
{{C|Resources}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=File:Big_rock.png&diff=150636File:Big rock.png2017-09-23T06:07:49Z<p>H0lyD4wg: </p>
<hr />
<div></div>H0lyD4wghttps://wiki.factorio.com/index.php?title=File:Quickbar_and_shortcut_bar.png&diff=150633File:Quickbar and shortcut bar.png2017-09-23T05:42:08Z<p>H0lyD4wg: The quickbar (with Toolbelt upgrade)</p>
<hr />
<div>The quickbar (with [[Toolbelt_(research)|Toolbelt]] upgrade)</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Toolbelt_(research)&diff=150632Toolbelt (research)2017-09-23T05:38:13Z<p>H0lyD4wg: renamed toolbar -> quickbar</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Toolbelt (research)}}<br />
<br />
With this research, the character gets a second [[Quickbar]] row, which can be toggled by pressing {{Keybinding|X}} (standard key binding) or by clicking the [[File:switch-quickbar.png|x20px]] button in the center of the quickbar.<br />
<br />
== See also ==<br />
* [[Research]]<br />
* [[Technologies]]<br />
{{TechNav}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Talk:Iron_axe&diff=150621Talk:Iron axe2017-09-22T05:40:26Z<p>H0lyD4wg: requesting info about attack speed</p>
<hr />
<div>What is the attack speed of the iron axe and the steel axe, when used as melee weapons? [[User:H0lyD4wg|H0lyD4wg]] ([[User talk:H0lyD4wg|talk]]) 05:40, 22 September 2017 (UTC)</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Talk:Enemies&diff=150620Talk:Enemies2017-09-22T05:37:52Z<p>H0lyD4wg: requesting info about enemy attack speeds</p>
<hr />
<div>http://www.factorioforums.com/forum/viewtopic.php?f=18&t=2011<br />
<br />
== Update required! ==<br />
<br />
The new update (.11) added Spitters. Please update :)<br />
I'll link here from the Quick Start Guide, so it's important that this gets updated<br />
<br />
== Attack speed ==<br />
<br />
What are the the attack speeds of the various enemies?</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Infobox:Tank&diff=150617Infobox:Tank2017-09-21T16:09:15Z<p>H0lyD4wg: Added fuel consumption stats</p>
<hr />
<div>{{infobox<br />
|prototype-type = car<br />
|internal-name = tank<br />
|expensive-total-raw = Time, 295.5 + Copper plate, 280 + Engine unit, 64 + Iron plate, 200 + Plastic bar, 80 + Steel plate, 100<br />
|expensive-recipe = Time, 0.5 + Advanced circuit, 20 + Engine unit, 64 + Iron gear wheel, 30 + Steel plate, 100<br />
|category = Combat<br />
|health =2000<br />
|stack-size=1<br />
|resistance =<br />
{{Translation|Acid}}: 10/20%<br/><br />
{{Translation|Explosion}}: 15/30%<br/><br />
{{Translation|Fire}}: 15/50%<br/><br />
{{Translation|Impact}}: 50/60%<br/><br />
{{Translation|Physical}}: 15/30%<br />
|range ={{Translation|Tank cannon}}: 25<br>{{Translation|Vehicle machine gun}}: 20<br />
|shooting-speed ={{Translation|Tank cannon}}: 0.67{{Translation|/s}}<br>{{Translation|Vehicle machine gun}}: 15{{Translation|/s}}<br />
|ammunition =explosive cannon shell + cannon shell + uranium cannon shell + explosive uranium cannon shell + regular magazine + piercing rounds magazine + uranium rounds magazine + flamethrower ammo<br />
|recipe = Time, 0.5 + Advanced circuit, 10 + Engine unit, 32 + Iron gear wheel, 15 + Steel plate, 50<br />
|total-raw = Time, 103 + Copper plate, 50 + Engine unit, 32 + Iron plate, 50 + Plastic bar, 20 + Steel plate, 50<br />
|energy = 800 {{Translation|kW}} burner<br />
|efficiency = 75%<br />
|required-technologies = Tanks<br />
|producers =manual + assembling machine 2 + assembling machine 3<br />
}}<noinclude>[[Category:Infobox page]]</noinclude></div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Player&diff=150616Player2017-09-21T13:29:44Z<p>H0lyD4wg: Added note re: inventory size</p>
<hr />
<div>{{Languages}}<br />
[[File:Player icon.png|right]]<br />
Factorio is played from the angled top down perspective of the ''player''.<br />
<br />
The ''physical representation'' of the player is the ''character'', who is always at the center of view. In multiplayer, player characters will appear in different colors. Color can be set manually with the <code>/color</code> command, see [[Console]]. These colors also transfer to any entered [[car]] or [[tank]], depending on which player is driving them.<br />
<br />
The character is '''part of the player''' and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the [[player]], and it is the only that can be controlled at a time.<br />
<br />
The character's maximum [[Damage|health]] is 250 (without energy shields). The character's main inventory has 60 slots (without bonuses from [[#Armor|power armor]], [[Character_logistic_trash_slots_(research)|logistic trash slots]], or the [[Quickbar]]).<br />
<br />
== Distinction between Player and Character ==<br />
<br />
[[File:Player-running.gif|thumb|right|The player (aka the ''character'') running.]]<br />
[[File:twoplayers.png|thumb|right|180x180px|Two different color characters in multiplayer.]]<br />
<br />
Technically the player is only the "player-view". The player is unlike the ''character'', (the little person that runs around on the ground) The character is part of the player, but the player is not just the character.<br />
<br />
You can for example play in god-mode (such as in the sandbox game mode). In that mode you don't have a character, only a player. <br />
<br />
In other words, the Player is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the ''character''. While this distinction is important for modding and understanding the game's core, the terms can be used interchangeably for most conversations. For the purpose of this article, player will be used.<br />
<br />
== World Interaction ==<br />
The player has five primary ways of interacting with the world:<br />
<br />
# Crafting items personally from resources using the craft menu (Default open key: E)<br />
# Placing entities by selecting them from the inventory or toolbar and placing them on a [[tile]] (Default: Left Mouse Button)<br />
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]], using the same button<br />
## Removing an entity from the world, returning it to your inventory (Default: '''Hold''' Right Mouse Button)<br />
# Harvesting resources from a tile (Default: '''Hold''' RMB)<br />
# Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press F)<br />
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)<br />
<br />
''For more key-bindings, see [[Keyboard bindings]]''<br />
<br />
Note: The player can do that only, if his character owns the abilities for this. For example: He cannot fire a weapon, cause he has no weapons-slots.<br />
<br />
== Equipment ==<br />
<br />
Equipment are items used to speed up entity/resource collection, kill [[enemies]], protect the player's health, etc. All equipment except for weapons and capsules have durability, and will break after enough uses. Examples of equipment and the equipment inventory are discussed below.<br />
<br />
[[File:EquipSlots.jpg|thumb|right|1: The tool slot for pickaxes. 2: The armor slot. 3: The weapon slots. 4: The ammo slots.]]<br />
<br />
<br />
=== Tools ===<br />
Removing or harvesting machines, entities, or resources from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete and pick up the object. Starting without a pickaxe, it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, ''it is heavily recommended to craft an [[iron axe]] as the first action the player takes in the game''.<br />
<br />
A full list of all tools in the game:<br />
<br />
* [[Iron axe]]<br />
* [[Steel axe]]<br />
* [[Repair pack]]<br />
* [[Discharge defense remote]]<br />
<br />
=== Weapons ===<br />
Eventually, whether in a peaceful game or not, one will need the capability to destroy the various [[Enemies]] that live in the world.<br />
<br />
This capability mostly comes in the form of [[Turrets]] for base defense, but for the player there are two broad categories, more traditional weapons and capsules; discussed below. To fire the main equip-able weapons, the weapon must be in one of the weapon slots. (see above)<br />
<br />
If all the preparation is done, fire the weapon with the target enemy key (Default: Spacebar) or the target cursor key (Default: C). Target enemy is a ''safe'' auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. A green target reticle will be shown below the enemy when in range, red when not.<br />
<br />
Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Tree]]s and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together. Target cursor is capable of shooting anything with health, so be careful when near important buildings. In late game, player gunfire can nearly instantly destroy some buildings.<br />
<br />
Each player starts with a simple [[Pistol]] and ten magazines of [[Firearm magazine|basic ammo]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.<br />
<br />
A list of all traditional weapons in the game:<br />
<br />
* [[Pistol]]<br />
* [[Submachine gun]]<br />
* [[Shotgun]]<br />
* [[Combat shotgun]]<br />
* [[Rocket launcher]]<br />
* [[Flamethrower]]<br />
<br />
=== Capsules ===<br />
Capsules are consumable weapons systems, they are picked up from the inventory and thrown somewhere in the game world to spawn their effect at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.<br />
<br />
A list of all throw-able capsules in the game:<br />
<br />
* [[Grenade]]<br />
* [[Cluster grenade]]<br />
* [[Poison capsule]]<br />
* [[Slowdown capsule]]<br />
<br />
=== Combat Robot Capsules ===<br />
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, however they deploy different forms of hovering robots, with various behaviors and types of attacks/movement. The amount of robots that can be out at one time is limited by the [[Follower robot count (research)|Robot follower count research]].<br />
<br />
A list of all robot capsules in the game:<br />
<br />
* [[Defender capsule]]<br />
* [[Distractor capsule]]<br />
* [[Destroyer capsule]]<br />
<br />
<br />
=== Armor ===<br />
Once the player has faced the first proper attack, they will quickly come to learn how much damage they can handle, not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, however early in the game the player will only have access to simple basic armor.<br />
<br />
A list of all armors in the game:<br />
<br />
* [[Light armor]]<br />
* [[Heavy armor]]<br />
* [[Modular armor]]<br />
* [[Power armor]]<br />
* [[Power armor MK2]]<br />
<br />
In addition to protection from damage, some advanced armors also give a bonus to inventory size: 10 slots for modular armor, 20 for power armor, and 30 for power armor mk2.<br />
<br />
=== Armor Modules ===<br />
Once the player has crafted any modular armor they gain access to various general purpose enhancements, which can be freely added or removed from any modular armor. While all of them are capable of fitting in even the [[Modular armor]] individually, their usefulness greatly depends on player choice; i.e. there are no specific best modules or best arrangement of modules.<br />
<br />
A list of all armor modules in the game:<br />
<br />
* [[Exoskeleton]]<br />
* [[Battery MK1]]<br />
* [[Battery MK2]]<br />
* [[Portable solar panel]]<br />
* [[Portable fusion reactor]]<br />
* [[Energy shield]]<br />
* [[Energy shield MK2]]<br />
* [[Night vision]]<br />
* [[Personal laser defense]]<br />
* [[Discharge defense]]<br />
<br />
== Gallery ==<br />
<br />
[[File:playerportrait.png|thumb|none|Portrait of the player character; seen when selecting the "First steps" campaign.]]<br />
<br />
== History ==<br />
<br />
{{history|0.13.14|<br />
* Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player's inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.}}<br />
<br />
{{history|0.13.0|<br />
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).}}<br />
<br />
{{history|0.12.1|<br />
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn't move items to the logistic trash slots.}}<br />
<br />
{{history|0.12.0|<br />
* New muzzle flash graphics.}}<br />
<br />
{{history|0.11.4|<br />
* Improved player running animation.}}<br />
<br />
{{history|0.11.0|<br />
* New player animation, depends on armor}}<br />
<br />
{{history|0.10.9|<br />
* Mining a chest now fails instead of spilling items onto the ground.}}<br />
<br />
{{history|0.9.0|<br />
* Player gets a separate warning icon when a building is destroyed.<br />
* Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).}}<br />
<br />
{{history|0.8.0|<br />
* Player now starts with 1 [[burner mining drill]] and one [[stone furnace]] in the freeplay.<br />
* The player can repair structures using [[repair pack]]s.}}<br />
<br />
{{history|0.7.0|<br />
* Player moves slower while shooting.}}<br />
<br />
{{history|0.6.0|<br />
* Added the ability for the player to request items directly from logistic robots.}}<br />
<br />
{{history|0.5.0|<br />
*Player picks all items in range when picking items on the ground, instead of 1 per tick<br />
* Shooting particles added}}<br />
<br />
{{history|0.4.0|<br />
* Player slides around corners}}<br />
<br />
{{history|0.2.8|<br />
* Player no longer collides with [[Underground belt]].<br />
* Added auto-targeting for guns.}}<br />
<br />
{{history|0.2.1|<br />
* Added warning message when the player tries to build in an invalid position.}}<br />
<br />
{{history|0.2.0|<br />
* Screen reddens when taking damage<br />
* Character animations added}}<br />
<br />
{{history|0.1.0|<br />
* Introduced}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Fuel&diff=150615Fuel2017-09-21T12:21:02Z<p>H0lyD4wg: /* Types */ corrected fuel values for Wooden chest, Small electric pole</p>
<hr />
<div>{{Languages}}<br />
'''Fuel''' can be inserted into [[burner devices]] and burned to power them. Different types of fuel provide different amounts of energy, measured in megajoules (MJ).<br />
<br />
== Types ==<br />
<br />
This is a list of all items usable as fuel in burner devices, ordered by fuel value:<br />
{| class="wikitable"<br />
! Item !! Fuel value !! Fuel value per raw total !! Vehicle acceleration bonus !! Vehicle max speed<br />
|-<br />
| {{imagelink|Wood}} || 2 MJ || 4 MJ per raw wood || 100% || 259.2 km/h<br />
|-<br />
| {{imagelink|Raw wood}} || 4 MJ || 4 MJ per raw wood || 100% || 259.2 km/h<br />
|-<br />
| {{imagelink|Small electric pole}} || 4 MJ || 8 MJ per raw wood || 100% || 259.2 km/h<br />
|-<br />
| {{imagelink|Wooden chest}} || 4 MJ || 2 MJ per raw wood || 100% || 259.2 km/h<br />
|-<br />
| {{imagelink|Coal}} || 8 MJ || 8 MJ per coal || 100% || 259.2 km/h<br />
|-<br />
| {{imagelink|Solid fuel}} || 25 MJ || 2 MJ per unit of [[crude oil]]<sup>1</sup> || 120% || 272.2 km/h<br />
|-<br />
| {{imagelink|Rocket fuel}} || 225 MJ || 1.8 MJ per unit of [[crude oil]]<sup>1</sup> || 180% || 298.1 km/h<br />
|-<br />
| {{imagelink|Uranium fuel cell}} || 8 GJ<sup>2</sup> || 507 MJ per [[uranium ore]]<sup>3</sup> || Unusable || Unusable<br />
|}<br />
<br />
(1) This assumes the crude oil is processed completely into solid fuel using [[advanced oil processing]] and [[heavy oil cracking]] as intermediate steps, but not [[light oil cracking]]. More efficient methods are possible. In practice, the [[petroleum gas]] is more likely to be used for something other than solid fuel.<br />
<br />
(2) This fuel type can only be used in a [[nuclear reactor]]. Unlike other fuel types, it cannot be placed into standard burners.<br />
<br />
(3) Assuming that all U-238 is enriched, all used up cells are reprocessed, and there is no reactor neighbor bonus.<br />
<br />
== Consumption ==<br />
<br />
The following formula can be used to find how long a fuel will last in a device:<br />
<code>Burn time (s) = Fuel value (MJ) / Energy consumption (MW)</code><br />
<br />
For example, when using coal in a [[burner inserter]] with an energy consumption of 188 kW (or 0.188 MW): <code>Burn time = 8 / 0.188</code><br />
<br />
we find that the burn time is approximately 42.55 seconds.<br />
<br />
== History ==<br />
<br />
{{history|0.15.0|<br />
* Fuel type affects vehicle acceleration and top speed.}}<br />
<br />
== See also ==<br />
* [[Burner devices]]<br />
* [[Electric network]]<br />
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]<br />
<br />
{{BurnerNav}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Tutorial:Transport_use_cases&diff=150613Tutorial:Transport use cases2017-09-21T10:15:29Z<p>H0lyD4wg: /* Seeing from throughput side */ Updated throughput numbers for fully compressed belts.</p>
<hr />
<div>{{Languages}}<br />
{{DISPLAYTITLE:What Transport for which case?|noerror}}<br />
This page compares the three main [[transport]] methods: [[Belt transport system]] (conveyor belts), [[railway]] (trains) and [[Logistic robot|logistic robots]]. Note, that there are two more useful methods to transport items: The characters inventory and the [[car]]. (Especially the car has an extremely high capacity and can be used instead of trains - of course you need to drive everything yourself, see the chapter about the car).<br />
<br />
The best choice depends on the context in which they are used. For example on the amount of resources you need to transport, or how far away they are.<br />
<br />
== Comparison of Belts, Trains and Logistic robots ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! width=10% | <br />
! width=30% | Belts<br />
! width=30% | Trains<br />
! width=30% | Logistic Robots<br />
|-<br />
| Throughput<br />
| Constant, low for one belt, precisely calculable, limited<br />
| Extremely high, fast, not easily calculable but constant, nearly unlimited if enough space, <br />
| High in small areas, not calculable/chaotic, unlimited if enough bots, cannot be optimized, terrible over long distances and bulk goods<br />
|-<br />
| Space required<br />
| Small for simple products, large for complicated product chains<br />
| Large due to train stations and bends. There is a difference in using [https://forums.factorio.com/viewtopic.php?f=5&t=35806 Rollon-Rolloff-Stations (lot of space) or Terminus (much smaller)].<br />
| Small for complex products.<br />
|-<br />
| Optimization <br />
| Highly optimizable. Source of never ending fun.<br />
| Seldom really needed - better rebuild or build more tracks. For larger networks you can get some trouble with deadlocks/gridlocks, if not optimized, using chain signals. Optimize train stations: connect either with belts (complex) or with logistic bots (recommended). <br />
| Optimize placing of roboports (for charging) and used number of ports vs. number of bots in the air.<br />
|-<br />
| Parallelization<br />
| High. Two parallel belts have the doubled throughput as one. Cost is also only double. On the other hand: Effort to build that doubles.<br />
| Extreme. Two parallel tracks can transport 5-10 times more trains than one, because if a track is blocked the trains can choose the other free track and so they don't need to stop. The effort to build two tracks in parallel is lower than double.<br />
| Not so good. Doubling the amount of bots from one to two surely doubles the throughput, but doubling robots from 500 to 1000 can result in complete chaos. <br />
|-<br />
| Initial costs<br />
| Very small as long as conveyor belts are short. Still good with parallel belts. Larger when making fast transport belts. Expensive with express; which should be used for special cases only.<br />
| Considerable amount of material is needed for initial locomotive. Small costs (when compared to the increase of transport) for making rails.<br />
| Roboports and especially bots require a lot of resources to make. Logistic bot upgrades are very expensive, but needed and must be calculated into the total costs. Maintenance costs a lot of time.<br />
|-<br />
| Use of energy<br />
| Gratis. Free. Always an object of discussion. ;)<br />
| Low. The usage of fuel is currently very affordable.<br />
| High. The roboports need a lot of energy and the bots take even more energy, as more are in the air. This can be a big problem, but is normally not an issue.<br />
|-<br />
| Items in transit vs. duration of transport<br />
| Bad. 100 tiles of belts stores about 700 items if fully loaded, but takes with basic belts 56 seconds for transport. With express belt, this is only 3 times faster.<br />
| Very good. Lot of items transported in very short time.<br />
| Chaotic. When jammed it can happen, that the most important items are unreachable in the air.<br />
|-<br />
| Maintenance costs<br />
| None<br />
| Some fuel needed<br />
| Considerable amount of electricity needed<br />
|-<br />
| Pollution<br />
| None<br />
| Some<br />
| None, indirectly caused by use of electricity.<br />
|-<br />
| Best used for<br />
| High throughput, bulk-goods (ores, some intermediates), small to medium distance. Examples include raw materials and simple products.<br />
| High throughput, long distance. Examples include transporting ores or plates from resource fields to main factory area.<br />
| Extremely high throughput over very short distances (< 50 tiles), low to medium throughput over medium distance (50-500), catastrophic over long distance. Best used in main factory area for complex products like modules and advanced circuits. Also best used for products needed in smaller quantities like placeable structures and ammunition. Unbeatable for train station (loading/unloading chests).<br />
|-<br />
| Most annoying problems<br />
| Left/right lane problems (part of the game), splitting off the right amount of items.<br />
| Deadlock situations (in complicated crossings), complex train-station and signal setup.<br />
| Blocking of roboports by waiting for charging, "stupid" behavior like far away bots are used, instead of near and vice versa, Robots that take a "shortcut" through [[Enemies|Biter]]-infested territory.<br />
|}<br />
<br />
== Experts ==<br />
<br />
=== Belts ===<br />
<br />
* Practical up to distances of 500 tiles (to compare: a radar station watches up to 200 tiles, with a 100-tile "radius").<br />
* Useful for connecting small resource-fields to the factory area, as the throughput of a belt is limited to 800 items per minute on a fully-compressed basic belt. With fast or express belt, this is higher (up to 2400) but the price is gigantic. Using multiple parallel belts is costly, but with basic belts still affordable over long distances.<br />
* Best for working within an automated facility for '''bulk goods''', eg. transporting ore, plates, circuit boards, etc over short or medium distances. <br />
* Store, over long distances, a not to be underestimated number of items (about 12 per tile, with two lanes, so you can calculate over 500 tiles with 6000 items!). This storage is out of reach and could be counted as wasted, until it is transported.<br />
<br />
Note: the length of 500 tiles is just a "rule of thumb", and comes from these facts:<br />
* It takes nearly 5 minutes (4.44) for an item to run from one end to the other on 500 tiles of [[transport belt]]s.<br />
* A belt with 500 tiles stores about 3571 items (about a chest of resources).<br />
* The fact, that about after this length it makes sense to use train.<br />
<br />
The advantages of belts are:<br />
* Belts have a constant throughput rate.<br />
* Calculations are easily possible (such as "Do I need more belts to transport items from the mines?")<br />
* Basic belts are cheap compared to tracks and and are easier to build<br />
* You can easily see how much items are on the belt, which makes it easier to assess if you need more throughput.<br />
* You can use the belt as an open storage: you can store about 72 items in a length of 10 belts, when using both lanes (but for long belts this is a big disadvantage!)<br />
<br />
Disadvantages:<br />
* Limited transport capacity, due to the limited throughput.<br />
* Slow. This is a problem with very long belts because it takes a while to fill the belt. The items on the belt cannot be used. A belt with length of 100 holds 714 items for 56 seconds. With trains this is much lower (10 seconds) and as long as they are not loaded into a wagon, they still can be used.<br />
* Items on the belts are "lost items" until they are transported.<br />
<br />
Belts have the best short-distance throughput for continuous, direct-to-factory transportation. '''This is especially true, if you use basic belts in parallel, cause this combination has an incredible high throughput at low costs.<br />
<br />
=== Trains ===<br />
<br />
* Trains should be used to transport items from big and distant resource fields. No other mean of long distance transport is as fast as trains. A single train line can easily be build, however, planning an extensive railway setup can be difficult and time consuming. One clever way of placing rails is entering a locomotive and placing the rails in front of it using the [[rail planner]]. <br />
* Trains can be used to connect separate factories together over long distances. This additionally lets you 'take a ride' out to outposts that require attention.<br />
<br />
By smelting ore locally and shipping the plates via train, you can double your wagon capacity and route directly to a storage yard or factory.<br />
<br />
=== Logistic robots ===<br />
<br />
* Logistic robots should be used in a limited area with dense building placement In most cases this is the main factory area. With some updates the logistic bots can handle enormous amounts of items. <br />
* Bots are terrible at long distances and bulk goods: It's not a good idea use bots for ore-transport or from/to furnaces. It is possible to use them for this task, but don't hold your breath for this to work perfectly; there are several issues with the AI that cause them to work inefficiently more often than not. Some players take that problem as challenge.<br />
* They do a perfect job on bulk-goods, if they can charge between their jobs, which is the case on train-stations: Train comes in, train is unloaded, bots transports to the target chests, bots charge. Next rain comes in.<br />
* Bots do a perfect job if you use them for random transport of expensive products; transport intermediate products to where they're needed within the local network, especially if it's completely impractical to route a belt for the job.<br />
<br />
Bots, while great at moving sparse items with slow production speeds, are a very costly thing to integrate with high-volume affairs like mining/smelting because they need frequent breaks to recharge.<br />
<br />
The exception is the incredible benefit they offer to train stations because of the space-logistical challenge of routing and load-balancing belts around the train tracks, especially since it isn't necessarily 'constant flow', offering them time to recharge.<br />
<br />
== Seeing from throughput side ==<br />
<br />
A [[Transport belt]] cannot transport more than 800 item/minute and an [[Express transport belt]] (the fastest) not more than 2400 (see above). Now compare that with a locomotive: a [[Cargo wagon]] can deliver 2000 items (ores) '''per wagon'''! And if you smelt the resources at your outpost and transport intermediate plates (copper, iron) you can transport 4000 per wagon. So when speaking in terms of throughput, you need to swap to train or make multiple parallel belts.<br />
<br />
This picture might change when you develop [[Logistic robot]]s. But that is not true! They can't be beaten for relatively small areas, especially with their researched bonuses, and they have some kind of intelligence; they try to deliver all requests as equally as possible.<br />
<br />
But bots are terrible at long distances and bulk goods. Here are some calculations, which explain the problem (all calculations are assumed with full upgrade for the logistic bots!):<br />
<br />
Needed robots to transport 3000 items per minute over a distance of 50 tiles you need: <br />
Robot speed: 3 tiles/sec (basic speed) * 1.4 (logistic speed bonus) = 4.2 tiles/sec<br />
Needed time for one transport: 100 tiles / 4.2 tiles/sec = 24 secs<br />
Need robots per minute: 24 secs / 60 secs = you need 0.4 bots to transport one item per minute over 50 tiles.<br />
Because of Logistic robot cargo: 0.4 bots / 5 items per transport = 0.08 bots to transport one item per minute<br />
Total: 3000 items * 0.08 bots/per item = 240 bots<br />
240 is a high, but still very realistic number for a logistic network with 4-5 roboports.<br />
<br />
Needed robots to transport 3000 items per minute over a distance of 500 tiles you need: <br />
Needed time for one transport: 1000 tiles / 4.2 tiles/sec = 240 secs<br />
Need robots per minute: 240 secs / 60 secs = you need 4 bots to transport one item per minute over 500 tiles.<br />
Because of Logistic robot cargo: 4 bots / 5 items per transport = 0.8 bots to transport one item per minute<br />
Total: 3000 items * 0.8 bots/per item = 2400 bots<br />
<br />
2400 bots need a quite big amount of resources to produce, not accounted the needed research (for bots, speed/stacksize bonuses), number of roboports and the needed energy.<br />
<br />
<br />
That leaves conveyors and trains.<br />
<br />
Trains are faster than belts and offer better logistic control as you go between logistic networks.<br />
<br />
Belts simply take forever, and you may wind up with a lot of asset tied up with simply being 'in transit'. You should see items sitting on a belt as "non-useable storage". Backed up belts can be a good thing for buffer space, but long belts are just inefficient, or better: You loose the control over the other end, due to the long gap; the resources on the other side could be long depleted, but you see it only five minutes later.<br />
<br />
=== Or in other words ===<br />
The effort to squeeze out the last 20% of belt-performance increases depending on distance and total amount and at some point the train will win. But in your central factory area the bots will never be beaten. On the other hand: in small areas, and for simple throughput of one type of item (iron ore to iron-plates for example) we can place some belts in parallel, which is cheap and efficient (uses no energy) and when using parallel belts can achieve enormous throughput. For later game, the [[Fast transport belt]] is a good compromise between cost and efficiency, and the [[Express transport belt]]s should be use only for short sections.<br />
<br />
=== Or in more other words ===<br />
The amount of robots you need is directly dependent on the density you built. The central part of your factory should be dense, cause not only throughput is important here, but also speed: How fast can an item be produced in total (including the transportation time).<br />
<br />
== See also ==<br />
<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=3948 Discussion about using conveyor belts vs. trains]. There are some interesting tips in this thread.<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5478 More trains vs. longer trains]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5715 Deciding which items to re-make and which to keep on belts?]<br />
{{Languages}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Tutorial:Transport_use_cases&diff=150612Tutorial:Transport use cases2017-09-21T10:13:50Z<p>H0lyD4wg: /* Belts */ Updated throughput numbers for fully compressed belts.</p>
<hr />
<div>{{Languages}}<br />
{{DISPLAYTITLE:What Transport for which case?|noerror}}<br />
This page compares the three main [[transport]] methods: [[Belt transport system]] (conveyor belts), [[railway]] (trains) and [[Logistic robot|logistic robots]]. Note, that there are two more useful methods to transport items: The characters inventory and the [[car]]. (Especially the car has an extremely high capacity and can be used instead of trains - of course you need to drive everything yourself, see the chapter about the car).<br />
<br />
The best choice depends on the context in which they are used. For example on the amount of resources you need to transport, or how far away they are.<br />
<br />
== Comparison of Belts, Trains and Logistic robots ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! width=10% | <br />
! width=30% | Belts<br />
! width=30% | Trains<br />
! width=30% | Logistic Robots<br />
|-<br />
| Throughput<br />
| Constant, low for one belt, precisely calculable, limited<br />
| Extremely high, fast, not easily calculable but constant, nearly unlimited if enough space, <br />
| High in small areas, not calculable/chaotic, unlimited if enough bots, cannot be optimized, terrible over long distances and bulk goods<br />
|-<br />
| Space required<br />
| Small for simple products, large for complicated product chains<br />
| Large due to train stations and bends. There is a difference in using [https://forums.factorio.com/viewtopic.php?f=5&t=35806 Rollon-Rolloff-Stations (lot of space) or Terminus (much smaller)].<br />
| Small for complex products.<br />
|-<br />
| Optimization <br />
| Highly optimizable. Source of never ending fun.<br />
| Seldom really needed - better rebuild or build more tracks. For larger networks you can get some trouble with deadlocks/gridlocks, if not optimized, using chain signals. Optimize train stations: connect either with belts (complex) or with logistic bots (recommended). <br />
| Optimize placing of roboports (for charging) and used number of ports vs. number of bots in the air.<br />
|-<br />
| Parallelization<br />
| High. Two parallel belts have the doubled throughput as one. Cost is also only double. On the other hand: Effort to build that doubles.<br />
| Extreme. Two parallel tracks can transport 5-10 times more trains than one, because if a track is blocked the trains can choose the other free track and so they don't need to stop. The effort to build two tracks in parallel is lower than double.<br />
| Not so good. Doubling the amount of bots from one to two surely doubles the throughput, but doubling robots from 500 to 1000 can result in complete chaos. <br />
|-<br />
| Initial costs<br />
| Very small as long as conveyor belts are short. Still good with parallel belts. Larger when making fast transport belts. Expensive with express; which should be used for special cases only.<br />
| Considerable amount of material is needed for initial locomotive. Small costs (when compared to the increase of transport) for making rails.<br />
| Roboports and especially bots require a lot of resources to make. Logistic bot upgrades are very expensive, but needed and must be calculated into the total costs. Maintenance costs a lot of time.<br />
|-<br />
| Use of energy<br />
| Gratis. Free. Always an object of discussion. ;)<br />
| Low. The usage of fuel is currently very affordable.<br />
| High. The roboports need a lot of energy and the bots take even more energy, as more are in the air. This can be a big problem, but is normally not an issue.<br />
|-<br />
| Items in transit vs. duration of transport<br />
| Bad. 100 tiles of belts stores about 700 items if fully loaded, but takes with basic belts 56 seconds for transport. With express belt, this is only 3 times faster.<br />
| Very good. Lot of items transported in very short time.<br />
| Chaotic. When jammed it can happen, that the most important items are unreachable in the air.<br />
|-<br />
| Maintenance costs<br />
| None<br />
| Some fuel needed<br />
| Considerable amount of electricity needed<br />
|-<br />
| Pollution<br />
| None<br />
| Some<br />
| None, indirectly caused by use of electricity.<br />
|-<br />
| Best used for<br />
| High throughput, bulk-goods (ores, some intermediates), small to medium distance. Examples include raw materials and simple products.<br />
| High throughput, long distance. Examples include transporting ores or plates from resource fields to main factory area.<br />
| Extremely high throughput over very short distances (< 50 tiles), low to medium throughput over medium distance (50-500), catastrophic over long distance. Best used in main factory area for complex products like modules and advanced circuits. Also best used for products needed in smaller quantities like placeable structures and ammunition. Unbeatable for train station (loading/unloading chests).<br />
|-<br />
| Most annoying problems<br />
| Left/right lane problems (part of the game), splitting off the right amount of items.<br />
| Deadlock situations (in complicated crossings), complex train-station and signal setup.<br />
| Blocking of roboports by waiting for charging, "stupid" behavior like far away bots are used, instead of near and vice versa, Robots that take a "shortcut" through [[Enemies|Biter]]-infested territory.<br />
|}<br />
<br />
== Experts ==<br />
<br />
=== Belts ===<br />
<br />
* Practical up to distances of 500 tiles (to compare: a radar station watches up to 200 tiles, with a 100-tile "radius").<br />
* Useful for connecting small resource-fields to the factory area, as the throughput of a belt is limited to 800 items per minute on a fully-compressed basic belt. With fast or express belt, this is higher (up to 2400) but the price is gigantic. Using multiple parallel belts is costly, but with basic belts still affordable over long distances.<br />
* Best for working within an automated facility for '''bulk goods''', eg. transporting ore, plates, circuit boards, etc over short or medium distances. <br />
* Store, over long distances, a not to be underestimated number of items (about 12 per tile, with two lanes, so you can calculate over 500 tiles with 6000 items!). This storage is out of reach and could be counted as wasted, until it is transported.<br />
<br />
Note: the length of 500 tiles is just a "rule of thumb", and comes from these facts:<br />
* It takes nearly 5 minutes (4.44) for an item to run from one end to the other on 500 tiles of [[transport belt]]s.<br />
* A belt with 500 tiles stores about 3571 items (about a chest of resources).<br />
* The fact, that about after this length it makes sense to use train.<br />
<br />
The advantages of belts are:<br />
* Belts have a constant throughput rate.<br />
* Calculations are easily possible (such as "Do I need more belts to transport items from the mines?")<br />
* Basic belts are cheap compared to tracks and and are easier to build<br />
* You can easily see how much items are on the belt, which makes it easier to assess if you need more throughput.<br />
* You can use the belt as an open storage: you can store about 72 items in a length of 10 belts, when using both lanes (but for long belts this is a big disadvantage!)<br />
<br />
Disadvantages:<br />
* Limited transport capacity, due to the limited throughput.<br />
* Slow. This is a problem with very long belts because it takes a while to fill the belt. The items on the belt cannot be used. A belt with length of 100 holds 714 items for 56 seconds. With trains this is much lower (10 seconds) and as long as they are not loaded into a wagon, they still can be used.<br />
* Items on the belts are "lost items" until they are transported.<br />
<br />
Belts have the best short-distance throughput for continuous, direct-to-factory transportation. '''This is especially true, if you use basic belts in parallel, cause this combination has an incredible high throughput at low costs.<br />
<br />
=== Trains ===<br />
<br />
* Trains should be used to transport items from big and distant resource fields. No other mean of long distance transport is as fast as trains. A single train line can easily be build, however, planning an extensive railway setup can be difficult and time consuming. One clever way of placing rails is entering a locomotive and placing the rails in front of it using the [[rail planner]]. <br />
* Trains can be used to connect separate factories together over long distances. This additionally lets you 'take a ride' out to outposts that require attention.<br />
<br />
By smelting ore locally and shipping the plates via train, you can double your wagon capacity and route directly to a storage yard or factory.<br />
<br />
=== Logistic robots ===<br />
<br />
* Logistic robots should be used in a limited area with dense building placement In most cases this is the main factory area. With some updates the logistic bots can handle enormous amounts of items. <br />
* Bots are terrible at long distances and bulk goods: It's not a good idea use bots for ore-transport or from/to furnaces. It is possible to use them for this task, but don't hold your breath for this to work perfectly; there are several issues with the AI that cause them to work inefficiently more often than not. Some players take that problem as challenge.<br />
* They do a perfect job on bulk-goods, if they can charge between their jobs, which is the case on train-stations: Train comes in, train is unloaded, bots transports to the target chests, bots charge. Next rain comes in.<br />
* Bots do a perfect job if you use them for random transport of expensive products; transport intermediate products to where they're needed within the local network, especially if it's completely impractical to route a belt for the job.<br />
<br />
Bots, while great at moving sparse items with slow production speeds, are a very costly thing to integrate with high-volume affairs like mining/smelting because they need frequent breaks to recharge.<br />
<br />
The exception is the incredible benefit they offer to train stations because of the space-logistical challenge of routing and load-balancing belts around the train tracks, especially since it isn't necessarily 'constant flow', offering them time to recharge.<br />
<br />
== Seeing from throughput side ==<br />
<br />
A [[Transport belt]] cannot transport much more than 700 item/minute and an [[Express transport belt]] (the fastest) not more than 1750 (see above). Now compare that with a locomotive: a [[Cargo wagon]] can deliver 2000 items (ores) '''per wagon'''! And if you smelt the resources at your outpost and transport intermediate plates (copper, iron) you can transport 4000 per wagon. So when speaking from throughput, you need to swap to train or make multiple parallel belts.<br />
<br />
This picture might change when you developed [[Logistic robot]]s. But that is not true! They can't be beaten for relatively small areas, especially with their researched bonuses, and they have some kind of intelligence; they try to deliver all requests as equally as possible.<br />
<br />
But bots are terrible at long distances and bulk goods. Here are some calculations, which explain the problem (all calculations are assumed with full upgrade for the logistic bots!):<br />
<br />
Needed robots to transport 3000 items per minute over a distance of 50 tiles you need: <br />
Robot speed: 3 tiles/sec (basic speed) * 1.4 (logistic speed bonus) = 4.2 tiles/sec<br />
Needed time for one transport: 100 tiles / 4.2 tiles/sec = 24 secs<br />
Need robots per minute: 24 secs / 60 secs = you need 0.4 bots to transport one item per minute over 50 tiles.<br />
Because of Logistic robot cargo: 0.4 bots / 5 items per transport = 0.08 bots to transport one item per minute<br />
Total: 3000 items * 0.08 bots/per item = 240 bots<br />
240 is a high, but still very realistic number for a logistic network with 4-5 roboports.<br />
<br />
Needed robots to transport 3000 items per minute over a distance of 500 tiles you need: <br />
Needed time for one transport: 1000 tiles / 4.2 tiles/sec = 240 secs<br />
Need robots per minute: 240 secs / 60 secs = you need 4 bots to transport one item per minute over 500 tiles.<br />
Because of Logistic robot cargo: 4 bots / 5 items per transport = 0.8 bots to transport one item per minute<br />
Total: 3000 items * 0.8 bots/per item = 2400 bots<br />
<br />
2400 bots need a quite big amount of resources to produce, not accounted the needed research (for bots, speed/stacksize bonuses), number of roboports and the needed energy.<br />
<br />
<br />
That leaves conveyors and trains.<br />
<br />
Trains are faster than belts and offer better logistic control as you go between logistic networks.<br />
<br />
Belts simply take forever, and you may wind up with a lot of asset tied up with simply being 'in transit'. You should see items sitting on a belt as "non-useable storage". Backed up belts can be a good thing for buffer space, but long belts are just inefficient, or better: You loose the control over the other end, due to the long gap; the resources on the other side could be long depleted, but you see it only five minutes later.<br />
<br />
=== Or in other words ===<br />
The effort to squeeze out the last 20% of belt-performance increases depending on distance and total amount and at some point the train will win. But in your central factory area the bots will never be beaten. On the other hand: in small areas, and for simple throughput of one type of item (iron ore to iron-plates for example) we can place some belts in parallel, which is cheap and efficient (uses no energy) and when using parallel belts can achieve enormous throughput. For later game, the [[Fast transport belt]] is a good compromise between cost and efficiency, and the [[Express transport belt]]s should be use only for short sections.<br />
<br />
=== Or in more other words ===<br />
The amount of robots you need is directly dependent on the density you built. The central part of your factory should be dense, cause not only throughput is important here, but also speed: How fast can an item be produced in total (including the transportation time).<br />
<br />
== See also ==<br />
<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=3948 Discussion about using conveyor belts vs. trains]. There are some interesting tips in this thread.<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5478 More trains vs. longer trains]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5715 Deciding which items to re-make and which to keep on belts?]<br />
{{Languages}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Tutorial:Transport_use_cases&diff=150611Tutorial:Transport use cases2017-09-21T10:03:04Z<p>H0lyD4wg: /* Or in other words */ spelling and grammar fixes.</p>
<hr />
<div>{{Languages}}<br />
{{DISPLAYTITLE:What Transport for which case?|noerror}}<br />
This page compares the three main [[transport]] methods: [[Belt transport system]] (conveyor belts), [[railway]] (trains) and [[Logistic robot|logistic robots]]. Note, that there are two more useful methods to transport items: The characters inventory and the [[car]]. (Especially the car has an extremely high capacity and can be used instead of trains - of course you need to drive everything yourself, see the chapter about the car).<br />
<br />
The best choice depends on the context in which they are used. For example on the amount of resources you need to transport, or how far away they are.<br />
<br />
== Comparison of Belts, Trains and Logistic robots ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! width=10% | <br />
! width=30% | Belts<br />
! width=30% | Trains<br />
! width=30% | Logistic Robots<br />
|-<br />
| Throughput<br />
| Constant, low for one belt, precisely calculable, limited<br />
| Extremely high, fast, not easily calculable but constant, nearly unlimited if enough space, <br />
| High in small areas, not calculable/chaotic, unlimited if enough bots, cannot be optimized, terrible over long distances and bulk goods<br />
|-<br />
| Space required<br />
| Small for simple products, large for complicated product chains<br />
| Large due to train stations and bends. There is a difference in using [https://forums.factorio.com/viewtopic.php?f=5&t=35806 Rollon-Rolloff-Stations (lot of space) or Terminus (much smaller)].<br />
| Small for complex products.<br />
|-<br />
| Optimization <br />
| Highly optimizable. Source of never ending fun.<br />
| Seldom really needed - better rebuild or build more tracks. For larger networks you can get some trouble with deadlocks/gridlocks, if not optimized, using chain signals. Optimize train stations: connect either with belts (complex) or with logistic bots (recommended). <br />
| Optimize placing of roboports (for charging) and used number of ports vs. number of bots in the air.<br />
|-<br />
| Parallelization<br />
| High. Two parallel belts have the doubled throughput as one. Cost is also only double. On the other hand: Effort to build that doubles.<br />
| Extreme. Two parallel tracks can transport 5-10 times more trains than one, because if a track is blocked the trains can choose the other free track and so they don't need to stop. The effort to build two tracks in parallel is lower than double.<br />
| Not so good. Doubling the amount of bots from one to two surely doubles the throughput, but doubling robots from 500 to 1000 can result in complete chaos. <br />
|-<br />
| Initial costs<br />
| Very small as long as conveyor belts are short. Still good with parallel belts. Larger when making fast transport belts. Expensive with express; which should be used for special cases only.<br />
| Considerable amount of material is needed for initial locomotive. Small costs (when compared to the increase of transport) for making rails.<br />
| Roboports and especially bots require a lot of resources to make. Logistic bot upgrades are very expensive, but needed and must be calculated into the total costs. Maintenance costs a lot of time.<br />
|-<br />
| Use of energy<br />
| Gratis. Free. Always an object of discussion. ;)<br />
| Low. The usage of fuel is currently very affordable.<br />
| High. The roboports need a lot of energy and the bots take even more energy, as more are in the air. This can be a big problem, but is normally not an issue.<br />
|-<br />
| Items in transit vs. duration of transport<br />
| Bad. 100 tiles of belts stores about 700 items if fully loaded, but takes with basic belts 56 seconds for transport. With express belt, this is only 3 times faster.<br />
| Very good. Lot of items transported in very short time.<br />
| Chaotic. When jammed it can happen, that the most important items are unreachable in the air.<br />
|-<br />
| Maintenance costs<br />
| None<br />
| Some fuel needed<br />
| Considerable amount of electricity needed<br />
|-<br />
| Pollution<br />
| None<br />
| Some<br />
| None, indirectly caused by use of electricity.<br />
|-<br />
| Best used for<br />
| High throughput, bulk-goods (ores, some intermediates), small to medium distance. Examples include raw materials and simple products.<br />
| High throughput, long distance. Examples include transporting ores or plates from resource fields to main factory area.<br />
| Extremely high throughput over very short distances (< 50 tiles), low to medium throughput over medium distance (50-500), catastrophic over long distance. Best used in main factory area for complex products like modules and advanced circuits. Also best used for products needed in smaller quantities like placeable structures and ammunition. Unbeatable for train station (loading/unloading chests).<br />
|-<br />
| Most annoying problems<br />
| Left/right lane problems (part of the game), splitting off the right amount of items.<br />
| Deadlock situations (in complicated crossings), complex train-station and signal setup.<br />
| Blocking of roboports by waiting for charging, "stupid" behavior like far away bots are used, instead of near and vice versa, Robots that take a "shortcut" through [[Enemies|Biter]]-infested territory.<br />
|}<br />
<br />
== Experts ==<br />
<br />
=== Belts ===<br />
<br />
* Practical up to distances of 500 tiles (to compare: a radar station watches up to 200 tiles, with a 100-tile "radius").<br />
* Useful for connecting small resource-fields to the factory area, as the capacity of a belt is limited to about 700 items per minute in the best case, when using basic belts. With fast or express belt, this is higher (up to 1750) but the price is gigantic. Using multiple parallel belts is costly, but with basic belts still affordable over long distances.<br />
* Best for working within an automated facility for '''bulk goods''', eg. transporting ore, plates, circuit boards, etc over short or medium distances. <br />
* Store, over long distances, a not to be underestimated number of items (about 12 per tile, with two lanes, so you can calculate over 500 tiles with 6000 items!). This storage is out of reach and could be counted as wasted, until it is transported.<br />
<br />
Note: the length of 500 tiles is just a "rule of thumb", and comes from these facts:<br />
* It takes nearly 5 minutes (4.44) for an item to run from one end to the other on 500 tiles of [[transport belt]]s.<br />
* A belt with 500 tiles stores about 3571 items (about a chest of resources).<br />
* The fact, that about after this length it makes sense to use train.<br />
<br />
The advantages of belts are:<br />
* Belts have a constant throughput rate.<br />
* Calculations are easily possible (such as "Do I need more belts to transport items from the mines?")<br />
* Basic belts are cheap compared to tracks and and are easier to build<br />
* You can easily see how much items are on the belt, which makes it easier to assess if you need more throughput.<br />
* You can use the belt as an open storage: you can store about 72 items in a length of 10 belts, when using both lanes (but for long belts this is a big disadvantage!)<br />
<br />
Disadvantages:<br />
* Limited transport capacity, due to the limited throughput.<br />
* Slow. This is a problem with very long belts because it takes a while to fill the belt. The items on the belt cannot be used. A belt with length of 100 holds 714 items for 56 seconds. With trains this is much lower (10 seconds) and as long as they are not loaded into a wagon, they still can be used.<br />
* Items on the belts are "lost items" until they are transported.<br />
<br />
Belts have the best short-distance throughput for continuous, direct-to-factory transportation. '''This is especially true, if you use basic belts in parallel, cause this combination has an incredible high throughput at low costs.<br />
<br />
=== Trains ===<br />
<br />
* Trains should be used to transport items from big and distant resource fields. No other mean of long distance transport is as fast as trains. A single train line can easily be build, however, planning an extensive railway setup can be difficult and time consuming. One clever way of placing rails is entering a locomotive and placing the rails in front of it using the [[rail planner]]. <br />
* Trains can be used to connect separate factories together over long distances. This additionally lets you 'take a ride' out to outposts that require attention.<br />
<br />
By smelting ore locally and shipping the plates via train, you can double your wagon capacity and route directly to a storage yard or factory.<br />
<br />
=== Logistic robots ===<br />
<br />
* Logistic robots should be used in a limited area with dense building placement In most cases this is the main factory area. With some updates the logistic bots can handle enormous amounts of items. <br />
* Bots are terrible at long distances and bulk goods: It's not a good idea use bots for ore-transport or from/to furnaces. It is possible to use them for this task, but don't hold your breath for this to work perfectly; there are several issues with the AI that cause them to work inefficiently more often than not. Some players take that problem as challenge.<br />
* They do a perfect job on bulk-goods, if they can charge between their jobs, which is the case on train-stations: Train comes in, train is unloaded, bots transports to the target chests, bots charge. Next rain comes in.<br />
* Bots do a perfect job if you use them for random transport of expensive products; transport intermediate products to where they're needed within the local network, especially if it's completely impractical to route a belt for the job.<br />
<br />
Bots, while great at moving sparse items with slow production speeds, are a very costly thing to integrate with high-volume affairs like mining/smelting because they need frequent breaks to recharge.<br />
<br />
The exception is the incredible benefit they offer to train stations because of the space-logistical challenge of routing and load-balancing belts around the train tracks, especially since it isn't necessarily 'constant flow', offering them time to recharge.<br />
<br />
== Seeing from throughput side ==<br />
<br />
A [[Transport belt]] cannot transport much more than 700 item/minute and an [[Express transport belt]] (the fastest) not more than 1750 (see above). Now compare that with a locomotive: a [[Cargo wagon]] can deliver 2000 items (ores) '''per wagon'''! And if you smelt the resources at your outpost and transport intermediate plates (copper, iron) you can transport 4000 per wagon. So when speaking from throughput, you need to swap to train or make multiple parallel belts.<br />
<br />
This picture might change when you developed [[Logistic robot]]s. But that is not true! They can't be beaten for relatively small areas, especially with their researched bonuses, and they have some kind of intelligence; they try to deliver all requests as equally as possible.<br />
<br />
But bots are terrible at long distances and bulk goods. Here are some calculations, which explain the problem (all calculations are assumed with full upgrade for the logistic bots!):<br />
<br />
Needed robots to transport 3000 items per minute over a distance of 50 tiles you need: <br />
Robot speed: 3 tiles/sec (basic speed) * 1.4 (logistic speed bonus) = 4.2 tiles/sec<br />
Needed time for one transport: 100 tiles / 4.2 tiles/sec = 24 secs<br />
Need robots per minute: 24 secs / 60 secs = you need 0.4 bots to transport one item per minute over 50 tiles.<br />
Because of Logistic robot cargo: 0.4 bots / 5 items per transport = 0.08 bots to transport one item per minute<br />
Total: 3000 items * 0.08 bots/per item = 240 bots<br />
240 is a high, but still very realistic number for a logistic network with 4-5 roboports.<br />
<br />
Needed robots to transport 3000 items per minute over a distance of 500 tiles you need: <br />
Needed time for one transport: 1000 tiles / 4.2 tiles/sec = 240 secs<br />
Need robots per minute: 240 secs / 60 secs = you need 4 bots to transport one item per minute over 500 tiles.<br />
Because of Logistic robot cargo: 4 bots / 5 items per transport = 0.8 bots to transport one item per minute<br />
Total: 3000 items * 0.8 bots/per item = 2400 bots<br />
<br />
2400 bots need a quite big amount of resources to produce, not accounted the needed research (for bots, speed/stacksize bonuses), number of roboports and the needed energy.<br />
<br />
<br />
That leaves conveyors and trains.<br />
<br />
Trains are faster than belts and offer better logistic control as you go between logistic networks.<br />
<br />
Belts simply take forever, and you may wind up with a lot of asset tied up with simply being 'in transit'. You should see items sitting on a belt as "non-useable storage". Backed up belts can be a good thing for buffer space, but long belts are just inefficient, or better: You loose the control over the other end, due to the long gap; the resources on the other side could be long depleted, but you see it only five minutes later.<br />
<br />
=== Or in other words ===<br />
The effort to squeeze out the last 20% of belt-performance increases depending on distance and total amount and at some point the train will win. But in your central factory area the bots will never be beaten. On the other hand: in small areas, and for simple throughput of one type of item (iron ore to iron-plates for example) we can place some belts in parallel, which is cheap and efficient (uses no energy) and when using parallel belts can achieve enormous throughput. For later game, the [[Fast transport belt]] is a good compromise between cost and efficiency, and the [[Express transport belt]]s should be use only for short sections.<br />
<br />
=== Or in more other words ===<br />
The amount of robots you need is directly dependent on the density you built. The central part of your factory should be dense, cause not only throughput is important here, but also speed: How fast can an item be produced in total (including the transportation time).<br />
<br />
== See also ==<br />
<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=3948 Discussion about using conveyor belts vs. trains]. There are some interesting tips in this thread.<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5478 More trains vs. longer trains]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5715 Deciding which items to re-make and which to keep on belts?]<br />
{{Languages}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Tutorial:Transport_use_cases&diff=150610Tutorial:Transport use cases2017-09-21T09:57:00Z<p>H0lyD4wg: /* Comparison of Belts, Trains and Logistic robots */ spelling and grammar fixes</p>
<hr />
<div>{{Languages}}<br />
{{DISPLAYTITLE:What Transport for which case?|noerror}}<br />
This page compares the three main [[transport]] methods: [[Belt transport system]] (conveyor belts), [[railway]] (trains) and [[Logistic robot|logistic robots]]. Note, that there are two more useful methods to transport items: The characters inventory and the [[car]]. (Especially the car has an extremely high capacity and can be used instead of trains - of course you need to drive everything yourself, see the chapter about the car).<br />
<br />
The best choice depends on the context in which they are used. For example on the amount of resources you need to transport, or how far away they are.<br />
<br />
== Comparison of Belts, Trains and Logistic robots ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! width=10% | <br />
! width=30% | Belts<br />
! width=30% | Trains<br />
! width=30% | Logistic Robots<br />
|-<br />
| Throughput<br />
| Constant, low for one belt, precisely calculable, limited<br />
| Extremely high, fast, not easily calculable but constant, nearly unlimited if enough space, <br />
| High in small areas, not calculable/chaotic, unlimited if enough bots, cannot be optimized, terrible over long distances and bulk goods<br />
|-<br />
| Space required<br />
| Small for simple products, large for complicated product chains<br />
| Large due to train stations and bends. There is a difference in using [https://forums.factorio.com/viewtopic.php?f=5&t=35806 Rollon-Rolloff-Stations (lot of space) or Terminus (much smaller)].<br />
| Small for complex products.<br />
|-<br />
| Optimization <br />
| Highly optimizable. Source of never ending fun.<br />
| Seldom really needed - better rebuild or build more tracks. For larger networks you can get some trouble with deadlocks/gridlocks, if not optimized, using chain signals. Optimize train stations: connect either with belts (complex) or with logistic bots (recommended). <br />
| Optimize placing of roboports (for charging) and used number of ports vs. number of bots in the air.<br />
|-<br />
| Parallelization<br />
| High. Two parallel belts have the doubled throughput as one. Cost is also only double. On the other hand: Effort to build that doubles.<br />
| Extreme. Two parallel tracks can transport 5-10 times more trains than one, because if a track is blocked the trains can choose the other free track and so they don't need to stop. The effort to build two tracks in parallel is lower than double.<br />
| Not so good. Doubling the amount of bots from one to two surely doubles the throughput, but doubling robots from 500 to 1000 can result in complete chaos. <br />
|-<br />
| Initial costs<br />
| Very small as long as conveyor belts are short. Still good with parallel belts. Larger when making fast transport belts. Expensive with express; which should be used for special cases only.<br />
| Considerable amount of material is needed for initial locomotive. Small costs (when compared to the increase of transport) for making rails.<br />
| Roboports and especially bots require a lot of resources to make. Logistic bot upgrades are very expensive, but needed and must be calculated into the total costs. Maintenance costs a lot of time.<br />
|-<br />
| Use of energy<br />
| Gratis. Free. Always an object of discussion. ;)<br />
| Low. The usage of fuel is currently very affordable.<br />
| High. The roboports need a lot of energy and the bots take even more energy, as more are in the air. This can be a big problem, but is normally not an issue.<br />
|-<br />
| Items in transit vs. duration of transport<br />
| Bad. 100 tiles of belts stores about 700 items if fully loaded, but takes with basic belts 56 seconds for transport. With express belt, this is only 3 times faster.<br />
| Very good. Lot of items transported in very short time.<br />
| Chaotic. When jammed it can happen, that the most important items are unreachable in the air.<br />
|-<br />
| Maintenance costs<br />
| None<br />
| Some fuel needed<br />
| Considerable amount of electricity needed<br />
|-<br />
| Pollution<br />
| None<br />
| Some<br />
| None, indirectly caused by use of electricity.<br />
|-<br />
| Best used for<br />
| High throughput, bulk-goods (ores, some intermediates), small to medium distance. Examples include raw materials and simple products.<br />
| High throughput, long distance. Examples include transporting ores or plates from resource fields to main factory area.<br />
| Extremely high throughput over very short distances (< 50 tiles), low to medium throughput over medium distance (50-500), catastrophic over long distance. Best used in main factory area for complex products like modules and advanced circuits. Also best used for products needed in smaller quantities like placeable structures and ammunition. Unbeatable for train station (loading/unloading chests).<br />
|-<br />
| Most annoying problems<br />
| Left/right lane problems (part of the game), splitting off the right amount of items.<br />
| Deadlock situations (in complicated crossings), complex train-station and signal setup.<br />
| Blocking of roboports by waiting for charging, "stupid" behavior like far away bots are used, instead of near and vice versa, Robots that take a "shortcut" through [[Enemies|Biter]]-infested territory.<br />
|}<br />
<br />
== Experts ==<br />
<br />
=== Belts ===<br />
<br />
* Practical up to distances of 500 tiles (to compare: a radar station watches up to 200 tiles, with a 100-tile "radius").<br />
* Useful for connecting small resource-fields to the factory area, as the capacity of a belt is limited to about 700 items per minute in the best case, when using basic belts. With fast or express belt, this is higher (up to 1750) but the price is gigantic. Using multiple parallel belts is costly, but with basic belts still affordable over long distances.<br />
* Best for working within an automated facility for '''bulk goods''', eg. transporting ore, plates, circuit boards, etc over short or medium distances. <br />
* Store, over long distances, a not to be underestimated number of items (about 12 per tile, with two lanes, so you can calculate over 500 tiles with 6000 items!). This storage is out of reach and could be counted as wasted, until it is transported.<br />
<br />
Note: the length of 500 tiles is just a "rule of thumb", and comes from these facts:<br />
* It takes nearly 5 minutes (4.44) for an item to run from one end to the other on 500 tiles of [[transport belt]]s.<br />
* A belt with 500 tiles stores about 3571 items (about a chest of resources).<br />
* The fact, that about after this length it makes sense to use train.<br />
<br />
The advantages of belts are:<br />
* Belts have a constant throughput rate.<br />
* Calculations are easily possible (such as "Do I need more belts to transport items from the mines?")<br />
* Basic belts are cheap compared to tracks and and are easier to build<br />
* You can easily see how much items are on the belt, which makes it easier to assess if you need more throughput.<br />
* You can use the belt as an open storage: you can store about 72 items in a length of 10 belts, when using both lanes (but for long belts this is a big disadvantage!)<br />
<br />
Disadvantages:<br />
* Limited transport capacity, due to the limited throughput.<br />
* Slow. This is a problem with very long belts because it takes a while to fill the belt. The items on the belt cannot be used. A belt with length of 100 holds 714 items for 56 seconds. With trains this is much lower (10 seconds) and as long as they are not loaded into a wagon, they still can be used.<br />
* Items on the belts are "lost items" until they are transported.<br />
<br />
Belts have the best short-distance throughput for continuous, direct-to-factory transportation. '''This is especially true, if you use basic belts in parallel, cause this combination has an incredible high throughput at low costs.<br />
<br />
=== Trains ===<br />
<br />
* Trains should be used to transport items from big and distant resource fields. No other mean of long distance transport is as fast as trains. A single train line can easily be build, however, planning an extensive railway setup can be difficult and time consuming. One clever way of placing rails is entering a locomotive and placing the rails in front of it using the [[rail planner]]. <br />
* Trains can be used to connect separate factories together over long distances. This additionally lets you 'take a ride' out to outposts that require attention.<br />
<br />
By smelting ore locally and shipping the plates via train, you can double your wagon capacity and route directly to a storage yard or factory.<br />
<br />
=== Logistic robots ===<br />
<br />
* Logistic robots should be used in a limited area with dense building placement In most cases this is the main factory area. With some updates the logistic bots can handle enormous amounts of items. <br />
* Bots are terrible at long distances and bulk goods: It's not a good idea use bots for ore-transport or from/to furnaces. It is possible to use them for this task, but don't hold your breath for this to work perfectly; there are several issues with the AI that cause them to work inefficiently more often than not. Some players take that problem as challenge.<br />
* They do a perfect job on bulk-goods, if they can charge between their jobs, which is the case on train-stations: Train comes in, train is unloaded, bots transports to the target chests, bots charge. Next rain comes in.<br />
* Bots do a perfect job if you use them for random transport of expensive products; transport intermediate products to where they're needed within the local network, especially if it's completely impractical to route a belt for the job.<br />
<br />
Bots, while great at moving sparse items with slow production speeds, are a very costly thing to integrate with high-volume affairs like mining/smelting because they need frequent breaks to recharge.<br />
<br />
The exception is the incredible benefit they offer to train stations because of the space-logistical challenge of routing and load-balancing belts around the train tracks, especially since it isn't necessarily 'constant flow', offering them time to recharge.<br />
<br />
== Seeing from throughput side ==<br />
<br />
A [[Transport belt]] cannot transport much more than 700 item/minute and an [[Express transport belt]] (the fastest) not more than 1750 (see above). Now compare that with a locomotive: a [[Cargo wagon]] can deliver 2000 items (ores) '''per wagon'''! And if you smelt the resources at your outpost and transport intermediate plates (copper, iron) you can transport 4000 per wagon. So when speaking from throughput, you need to swap to train or make multiple parallel belts.<br />
<br />
This picture might change when you developed [[Logistic robot]]s. But that is not true! They can't be beaten for relatively small areas, especially with their researched bonuses, and they have some kind of intelligence; they try to deliver all requests as equally as possible.<br />
<br />
But bots are terrible at long distances and bulk goods. Here are some calculations, which explain the problem (all calculations are assumed with full upgrade for the logistic bots!):<br />
<br />
Needed robots to transport 3000 items per minute over a distance of 50 tiles you need: <br />
Robot speed: 3 tiles/sec (basic speed) * 1.4 (logistic speed bonus) = 4.2 tiles/sec<br />
Needed time for one transport: 100 tiles / 4.2 tiles/sec = 24 secs<br />
Need robots per minute: 24 secs / 60 secs = you need 0.4 bots to transport one item per minute over 50 tiles.<br />
Because of Logistic robot cargo: 0.4 bots / 5 items per transport = 0.08 bots to transport one item per minute<br />
Total: 3000 items * 0.08 bots/per item = 240 bots<br />
240 is a high, but still very realistic number for a logistic network with 4-5 roboports.<br />
<br />
Needed robots to transport 3000 items per minute over a distance of 500 tiles you need: <br />
Needed time for one transport: 1000 tiles / 4.2 tiles/sec = 240 secs<br />
Need robots per minute: 240 secs / 60 secs = you need 4 bots to transport one item per minute over 500 tiles.<br />
Because of Logistic robot cargo: 4 bots / 5 items per transport = 0.8 bots to transport one item per minute<br />
Total: 3000 items * 0.8 bots/per item = 2400 bots<br />
<br />
2400 bots need a quite big amount of resources to produce, not accounted the needed research (for bots, speed/stacksize bonuses), number of roboports and the needed energy.<br />
<br />
<br />
That leaves conveyors and trains.<br />
<br />
Trains are faster than belts and offer better logistic control as you go between logistic networks.<br />
<br />
Belts simply take forever, and you may wind up with a lot of asset tied up with simply being 'in transit'. You should see items sitting on a belt as "non-useable storage". Backed up belts can be a good thing for buffer space, but long belts are just inefficient, or better: You loose the control over the other end, due to the long gap; the resources on the other side could be long depleted, but you see it only five minutes later.<br />
<br />
=== Or in other words ===<br />
The afford, to squeeze out the last 20% of belt-performance rises depending on distance and total amount and at some point the train will win. But in your central factory area the bots will never be beaten. On the other hand: in small areas, and for simple throughput of one type of item (furnace iron ore to iron-plates for example) we can place some belts in parallel, which is cheap and efficient (uses no energy) and when using parallel belts we reach also enormous throughput. For later game, the [[Fast transport belt]] is a good compromise between cost and efficiency, and the [[Express transport belt]]s should be use only for short sections.<br />
<br />
=== Or in more other words ===<br />
The amount of robots you need is directly dependent on the density you built. The central part of your factory should be dense, cause not only throughput is important here, but also speed: How fast can an item be produced in total (including the transportation time).<br />
<br />
== See also ==<br />
<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=3948 Discussion about using conveyor belts vs. trains]. There are some interesting tips in this thread.<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5478 More trains vs. longer trains]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5715 Deciding which items to re-make and which to keep on belts?]<br />
{{Languages}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Talk:Shotgun&diff=150608Talk:Shotgun2017-09-21T09:46:35Z<p>H0lyD4wg: requesting clarification re: damage notation.</p>
<hr />
<div>Regarding shotgun damage notation, does 12x5 mean 12 pellets, dealing 5 damage each, or vice verse? I guess the former is correct (it would mean that a (basic/piercing) shotgun pellet deals the same amount of damage as a (basic/piercing) bullet of the same tier), but I wanted to make sure. [[User:H0lyD4wg|H0lyD4wg]] ([[User talk:H0lyD4wg|talk]]) 09:46, 21 September 2017 (UTC)</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Shotgun&diff=150607Shotgun2017-09-21T09:40:19Z<p>H0lyD4wg: Updated damage numbers. Made comparison w/ SMG more explicit.</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Shotgun}}<br />
<br />
A basic but powerful weapon with good range, damage, and ammo efficiency, but low rate of fire. Fires in spread pattern.<br />
<br />
The Shotgun is the earliest weapon capable of seriously assaulting Biter [[Enemies#Spawners|nests]]. The weapon's starting damage can pierce nest armor (12x5 vs. 2) and destroy them with moderate difficulty. Shotgun ammo represents a massive boost on resource efficiency, with 2 copper and 2 iron giving a stack of shells worth 600 raw damage. Contrast this against the pistol ammo, which costs 4 iron for 50 raw damage. These traits make the shotgun user friendly for sustained assaults against biter nests.<br />
<br />
The shotgun is less effective in clearing out the biters themselves, sporting a lower damage output (60 damage/second theoretical maximum, assuming all pellets hit. lower in practice because pellet spread will cause a nontrivial fraction of pellets to miss against small targets) compared to the [[Submachine_gun|Submachine gun]]'s guaranteed 75 damage/second. Players can switch between both weapons to balance power and resource-efficiency, or support themselves with covering fire from [[Turret]]s and [[Defender_capsule|combat bots]].<br />
<br />
== History ==<br />
<br />
{{history|0.1.0|<br />
* Introduced }}<br />
<br />
==See also==<br />
* [[Combat shotgun]]<br />
* [[Damage|Damage & resistances]]<br />
* [[Enemies]]<br />
<br />
{{CombatNav}}<br />
{{C|Weapons}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Railway&diff=148807Railway2017-09-09T14:13:36Z<p>H0lyD4wg: /* Trains */ Diesel Locomotives were renamed in 0.15.0</p>
<hr />
<div>{{Languages}}<br />
:''For the research see [[Railway (research)]]''<br />
<br />
The Railway is one of the main transport methods in Factorio. Although the installation of such a network can be complicated, and requires a large amount of resource and space, it is faster and more efficient than [[Belt transport system|belts]] and [[Logistic network|robot logistics]], especially over large distances.<br />
<br />
Railway construction, however, is not understood instantly. It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain upkeep of a larger train network takes time and experience.<br />
<br />
== Infrastructure ==<br />
<br />
To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the [[Rail planner]], but can also be done manually. Bear in mind that rails can rails are placed on a two-tile grid, so you cannot move a rail by only one tile.<br />
<br />
=== Minimum manually operated railway ===<br />
As a minimum a manually operated railway has to consist of:<br />
* [[Rail]]s (tracks)<br />
* [[Locomotive]]s<br />
<br />
Locomotives can be entered and then manually operated by standing next to them and pressing the {{Key|RETURN}} button.<br />
<br />
=== Switches ===<br />
* There is no visual representation of a working switch, however the rails will appear to merge. Using the rail planner, the player must place a [[rail]] overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options.<br />
* The crossing of two straight tracks is not usable as switch, as trains have a limited turning radius. They do, however, connect [[Rail signal| signal blocks]] which helps prevent collisions.<br />
* Parallel tracks do not interact with each other and generally have no problems. However, switching from one track to the other can require extra resources if they are too close together; the track must turn away from the other parallel track and then turn back to it. This can create complicated networks of signals and, as such, one should generally not build parallel tracks unless they are spaced adequately. (Generally, 2 track widths apart works well)<br />
<br />
[[File:fff-140-controlled-gates.gif|thumb|An example of a safe railway crossing.]]<br />
=== Crossing tracks ===<br />
<br />
'''Be careful when crossing tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact.'''<br />
<br />
A checklist of proper track crossing etiquette:<br />
<br />
# Zoom out, so that you can see a train coming.<br />
# Look left, then right.<br />
# Check for signals nearby: If a [[rail signal]] suddenly jumps from green to red or green to yellow, a train is coming. Do not cross.<br />
# Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit.<br />
# While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage, as well as the player being able to slip between two rail cars.<br />
# Heavy [[Energy shield|shields]] can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed, and will drain a large amount of the suit's energy.<br />
# All entities with health will take damage getting hit by a train, so take care not to leave a [[Car]] or [[Tank]] on the tracks. However, this includes hostile forces!<br />
# Trains far from a [[train stop]] will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a [[train stop]] or signal will slow down to stop, and will be traveling slower. Trains of different configurations will also move slower or faster.<br />
<br />
A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the [[circuit network]], and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can't get on the tracks outside the crossing. This is to completely ensure a safe crossing, and is often used on servers.<br />
<br />
{{clear}}<br />
<br />
== Trains ==<br />
Train components:<br />
<br />
{| class="wikitable"<br />
|{{imagelink|locomotive|Locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} || {{imagelink|Fluid_wagon|Fluid wagon}} |-<br />
|}<br />
<br />
[[File:Railway-assemble-train.png|thumb|left|300px|Placing a [[Cargo wagon]] so it is attached to the train.]]<br />
<br />
* A train consists of at least one locomotive.<br />
* Trains can have more than one locomotive, and any number of [[Wagon]]s.<br />
* Locomotives can be '''manually''' driven forwards or backwards, however, they are generally slower going backwards. The left and right movement keys are used to change direction at switches.<br />
* Trains can only drive forwards automatically. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train.<br />
* A train needs [[fuel]] to drive. Fuel can be added by inserters when the train is in manual mode or parked at a station, not when waiting at a signal or standing on automatic mode.<br />
* A common way to refuel trains is using a [[requester chest]] that requests [[fuel]], and then having a [[burner inserter]] loading the fuel into the locomotive.<br />
<br />
The locomotives' inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. To attach a Cargo wagon, the player may either prepare to place one near an existing train, where a green graphic will show the player that the cargo wagon will be attached, showing a connection between the train and the new wagon. Alternatively, the player may manually connect cargo wagons to trains with the stock connect key, if the cargo wagon was placed far away from a train. The cargo wagons can be filled manually or by adjacent [[Inserters]].<br />
<br />
* [[Railway/Train path finding]] - How trains find their path.<br />
<br />
{{clear}}<br />
<br />
== Stations ==<br />
[[File:station-example-1.png|thumb|right|256px|A very minimal train station.]]<br />
[[File:station-example-2.png|thumb|400px|High-performance train station for short trains. Highest possible unload rate, waiting spots, refueling, defended, multi-train capable, modular, extend-able.]]<br />
Station Components:<br />
{| class="wikitable"<br />
|{{imagelink|train-stop|Train stop}} || {{Imagelink|Straight rail|Rail|Rails}} || {{imagelink|Inserter-icon|Inserters}}<br />
|}<br />
<br />
A '''train station''' is a combination of at least one [[train stop]] plus a [[storage]] and/or distribution system, used to fill or empty [[Cargo wagon]]s, load [[fuel]] into the [[Locomotive|locomotive(s)]], or repair trains.<br />
<br />
'''Don't mix up ''train stations'' with ''train stops''.''' A train station is a concept, whereas a [[train stop]] is an item.<br />
<br />
[[Inserter]]s placed next to train tracks are used to load/unload trains at train stops. Inserters are the only way to get items off and onto cargo wagons.<br />
<br />
{{clear}}<br />
<br />
== Signals ==<br />
The two types of signals in Factorio:<br />
{| class="wikitable"<br />
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-<br />
|}<br />
<br />
Understanding rail signals can be difficult. Several terms critical to understanding them are below:<br />
*Rail segment<br />
: A piece of track (one item).<br />
*Segment<br />
: A single path of continuous track without intersections or switches. This becomes important when signals are employed. The player may mouse over a segment to see its number. It's number is unique within the world, however does not start from 0 or 1.<br />
*Block<br />
: A set of segments defined by rail signals. By default every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (e.g. at a switch, both segments of the switch belong to the same block). The player can see the current block numbers of a rail piece in the info section on mouse-over.<br />
<br />
Rail signals are used to employ multiple trains automatically. Note that driving a train manually ignores most of the rules described here; other automatic trains will follow signaling indicted by the player's movement dynamically, however it will sometimes be not possible to avoid a collision for automatic trains if the player ignores red/yellow signals. Always beware automatic trains and give them the right of way.<br />
<br />
'''See [https://forums.factorio.com/viewtopic.php?f=18&t=3811#p28310 this forum post]''' for a good explanation about blocks.<br />
<br />
=== Basic Signaling Rules ===<br />
* There is at most one Train in a block at any time. A train spanning multiple blocks occupies them all.<br />
* A red signal means that the following block is occupied by a train.<br />
* A yellow signal means that a train is approaching and already has the approval to enter the following block.<br />
* [[Rail signal]]s separate a new block and reflect its state: green - free, yellow - reserved, red - occupied, blue - one of the paths is blocked<br />
* [[Rail chain signal]]s separate a new block and reflect the state of the next [[Rail signal]]<br />
* A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this.<br />
<br />
{{clear}}<br />
<br />
== Deadlocks ==<br />
A deadlock or gridlock can happen when every train is locked by another. In nearly every case two or more trains are standing so that every train blocks (by minimum) one other train.<br />
<br />
=== Deadlock occurrence ===<br />
Deadlocks occur when two+ trains are prevented from continuing through an intersection, due to an unsolvable signal conflict. There are a few different types of deadlocks:<br />
<br />
# Temporary - These are caused by a Temporary hiccup in a train's path, such as a loading train being in the way, or created by closing a signal with the [[circuit network]]. These often resolve themselves.<br />
# Semi-Permanent - These are the result of a problem with pathing, often created by a fuel-less train or broken rail, and may require player interaction in order to free.<br />
# Permanent - This type is the worst, and cannot be resolved automatically, often requiring the player to manually drive several trains to get them out of the intersection. These often are caused by incorrect signal placement or unreachable stations.<br />
<br />
It's important to remember that deadlocks can happen by chance, and by mistake of the player. Sometimes even perfectly signaled rails have issues. The rate of deadlocks is inversely proportional to the quality of Signaling, however.<br />
<br />
=== Factors that influence the deadlock chance ===<br />
* Train length (shorter trains will have a lower chance with the same rail/signal layout, due to having less effect on the rails they're on.)<br />
* Size of the blocks: More space for the blocks means lower chance of deadlock.<br />
* Track layout: Some layouts have a higher chance of locking, than others.<br />
* Quantity of trains - More trains trying to use an intersection will result in higher chance of deadlock.<br />
* The chance is also much higher if trains need to wait often in areas with rail-crossings.<br />
<br />
Knowing the factors, how can deadlocks be reduced?<br />
<br />
* Don't use 4-way junctions or roundabouts (circles) to create junctions.<br />
* Use better 3-way junctions. See [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=9044 A Detailed Look at a Bidirectional Three-way Train Intersection]<br />
* Use roundabouts only for changing direction of train, and never for high traffic intersections.<br />
* Build more tracks around junctions. Don't have one junction be the only way to reach a place, add redundancy. This keeps a small problem a small problem.<br />
<br />
== Automated transport ==<br />
[[File:train-schedule-gui.png|thumb|300px|The new train GUI since 0.13 (schedule tab): 1 - switch between automatic and manual driving mode; 2 - add new train stop; 3 - delete selected train stop; 4 - send train to selected train stop; 5 - add wait condition for selected train stop; 6 - delete selected wait condition; 7 - change logical mode of selected wait condition]]<br />
<br />
This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system.<br />
<br />
First, the player has to setup a rail system with at least two train stops, which are placed in the right-hand side of the expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, refueling/repair installations).<br />
<br />
When you set up the train schedule (see below) and fuel the train, you can start the train on it's schedule by switching from manual to automatic driving mode.<br />
<br />
=== Train schedule ===<br />
The player can set up a list of train stops in the upper window. The train will run to the stops in the given order, if it's at the end it will continue with the first. Currently, it's not possible to make a one-time schedule. Stops can be added by clicking button 2 (see picture). A pop-up appears with a list of all train stops. If you select one, another pop-up appears where you have to select a wait condition.<br />
<br />
Wait conditions are used to tell the train when to leave the station. There are 6 types of wait conditions:<br />
* '''Time passed''' - the only one available until version 0.12.<br />
* '''Inventory full''' - All inventories of the train are full.<br />
* '''Inventory empty''' - Same as above, but empty.<br />
* '''Item count''' - The train (all cargoes summed) contains a specific amount of a certain item.<br />
* '''Circuit condition''' - The train stop is connectable to the [[Circuit network]], so the signals can used for wait conditions.<br />
* '''Inactivity''' - No items were added or removed for the specified amount of seconds.<br />
<br />
Hereafter the word "term" is used to describe ''one'' type of wait condition, and the words "wait condition" are used to describe the whole set of terms (it turns a bit into maths).<br />
<br />
If you add more than one term, you can change the connection of those using the logical operators AND and OR (button 7). An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.<br />
<br />
When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked.<br />
<br />
==== Examples ====<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
Expand for examples<br />
<div class="mw-collapsible-content"><br />
Wait until full, up to 30 seconds:<br />
<br />
<pre><br />
Full cargo inventory<br />
OR 30 seconds passed<br />
</pre><br />
<br />
Wait until cargo full, ''or'' circuit condition Oil > 3000:<br />
<br />
<pre><br />
Full cargo inventory<br />
OR Circuit condition - Oil > 3000<br />
</pre><br />
<br />
Wait until empty, ''and'' 30 seconds passed, ''and'' 5 seconds of inactivity:<br />
<br />
<pre><br />
Empty cargo inventory<br />
AND 30 seconds passed<br />
AND 5 seconds of inactivity<br />
</pre><br />
<br />
Wait until iron ore is low, ''or'' copper ore is low ''and'' at least 30 seconds passed:<br />
<br />
<pre><br />
Cargo: Iron ore < 500<br />
AND 30 seconds passed<br />
OR Cargo: Copper ore < 500<br />
AND 30 seconds passed<br />
</pre><br />
<br />
Factorio's wait condition logic is read as disjunctive normal form ([https://en.wikipedia.org/wiki/Disjunctive_normal_form DNF]), and so this last example is processed as (note the parenthesis):<br />
<br />
<pre>((Cargo: Iron ore < 500 AND 30 seconds passed) OR (Cargo: Copper ore < 500 AND 30 seconds passed))</pre><br />
<br />
Which is the same as this:<br />
<br />
<pre>((Cargo: Iron ore < 500 OR Cargo: Copper ore < 500) AND 30 seconds passed)</pre><br />
<br />
Unfortunately, there is '''no''' way to write that shorter form in the current UI.<br />
</div></div><br />
<br />
=== Troubleshooting ===<br />
<br />
Below are some things to verify if a rail system or train is not working.<br />
<br />
* Is the train fueled? Ensure that the locomotive has [[fuel]] of some kind.<br />
* Misplaced or non-functional switches? Ensure that the train can plan a path through the switches.<br />
* Another train on the same [[Railway#Segment|segment]] or [[Railway#Block|block]]? Make sure the path of the train is unobstructed.<br />
* Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop.<br />
* Is the train allowed to enter signals from the right direction? Are the signals set correctly?<br />
* If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other.<br />
<br />
==== No path ====<br />
When trains cannot reach the target, a "no path" symbol pops up over the locomotive. Check:<br />
* Can the train reach it's current destination by '''only driving forward'''? Build turning slopes or place a locomotive at both ends of a train!<br />
* Are the train stops standing in the right direction? Train stops must be on the right hand side of the track.<br />
* If you use rail signals, check that the signals are all allowing traffic in the correct direction.'' <br />
* Check for interruptions in the train tracks, drive to the station manually to check there are no rail parts missing. Especially near junctions these can be hard to spot if missing.<br />
<br />
If you are still having problems, consider:<br />
* Driving the train manually, and as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem.<br />
[http://imgur.com/a/Nq2Yk A pictorial summary of typical problems].<br />
<br />
A vague issue exists (at least in 0.15.9) where the following steps helped:<br />
* Remove the unreachable stop from the train schedule<br />
* Re-create (mine and place) the unreachable train stop<br />
* Add the train stop back in the schedule.<br />
<br />
No bug report was created because the issue was non-reproducible.<br />
<!-- These tutorials are no longer included because they are outdated. However, this section can be put back into the article when there are newer or in-wiki tutorials<br />
<br />
== User tips and tricks ==<br />
This section contains further links to in-depth knowledge. As a general advisory, tips given in this section detail the more intricate mechanics in the game and can be dangerous to the experience of players who wish to discover better methods on their own. '''''Be warned that much of the info below could be outdated/incorrect.'''''<br />
<br />
=== Tutorials ===<br />
==== Videos ====<br />
We recommend viewing some videos of how to build a simple railway, which makes the basic steps very simple.<br />
<br />
* [https://www.youtube.com/watch?v=mXr7y02ZG00 Rail Signaling - Easy Rules for Placing Signals]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=54&t=6984 Factorio Tutorial: Signals and Multi-train Networks] by Gepwin (read the whole article!)<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=5451 Factorio Traintorial, all about trains] by Gepwin.<br />
* ''v0.10, English [http://www.youtube.com/watch?v=XSGYSbEPpbM Rail basics tutorial] by MangledPork Gaming.<br />
** And the second part of the tutorial [http://www.youtube.com/watch?v=k6wxl4FdSuQ Factorio Rail Tutorial Part 2: Signals]<br />
<br />
* ''[http://www.reddit.com/r/factorio/comments/26igal/train_signal_tutorial/ A train-signal tutorial with pictures].<br />
* v0.8, English [http://www.youtube.com/watch?v=RmyOdxi5hR4 Inzainia Plays: Factorio ver 0.8.0 EP:8 (Trains, Trains, Trains!!!)]<br />
* v0.6, German [http://www.youtube.com/watch?v=idOaZpX8lnA Silver's Factorio Basic Train Tutorial]<br />
<br />
--><br />
<br />
== Achievements ==<br />
{{Achievement|trans-factorio-express}}<br />
<br />
== Connection to [http://www.openttd.org/ OpenTTD] ==<br />
Factorio's railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. Players who have ever played that game will find some elements of it in Factorio. If not, they can learn from the OpenTTD documentation.<br />
<br />
== See also ==<br />
* [[Vehicles]]<br />
* [[Locomotive]]<br />
* [[Cargo wagon]]</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Locomotive&diff=148806Locomotive2017-09-09T14:11:08Z<p>H0lyD4wg: /* History */ Renamed in 0.15.0</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Locomotive}}<br />
<br />
The '''Locomotive''' is the engine for movement of [[Railway network|trains]] over [[Railway network#Tracks|track]]. Trains are useful for moving large amounts of items over large distances.<br />
<br />
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the [[Car]] or [[Tank]]. Naturally they do not have the same freedom of movement, however, as they are confined to the track.<br />
<br />
Locomotives are [[burner devices]] and require [[fuel]] to run.<br />
<br />
While Locomotives can be assembled by hand, the [[Engine unit]]s for it require automated construction to build, so it cannot be built from raw materials by hand.<br />
<br />
== Achievements ==<br />
Locomotives are directly connected to the following achievements:<br />
{{Achievement|getting-on-track}}<br />
{{Achievement|getting-on-track-like-a-pro}}<br />
{{Achievement|watch-your-step}}<br />
<br />
== Driving Controls ==<br />
''These are the default bindings. They can be changed in the Options menu.''<br />
{|<br />
|Enter/Exit<br />
|{{Keybinding|enter}}<br />
|-<br />
|Accelerate<br />
|{{Keybinding|W}}<br />
|-<br />
|Decelerate/Reverse<br />
|{{Keybinding|S}}<br />
|-<br />
|Pick which fork to take at junction<br />
|{{Keybinding|A}},{{Keybinding|D}}<br />
|-<br />
|Connect/Disconnect rolling stock<br />
|{{Keybinding|G}}<br />
|}<br />
<br />
Note that while you can enter a train at any point, you must enter a Locomotive to drive the train manually (and automatic mode must be off).<br />
<br />
== Connecting/Disconnecting a Locomotive ==<br />
To connect Locomotives or [[Cargo wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or, to connect an already existing disconnected car, drive the Locomotive near the car and press G by default. To disconnect the last car in a train, press V by default.<br />
<br />
== Defense ==<br />
Locomotives are a priority target of [[Enemies]], so places where trains can stop should be [[Defense|defended]]. Locomotives in transit can usually crash through everything in the way (including [[Biter]]s, [[Tank]]s, and the Player) so defense in transit is less important. However, enemies can attack and destroy rails, potentially stopping the train. Biters won't often cause this, since automated trains will not move if they can't find a path to their destination - a broken rail interrupts their path.<br />
<br />
[[Construction robot]]s are a good way to automatically repair damage at train stations.<br />
<br />
== History ==<br />
{{history|0.15.0|<br />
* Renamed "diesel-locomotive" to "locomotive"}}<br />
<br />
{{history|0.14.0|<br />
* Added support for equipment grids in locomotives.}}<br />
<br />
{{history|0.13.0|<br />
* New locomotive graphics.<br />
* Can now be colored.<br />
* Trains are now regular size in horizontal and vertical orientations.<br />
}}<br />
<br />
{{history|0.12.1|<br />
* Trains that are moving automatically cannot be rotated.}}<br />
<br />
{{history|0.12.0|<br />
* Now show contents in tooltip.}}<br />
<br />
{{history|0.11.18|<br />
* Increased the crafting cost of the cargo wagon and locomotive.<br />
* Removing and merging the locomotive of a train without any additional locomotives doesn't clear the schedule anymore.<br />
}}<br />
<br />
{{history|0.11.6|<br />
* Copy paste can now be used for train schedules.}}<br />
<br />
{{history|0.10.2|<br />
* Now recalculates path on rotation.}}<br />
<br />
{{history|0.10.0|<br />
* Backer names are used for locomotives.}}<br />
<br />
{{history|0.9.0|<br />
* Recipe change}}<br />
<br />
{{history|0.5.0|<br />
* Train can find the path backward when it has locomotives in the back<br />
* New locomotive graphics.<br />
* Locomotive + wagon + rails are more expensive.<br />
}}<br />
<br />
{{history|0.4.0|<br />
* Locomotive uses fuel.<br />
* Locomotive and Car are minable<br />
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)<br />
}}<br />
<br />
{{history|0.2.8|<br />
* Now shows health bar below locomotive.}}<br />
<br />
{{history|0.2.1|<br />
* Now emits light if active.}}<br />
<br />
{{history|0.1.0|<br />
* Introduced}}<br />
<br />
==See also==<br />
* [[Railway]]<br />
* [[Cargo wagon]]<br />
<br />
{{BurnerNav}}<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Cargo_wagon&diff=148805Cargo wagon2017-09-09T14:07:11Z<p>H0lyD4wg: They aren't called Diesel Locomotives anymore.</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Cargo wagon}}<br />
<br />
The '''Cargo wagon''' is used in conjunction with [[Locomotive]]s to form [[Train]]s for the [[Railway network]].<br />
<br />
A wagon is used to transport items and can be filled and emptied like a chest, but with many more inserters at the same time. Up to 12 inserters per wagon are possible (from both sides).<br />
The [[Inserter item stack size]] is important to fill the wagon fast!<br />
<br />
In manual-mode cargo wagons can only be filled or emptied when they are not moving and horizontally or vertically orientated. In automated-mode it is the same, but additionally they can only filled/empty, when stopped on a train-stop (not on a signal). A spot where inserters are prepositioned to transfer cargo for wagons is called a [[Railway_network/Train_station|train station]].<br />
<br />
== Stack limitation ==<br />
<br />
Wagons have a [[Stack#Stack limitation|stack limitation]] option the same way chests do, which is useful if you need to limit the number of transported items for some reason.<br />
<br />
== Stack filter ==<br />
<br />
Each stack in the cargo wagon can be filtered. This works in the same way as the quick bar (toolbelt); the default key to define or remove the filter is the middle mouse button.<br />
<br />
This can be used to transport different items in one wagon. For example, you could transport both empty and full oil barrels in one wagon; at the train stations, the barrels would be handled using smart inserters for each kind of barrel. This is discussed in the forum thread [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=68288&p=53467&hilit=Filter#p53467 Tired of babysitting expansions? Auto-supply w/ trains!].<br />
<br />
== Compressing items ==<br />
<br />
A cargo wagon can be filled with 2000 items of ores ([[Copper ore|copper]], [[Iron ore|iron]], [[Coal|coal]]...) or 4000 items of processed plates ([[Copper plate|copper plates]], [[Iron plate|iron plates]], [[Steel plate|steel]]). This makes preprocessing your ores into plates (near the mines) a useful strategy, before you transport it to your factory. <br />
<br />
===Pre-production reduces needed space===<br />
<br />
As you see in [[Transport belts/Physics]], the throughput depends on density and density on space (or on belt length). So when you reduce the required space, you increase throughput. You cannot make items smaller, but you can compress them!<br />
<br />
Assuming that you have a combination of coal and iron ore in close quarters, but are far away from your base factory, the pre-production of steel makes sense. This is because 1 steel needs 5 iron ore, so the iron ore is compressed by a factor of 5! This means that the output of 50+ iron ore mines can be easily transported with one lane of a basic belt, which is much cheaper and easier to build than a train. And the overflow can be transported with the other side of the belt. Nothing can be faster and you only need miners, furnaces, belts and inserters. This can also be done with other items (see below). It also makes sense to power external mines with only solar power, to reduce the extreme pollution.<br />
<br />
The downside to this approach is that you don't have as much control over production rates as when you produce the stuff in your central factory. This is due to the long transport distances involved, so the reaction to under or over production is slow. '''Use such external factory parts as "basic supply" and produce the rest in your main factory on demand.'''<br />
<br />
Good candidates:<br />
* [[steel bar]]s (5 iron plates => 1 steel bar, 5/1)<br />
* [[electronic circuit]] (1 iron plate + 1.5 copper => 1 electronic circuit, 5/2; more complex, because you also need copper; so doesn't always makes sense, if the resources aren't within reach)<br />
* [[basic transport belt]]s (3 iron plates => 2 belts, 3/2) if you limit the output, because most you need yourself)<br />
* any items that need lots of resources, but which you also need in large quantity.<br />
<br />
For example: [[inserter]]s compress well (11/2), but aren't needed in large quantity. The pre-production of [[iron gear wheel]]s is also questionable (2/1), because it only has a compression factor of two and they are normally needed immediately, but not in large quantity. On-demand production seems to be better for that. On the other hand, the pre-production of [[regular magazine]]s makes sense, because there is no dependency.<br />
<br />
Bad candidates:<br />
* [[copper cable]]s (1/2 !!)<br />
* any item that doesn't compress or even inflates when produced (e.g. [[Alien science pack]])<br />
<br />
Note that with the productivity modules this technique may become more or less effective.<br />
<br />
=== Compression for trains ===<br />
<br />
When using mining outposts (> 500 tiles distant) connected by train you should smelt the ore locally at your outposts. This is because you can store only 50 ores in a stack, compared to 100 furnaced materials! That doubles the capacity of wagons and makes routing easier.<br />
<br />
There are quite significant differences for the stack sizes:<br />
* Ore, stone and coal have a stack size of 50.<br />
* Iron/copper plates and so on have significantly bigger stack sizes: 100<br />
* Processed materials such as electric circuits: 200<br />
<br />
This means that you can transport much more with fewer wagons!<br />
<br />
For example: instead of two wagons, one with copper and one with iron ore you can transport the same amount with one wagon, half copper/iron plates. Or even less if you produce electric circuits or iron wheels. You can regulate the production of the materials by unloading only the required stuff using a logistic network.<br />
<br />
Program the stacks of the wagons (since v0.10) to transport multiple materials in one wagon, without overfilling.<br />
<br />
Danger: furnaces and assemblies produce [[Pollution]].<br />
<br />
=== Use as a big chest ===<br />
<br />
It is possible to use the cargo wagon as a "big chest": Place rails, put an unmoving wagon on it and inserters around. The advantages of this construction are:<br />
* Cargo can be transferred with many more inserters than with a chest, bypassing the limitations of the [[Inserter capacity bonus (research)|inserter stack size bonus]].<br />
* Items are transported instantly over the length of the wagon. Correctly configured, this is faster than a transport belt.<br />
<br />
For examples of this, see these forum threads:<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=3537 Solar panel factory]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=7568 Cargo wagon sourced RGB circuits production facility]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=8551 Mass production with ZERO belts and robots]<br />
<br />
==See also==<br />
* [[Locomotive]]<br />
* [[Railway network]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Cargo_wagon&diff=148804Cargo wagon2017-09-09T14:06:17Z<p>H0lyD4wg: They aren't called Diesel Locomotives anymore.</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Cargo wagon}}<br />
<br />
The '''Cargo wagon''' is used in conjunction with [[Diesel locomotive]]s to form [[Train]]s for the [[Railway network]].<br />
<br />
A wagon is used to transport items and can be filled and emptied like a chest, but with many more inserters at the same time. Up to 12 inserters per wagon are possible (from both sides).<br />
The [[Inserter item stack size]] is important to fill the wagon fast!<br />
<br />
In manual-mode cargo wagons can only be filled or emptied when they are not moving and horizontally or vertically orientated. In automated-mode it is the same, but additionally they can only filled/empty, when stopped on a train-stop (not on a signal). A spot where inserters are prepositioned to transfer cargo for wagons is called a [[Railway_network/Train_station|train station]].<br />
<br />
== Stack limitation ==<br />
<br />
Wagons have a [[Stack#Stack limitation|stack limitation]] option the same way chests do, which is useful if you need to limit the number of transported items for some reason.<br />
<br />
== Stack filter ==<br />
<br />
Each stack in the cargo wagon can be filtered. This works in the same way as the quick bar (toolbelt); the default key to define or remove the filter is the middle mouse button.<br />
<br />
This can be used to transport different items in one wagon. For example, you could transport both empty and full oil barrels in one wagon; at the train stations, the barrels would be handled using smart inserters for each kind of barrel. This is discussed in the forum thread [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=68288&p=53467&hilit=Filter#p53467 Tired of babysitting expansions? Auto-supply w/ trains!].<br />
<br />
== Compressing items ==<br />
<br />
A cargo wagon can be filled with 2000 items of ores ([[Copper ore|copper]], [[Iron ore|iron]], [[Coal|coal]]...) or 4000 items of processed plates ([[Copper plate|copper plates]], [[Iron plate|iron plates]], [[Steel plate|steel]]). This makes preprocessing your ores into plates (near the mines) a useful strategy, before you transport it to your factory. <br />
<br />
===Pre-production reduces needed space===<br />
<br />
As you see in [[Transport belts/Physics]], the throughput depends on density and density on space (or on belt length). So when you reduce the required space, you increase throughput. You cannot make items smaller, but you can compress them!<br />
<br />
Assuming that you have a combination of coal and iron ore in close quarters, but are far away from your base factory, the pre-production of steel makes sense. This is because 1 steel needs 5 iron ore, so the iron ore is compressed by a factor of 5! This means that the output of 50+ iron ore mines can be easily transported with one lane of a basic belt, which is much cheaper and easier to build than a train. And the overflow can be transported with the other side of the belt. Nothing can be faster and you only need miners, furnaces, belts and inserters. This can also be done with other items (see below). It also makes sense to power external mines with only solar power, to reduce the extreme pollution.<br />
<br />
The downside to this approach is that you don't have as much control over production rates as when you produce the stuff in your central factory. This is due to the long transport distances involved, so the reaction to under or over production is slow. '''Use such external factory parts as "basic supply" and produce the rest in your main factory on demand.'''<br />
<br />
Good candidates:<br />
* [[steel bar]]s (5 iron plates => 1 steel bar, 5/1)<br />
* [[electronic circuit]] (1 iron plate + 1.5 copper => 1 electronic circuit, 5/2; more complex, because you also need copper; so doesn't always makes sense, if the resources aren't within reach)<br />
* [[basic transport belt]]s (3 iron plates => 2 belts, 3/2) if you limit the output, because most you need yourself)<br />
* any items that need lots of resources, but which you also need in large quantity.<br />
<br />
For example: [[inserter]]s compress well (11/2), but aren't needed in large quantity. The pre-production of [[iron gear wheel]]s is also questionable (2/1), because it only has a compression factor of two and they are normally needed immediately, but not in large quantity. On-demand production seems to be better for that. On the other hand, the pre-production of [[regular magazine]]s makes sense, because there is no dependency.<br />
<br />
Bad candidates:<br />
* [[copper cable]]s (1/2 !!)<br />
* any item that doesn't compress or even inflates when produced (e.g. [[Alien science pack]])<br />
<br />
Note that with the productivity modules this technique may become more or less effective.<br />
<br />
=== Compression for trains ===<br />
<br />
When using mining outposts (> 500 tiles distant) connected by train you should smelt the ore locally at your outposts. This is because you can store only 50 ores in a stack, compared to 100 furnaced materials! That doubles the capacity of wagons and makes routing easier.<br />
<br />
There are quite significant differences for the stack sizes:<br />
* Ore, stone and coal have a stack size of 50.<br />
* Iron/copper plates and so on have significantly bigger stack sizes: 100<br />
* Processed materials such as electric circuits: 200<br />
<br />
This means that you can transport much more with fewer wagons!<br />
<br />
For example: instead of two wagons, one with copper and one with iron ore you can transport the same amount with one wagon, half copper/iron plates. Or even less if you produce electric circuits or iron wheels. You can regulate the production of the materials by unloading only the required stuff using a logistic network.<br />
<br />
Program the stacks of the wagons (since v0.10) to transport multiple materials in one wagon, without overfilling.<br />
<br />
Danger: furnaces and assemblies produce [[Pollution]].<br />
<br />
=== Use as a big chest ===<br />
<br />
It is possible to use the cargo wagon as a "big chest": Place rails, put an unmoving wagon on it and inserters around. The advantages of this construction are:<br />
* Cargo can be transferred with many more inserters than with a chest, bypassing the limitations of the [[Inserter capacity bonus (research)|inserter stack size bonus]].<br />
* Items are transported instantly over the length of the wagon. Correctly configured, this is faster than a transport belt.<br />
<br />
For examples of this, see these forum threads:<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=3537 Solar panel factory]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=7568 Cargo wagon sourced RGB circuits production facility]<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=8551 Mass production with ZERO belts and robots]<br />
<br />
==See also==<br />
* [[Locomotive]]<br />
* [[Railway network]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Locomotive&diff=148803Locomotive2017-09-09T14:04:25Z<p>H0lyD4wg: They aren't called Diesel Locomotives anymore.</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Locomotive}}<br />
<br />
The '''Locomotive''' is the engine for movement of [[Railway network|trains]] over [[Railway network#Tracks|track]]. Trains are useful for moving large amounts of items over large distances.<br />
<br />
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the [[Car]] or [[Tank]]. Naturally they do not have the same freedom of movement, however, as they are confined to the track.<br />
<br />
Locomotives are [[burner devices]] and require [[fuel]] to run.<br />
<br />
While Locomotives can be assembled by hand, the [[Engine unit]]s for it require automated construction to build, so it cannot be built from raw materials by hand.<br />
<br />
== Achievements ==<br />
Locomotives are directly connected to the following achievements:<br />
{{Achievement|getting-on-track}}<br />
{{Achievement|getting-on-track-like-a-pro}}<br />
{{Achievement|watch-your-step}}<br />
<br />
== Driving Controls ==<br />
''These are the default bindings. They can be changed in the Options menu.''<br />
{|<br />
|Enter/Exit<br />
|{{Keybinding|enter}}<br />
|-<br />
|Accelerate<br />
|{{Keybinding|W}}<br />
|-<br />
|Decelerate/Reverse<br />
|{{Keybinding|S}}<br />
|-<br />
|Pick which fork to take at junction<br />
|{{Keybinding|A}},{{Keybinding|D}}<br />
|-<br />
|Connect/Disconnect rolling stock<br />
|{{Keybinding|G}}<br />
|}<br />
<br />
Note that while you can enter a train at any point, you must enter a Locomotive to drive the train manually (and automatic mode must be off).<br />
<br />
== Connecting/Disconnecting a Locomotive ==<br />
To connect Locomotives or [[Cargo wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or, to connect an already existing disconnected car, drive the Locomotive near the car and press G by default. To disconnect the last car in a train, press V by default.<br />
<br />
== Defense ==<br />
Locomotives are a priority target of [[Enemies]], so places where trains can stop should be [[Defense|defended]]. Locomotives in transit can usually crash through everything in the way (including [[Biter]]s, [[Tank]]s, and the Player) so defense in transit is less important. However, enemies can attack and destroy rails, potentially stopping the train. Biters won't often cause this, since automated trains will not move if they can't find a path to their destination - a broken rail interrupts their path.<br />
<br />
[[Construction robot]]s are a good way to automatically repair damage at train stations.<br />
<br />
== History ==<br />
<br />
{{history|0.14.0|<br />
* Added support for equipment grids in locomotives.}}<br />
<br />
{{history|0.13.0|<br />
* New locomotive graphics.<br />
* Can now be colored.<br />
* Trains are now regular size in horizontal and vertical orientations.<br />
}}<br />
<br />
{{history|0.12.1|<br />
* Trains that are moving automatically cannot be rotated.}}<br />
<br />
{{history|0.12.0|<br />
* Now show contents in tooltip.}}<br />
<br />
{{history|0.11.18|<br />
* Increased the crafting cost of the cargo wagon and locomotive.<br />
* Removing and merging the locomotive of a train without any additional locomotives doesn't clear the schedule anymore.<br />
}}<br />
<br />
{{history|0.11.6|<br />
* Copy paste can now be used for train schedules.}}<br />
<br />
{{history|0.10.2|<br />
* Now recalculates path on rotation.}}<br />
<br />
{{history|0.10.0|<br />
* Backer names are used for locomotives.}}<br />
<br />
{{history|0.9.0|<br />
* Recipe change}}<br />
<br />
{{history|0.5.0|<br />
* Train can find the path backward when it has locomotives in the back<br />
* New locomotive graphics.<br />
* Locomotive + wagon + rails are more expensive.<br />
}}<br />
<br />
{{history|0.4.0|<br />
* Locomotive uses fuel.<br />
* Locomotive and Car are minable<br />
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)<br />
}}<br />
<br />
{{history|0.2.8|<br />
* Now shows health bar below locomotive.}}<br />
<br />
{{history|0.2.1|<br />
* Now emits light if active.}}<br />
<br />
{{history|0.1.0|<br />
* Introduced}}<br />
<br />
==See also==<br />
* [[Railway]]<br />
* [[Cargo wagon]]<br />
<br />
{{BurnerNav}}<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Talk:Burner_mining_drill&diff=146804Talk:Burner mining drill2017-09-03T17:49:51Z<p>H0lyD4wg: /* Caveats re: self-sustaining mines w/ burner inserters */</p>
<hr />
<div>== Mining speed and output ==<br />
<br />
The info box is wrong, the mining speed is 0.35,'''no unit''' (or items, although not releant). items/sec would express an output, and 0.35 items/sec is definitely not the output of burner drills.<br />
The output of a fully powered burner drill on copper, iron and coal is 0.28, would be twice as small for uranium, and greater for stone (0.3675 items/sec) as shown here : https://wiki.factorio.com/Mining. I don't know how to edit the infobox so can't make the change, if someone can integrate these information, it would be great.<br />
<br />
== Caveats re: self-sustaining mines w/ burner inserters ==<br />
<br />
The design outlined in [[Burner_mining_drill#Method_2]] can result in the northern burner inserters becoming coal-starved to the point that they have to be refueled manually. Perhaps we should warn new players about it, lest they copy the design as-is and become perplexed when it doesn't work as well as they expected.<br />
<br />
:I changed the setup in the image so that can no longer happen and added a note to the text. Please sign talk messages with the 4 ~'s in the future. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 19:24, 31 August 2017 (UTC)<br />
<br />
Thanks. Will do. [[User:H0lyD4wg|H0lyD4wg]] ([[User talk:H0lyD4wg|talk]]) 17:49, 3 September 2017 (UTC)</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Talk:Burner_mining_drill&diff=146134Talk:Burner mining drill2017-08-31T15:39:41Z<p>H0lyD4wg: </p>
<hr />
<div>== Mining speed and output ==<br />
<br />
The info box is wrong, the mining speed is 0.35,'''no unit''' (or items, although not releant). items/sec would express an output, and 0.35 items/sec is definitely not the output of burner drills.<br />
The output of a fully powered burner drill on copper, iron and coal is 0.28, would be twice as small for uranium, and greater for stone (0.3675 items/sec) as shown here : https://wiki.factorio.com/Mining. I don't know how to edit the infobox so can't make the change, if someone can integrate these information, it would be great.<br />
<br />
== Caveats re: self-sustaining mines w/ burner inserters ==<br />
<br />
The design outlined in [[Burner_mining_drill#Method_2]] can result in the northern burner inserters becoming coal-starved to the point that they have to be refueled manually. Perhaps we should warn new players about it, lest they copy the design as-is and become perplexed when it doesn't work as well as they expected.</div>H0lyD4wghttps://wiki.factorio.com/index.php?title=Talk:Iron_gear_wheel&diff=146133Talk:Iron gear wheel2017-08-31T15:05:50Z<p>H0lyD4wg: Removed comment re: stack inserters. That information is already included in the page.</p>
<hr />
<div></div>H0lyD4wg