https://wiki.factorio.com/api.php?action=feedcontributions&user=TwoPizzas&feedformat=atomOfficial Factorio Wiki - User contributions [en]2024-03-29T12:55:49ZUser contributionsMediaWiki 1.38.2https://wiki.factorio.com/index.php?title=Spidertron&diff=185762Spidertron2021-04-25T15:39:29Z<p>TwoPizzas: /* History */</p>
<hr />
<div>{{Languages}}{{:Infobox:Spidertron}}<br />
<br />
The '''spidertron''' is a versatile lategame vehicle capable of traversing rough terrain. It, along with the [[car]] and [[tank]], is one of three non-rail vehicles in Factorio. It's equipped with four fast-firing rocket launchers capable of manual or automatic targeting. It can be driven manually or remotely controlled using the [[spidertron remote]]. Furthermore, it has an equipment grid which accepts all [[equipment modules]]. Spidertron's legs can be moved by belts which can be prevented by inserting [[belt immunity equipment]] into its equipment grid.<br />
<br />
The vehicle can be renamed, and its color can be changed independently of the color of the player that is riding inside it. This color and name are shown in the tooltip of all connected [[spidertron remote]]s. Additionally, the spidertron's inventory can have logistics requests and auto-trash filters set up, similar to the [[player]] inventory, so the vehicle is automatically supplied by [[logistic robot]]s.<br />
<br />
Picking up the vehicle keeps the modules inside its equipment grid, its name, its color and the logistics requests saved in the item, however any content from the spidertron's inventory is placed into the player's inventory and not saved in the item.<br />
<br />
== Combat ==<br />
The four spidertron rocket launchers operate in "chain mode" which allows rapid firing of rockets at enemies. The spidertron can be set to automatically target enemies, both with or without any passengers inside the spidertron. The spidertron's combat capabilities are enhanced by its equipment grid, e.g. [[energy shield]]s can be equipped to increase its protection or [[personal laser defense]]s can be used for higher killing power. The spidertron's equipment modules are used additionally to any modules that the riding player may have equipped in their own [[power armor]].<br />
<br />
== Speed ==<br />
Unlike the car and tank, which are affected by the surfaces they travel on, the spidertron's speed does not change on different surfaces. Due to the way the spidertron travels, its speed slightly fluctuates and does not consistently stay at its top speed. The spidertron's speed can be increased by equipping [[exoskeleton]]s into its grid. Up to 5 exoskeletons can fit in the vehicle's grid. The top speeds (in km/h) are as follows:<br />
<br />
{| class="wikitable"<br />
|-<br />
!Equipment !! Top speed<br />
|-<br />
|Default || ~46<br />
|-<br />
|1 exoskeleton || ~57<br />
|-<br />
|2 exoskeletons || ~68<br />
|-<br />
|3 exoskeletons || ~85<br />
|-<br />
|4 exoskeletons || ~90<br />
|-<br />
|5 exoskeletons || ~102 <br />
|-<br />
|}<br />
<br />
== Trivia ==<br />
* The spidertron was first mentioned in the [https://www.factorio.com/blog/post/fff-120 Friday Facts #120], however it was not introduced into the game and did not appear on the roadmap. After FFF #120 the spidertron was sometimes hidden in other Friday Facts such as [https://www.factorio.com/blog/post/fff-200 FFF #200], [https://www.factorio.com/blog/post/fff-315 FFF #315] and [https://www.factorio.com/blog/post/fff-330 FFF #330]. However, the spidertron was not developed further after its first mention: "Than maybe he felt FFF was too short that week, so he made the gif, and it was not touched ever since".<sup>[https://forums.factorio.com/viewtopic.php?p=484944#p484944]</sup> It was then introduced in version 1.0.0 as a surprise feature, more than 4 years after it was first teased.<sup>[https://www.factorio.com/blog/post/fff-360]</sup><br />
* The spidertron is the only item in the game to require [[raw fish]] as a crafting ingredient. It is unknown why this is the case.<br />
<br />
== Gallery == <br />
<gallery widths=274px heights=203px><br />
File:Spidertron_GUI.png|The spidertron's GUI with a partially filled equipment grid and multiple equipped rockets.<br />
File:Spidertron_corpse.png|The spidertron's corpse.<br />
File:spidertron_traversing_trees.gif|Spidertron effortlessly walking through trees.<br />
File:spidertron_remote_map.gif|Controlling spidertron's movement via minimap.<br /><small>(Click to see .GIF animation.)</small><br />
</gallery><br />
<br />
== History ==<br />
<br />
{{history|1.1.0|<br />
* Added logistic requests to spidertron.<br />
* Added ability to queue up multiple waypoints for a single Spidertron.<br />
* Added option to follow another entity.}}<br />
<br />
{{history|1.0.0|<br />
* Introduced}}<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Oil_processing&diff=182831Oil processing2020-10-18T18:00:06Z<p>TwoPizzas: /* Transporting fluids */</p>
<hr />
<div>{{Languages}}<br />
'''Oil processing''' is a large part of Factorio. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or the overall workings of oil.<br />
<br />
== Overview ==<br />
There are various recipes that can be used to process [[crude oil]] into its fractions. Its fraction ([[heavy oil]], [[light oil]] and [[petroleum gas]]) can also be cracked into each other. Their recipes and technology requirements can be seen below.<br />
<br />
{|class="wikitable"<br />
|-<br />
! Process !! Input !! Output !! Machine !! Required technology !! Internal name<br />
|-<br />
| {{Icon|Basic oil processing||}} Basic oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} || {{Icon|Petroleum gas|45}} || {{Icon|Oil refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]] || basic-oil-processing<br />
|-<br />
| {{Icon|Advanced oil processing||}} Advanced oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} + {{icon|water|50}} || {{Icon|Heavy oil|25}} + {{Icon|Light oil|45}} + {{Icon|Petroleum gas|55}} || {{Icon|Oil refinery}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || advanced-oil-processing<br />
|-<br />
| {{Icon|Heavy oil cracking||}} Heavy oil cracking || {{icon|time|2}} + {{Icon|Heavy oil|40}} + {{icon|water|30}} || {{Icon|Light oil|30}} || {{Icon|Chemical plant}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || heavy-oil-cracking<br />
|-<br />
| {{Icon|Light oil cracking||}} Light oil cracking || {{icon|time|2}} + {{Icon|Light oil|30}} + {{icon|water|30}} || {{Icon|Petroleum gas|20}} || {{Icon|Chemical plant}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || light-oil-cracking<br />
|-<br />
| {{Icon|Coal liquefaction||}} Coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{Icon|Heavy oil|25}} + {{icon|steam|50}} || {{Icon|Heavy oil|90}} + {{Icon|Light oil|20}} + {{Icon|Petroleum gas|10}} || {{Icon|Oil refinery}} || {{icontech|coal liquefaction|}} [[Coal liquefaction (research)|Coal liquefaction]] || coal-liquefaction<br />
|}<br />
<br />
== Setting up oil processing ==<br />
[[Pumpjack]]s need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel. Over time this value will decrease down to a minimum of 2 oil/s, so a pumpjack will provide unlimited oil but eventually at a very low rate.<br />
<br />
Crude oil must be refined in an [[oil refinery]]. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and "alt-mode" is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated.<br />
<br />
Advanced oil processing and coal liquefaction produce multiple fluids: [[heavy oil]], [[light oil]] and [[petroleum gas]]. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a [[storage tank]]. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a [[chemical plant]] (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).<br />
<br />
=== Tips ===<br />
* The [[circuit network]] can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the [[Tutorial:Circuit network cookbook#Oil_Setups|circuit-network cookbook]].<br />
* If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.<br />
* [[Solid fuel]] is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.<br />
<br />
=== Transporting fluids ===<br />
There are many ways to move fluids in Factorio, they are listed below:<br />
<br />
* [[Pipe]]s<br />
* [[Fluid wagon]]s<br />
* Loading the fluids into [[Barrel]]s and transporting them by [[Railway]], [[Transport belts]], or the [[Logistic network]]<br />
<br />
== Optimal Ratios ==<br />
The optimal ratio is the ratio of production that ensures no waste of time or materials.<br />
<br />
=== Petroleum gas production ===<br />
<br />
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.<br />
<br />
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produce 19.5 petroleum gas per second in total.<br />
<br />
The refining can be sped up with [[module]]s; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using [[productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: center;"<br />
!colspan="5" |Petroleum production output with modules<br />
|-<br />
!colspan="1" style="width: 230px; text-align: left;" |Module configuration<br />
!colspan="1" style="width: 75px;" |None<br />
!colspan="1" style="width: 75px;" |Config 1 (*)<br />
!colspan="1" style="width: 75px;" |Config 2<br />
!colspan="1" |Units <br />
|-<br />
!colspan="5"|Oil refinery<br />
|-<br />
! style="text-align: left;" | Crude oil consumption<br />
| 100 || 100 || 100 || <br />
|-<br />
! style="text-align: left;" | Water consumption<br />
| 50 || 50 || 50 || <br />
|-<br />
! style="text-align: left;" | Crafting speed<br />
| 5 || 5 || 5 || s / final item<br />
|-<br />
! style="text-align: left;" | Heavy oil output<br />
| 25 || 25 || 25 || <br />
|-<br />
! style="text-align: left;" | Light oil output<br />
| 45 || 45 || 45 || <br />
|-<br />
! style="text-align: left;" | Petroleum output<br />
| 55 || 55 || 55 || <br />
|-<br />
! style="text-align: left;" | Base machine crafting speed<br />
| 1 || 1 || 1 || crafts / s<br />
|-<br />
! style="text-align: left;" | Crafting speed multiplier<br />
| 100% || 455% || 855% || <br />
|-<br />
! style="text-align: left;" | Output multiplier<br />
| 100% || 130% || 130% || final items<br />
|-<br />
! style="text-align: left;" | Total Crude oil consumption<br />
| 20 || 91 || 171 || per second<br />
|-<br />
! style="text-align: left;" | Total Water consumption<br />
| 10 || 45.5 || 85.5 || per second<br />
|-<br />
! style="text-align: left;" | Total Heavy oil output<br />
| 5 || 29.575 || 55.575 || per second<br />
|-<br />
! style="text-align: left;" | Total Light oil output<br />
| 9 || 53.235 || 100.035 || per second<br />
|-<br />
! style="text-align: left;" | Total Petroleum output<br />
| 11 || 65.065 || 122.265 || per second<br />
|-<br />
!colspan="5"|Heavy oil cracking<br />
|-<br />
! style="text-align: left;" | Heavy oil consumption<br />
| 40 || 40 || 40 || <br />
|-<br />
! style="text-align: left;" | Water consumption<br />
| 30 || 30 || 30 || <br />
|-<br />
! style="text-align: left;" | Crafting speed<br />
| 2 || 2 || 2 || s / final item<br />
|-<br />
! style="text-align: left;" | Light oil output<br />
| 30 || 30 || 30 || <br />
|-<br />
! style="text-align: left;" | Base machine crafting speed<br />
| 1 || 1 || 1 || crafts / s<br />
|-<br />
! style="text-align: left;" | Crafting speed multiplier<br />
| 100% || 455% || 655% || <br />
|-<br />
! style="text-align: left;" | Output multiplier<br />
| 100% || 130% || 130% || final items<br />
|-<br />
! style="text-align: left;" | Total Heavy oil consumption<br />
| 20 || 91 || 131 || per second<br />
|-<br />
! style="text-align: left;" | Total Water consumption<br />
| 15 || 68.25 || 98.25 || per second<br />
|-<br />
! style="text-align: left;" | Total Light oil output<br />
| 15 || 88.725 || 127.725 || per second<br />
|-<br />
!colspan="5"|Light oil cracking<br />
|-<br />
! style="text-align: left;" | Light oil consumption<br />
| 30 || 30 || 30 || <br />
|-<br />
! style="text-align: left;" | Water consumption<br />
| 30 || 30 || 30 || <br />
|-<br />
! style="text-align: left;" | Crafting speed<br />
| 2 || 2 || 2 || s / final item<br />
|-<br />
! style="text-align: left;" | Petroleum output<br />
| 20 || 20 || 20 || <br />
|-<br />
! style="text-align: left;" | Base machine crafting speed<br />
| 1 || 1 || 1 || crafts / s<br />
|-<br />
! style="text-align: left;" | Crafting speed multiplier<br />
| 100% || 455% || 655% || <br />
|-<br />
! style="text-align: left;" | Output multiplier<br />
| 100% || 130% || 130% || final items<br />
|-<br />
! style="text-align: left;" | Total Light oil consumption<br />
| 15 || 68.25 || 98.25 || per second<br />
|-<br />
! style="text-align: left;" | Total Water consumption<br />
| 15 || 68.25 || 98.25 || per second<br />
|-<br />
! style="text-align: left;" | Total Petroleum output<br />
| 10 || 59.15 || 85.15 || per second<br />
|-<br />
!colspan="5"|Ratio<br />
|-<br />
! style="text-align: left;" | Heavy oil cracking<br />
| 0.25 || 0.325 || 0.424 || <br />
|-<br />
! style="text-align: left;" | Light oil cracking<br />
| 0.85 || 1.2025 || 1.57 || <br />
|-<br />
! style="text-align: left;" | Petroleum gas output<br />
| 19.5 || 136.193 || 255.923 || per second<br />
|-<br />
|colspan="5" style="width: 600px; text-align: left;" | '''* Notes to table:''' ''Config 1'' is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building. ''Config 2'' is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building.<br />
|}<br />
<br />
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it's 52400:22230:82251.<br />
<br />
== History ==<br />
{{history|0.17.60|<br />
* Basic oil processing produces only petroleum gas.}}<br />
<br />
{{history|0.17.0|<br />
* Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.}}<br />
<br />
{{history|0.15.0|<br />
* Added coal liquefaction oil processing recipe.}}<br />
<br />
{{history|0.9.1|<br />
* Added heavy oil cracking and light oil cracking.}}<br />
<br />
{{history|0.9.0|<br />
* Introduced<br />
**Basic oil processing<br />
**Advanced oil processing}}<br />
<br />
== See also ==<br />
* [[Fluid system]]<br />
* [[Crude oil]]<br />
* [[Barrel]]</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Version_history/0.2.0&diff=182552Version history/0.2.02020-09-19T22:29:19Z<p>TwoPizzas: /* Translations */</p>
<hr />
<div>__NOTOC__<br />
<br />
== 0.2.10 ==<br />
<br />
=== Bugfixes ===<br />
<br />
* Repaired the not minable lab/turret bug.<br />
* Fixed the bug of using all recipes (regardless of category in the automatic crafting of intermediate products).<br />
* Fixed the bug of the incorrect steel processing technology (not reloaded by migration).<br />
* Fixed the bug of the disabled iron/copper smelting recipes in scenario maps loaded from older versions.<br />
* Fixed the bug of the frozen controls after loading a replay from a game.<br />
* Fixed the bug of the incorrect usage of science pack in some cases.<br />
* Fixed the bug of the tooltips not working when entity info window is active<br />
* Start game script even with missing control.lua<br />
** Lua-based migrations work for these saves.<br />
** It is possible to run console commands in these games.<br />
* Tool tip in technology preview shows total raw in the same system as in player crafting gui(Using just recipes that player can use for the calculations, so not smelting)<br />
<br />
=== Translations ===<br />
<br />
* Added Finnish and Spanish translation.<br />
* Fixed the \n usage (It works in the campaign translation as end-line character again)<br />
<br />
=== Features ===<br />
<br />
* Added splitter, it can be used to split items coming on belt in 1:1 ratio.<br />
* Autosave interval is now configurable in Options->Other (values are 1 to 100 minutes or never)<br />
* Textual inputs now work with home + end keys.<br />
<br />
=== Bugfixes ===<br />
<br />
* Fixed the error of randomly connecting/disconnecting of the pole to be built.<br />
* Added 0 to the allowed characters (only 1 - 9 was allowed).<br />
* Fixed the missing distance check for connection of circuit network cables.<br />
* Fixed periodic slowdowns when creeper attacks were spawned.<br />
* When save/scenario saving (from the save as menu) fails, error message is shown and player can try to resolve it (the application will not close).<br />
* Update the size of the entity info window when the contents change.<br />
* Fixed the missing translation tag in the item filter window.<br />
* Fixed bug with attacking with a pick on a large distance<br />
<br />
=== Changes ===<br />
<br />
* Moved enemy spawner parameters spawningRadius and spawningSpacing into the json files<br />
* Alphabetical sorting of all file/directory lists (save/load game/scenario etc).<br />
* Removed obsolete creeper-rocket.<br />
<br />
=== Graphics ===<br />
<br />
* Update of the tile graphics (mainly stone tiles are upgraded)<br />
<br />
=== Scripting ===<br />
<br />
* Fixed chest info not updating when inserted items using script.<br />
* Added indestructible/not operable/not rotatable/active property accessible to the scripting.<br />
* Added Lua force object<br />
* Added function getentitycount into the force object, used this to fix minor bug in level-02 where count of mining drills/furnaces was done manually<br />
* In Lua setmulticommand now returns number of units sent<br />
* Moved functions getrecipes and gettechnologies from the LuaEntity to LuaForce.<br />
<br />
=== Modding ===<br />
<br />
* Recipe categories (Both crafting and furnace recipes merged into one list, recipes are categorized now)<br />
* Current recipe categories are "crafting" + "smelting", it is now possible to add new recipe categories in the prototype-definitions/recipe-category folder.<br />
* Player/Assembling machine/Furnace prototype contains list of recipe categories they can use, this should make it easier to make specialized machines.<br />
<br />
=== Translations ===<br />
<br />
* Added polish translation (Missing demo campaign)<br />
* Completed French translation (fixes and tips and tricks)<br />
* Fixes in German translation<br />
<br />
<br />
== 0.2.8 ==<br />
<br />
=== Features ===<br />
<br />
* Underground belt can be rotated (using the standard rotate key) and it switches the input and output ends.<br />
* Intermediate items in the crafting queue have different color.<br />
* Player doesn't collide with the transport belt to ground.<br />
* Player will shoot to enemies close to him no matter where his cursor is.<br />
* Different colors for promised items in the crafting queue.<br />
<br />
=== Changes ===<br />
<br />
* Little bit more powerful and less frequent attacks of creepers in 3rd level of the demo.<br />
<br />
=== Graphics ===<br />
<br />
* New graphics for electrics pole with rotation depending on connection + wires shadows.<br />
<br />
=== Bugfixes ===<br />
<br />
* Fixed crash when rail with train on it was destroyed (It can't be damaged now).<br />
* Fixed crash when invalid file name of save is entered (limited the input to a-z,A-Z,0-9 and _-.).<br />
* Fixed items stuck on the U-shaped transport belt.<br />
* Fixed items moving along the full transport belt.<br />
* Filter inserter not showing it's info when the first item was not set.<br />
* Fixed Issue with double clicking in the technology preview.<br />
* Proper ordering of the Steel plate vs. the Iron plate.<br />
* Cancelling the item from crafting queue doesn't return the intermediate resources<br />
* Cancelling item in the crafting queue now cancels the intermediates as well<br />
* Paths settings (configurable mode for data directories, system or local), paths are saved into config<br />
* Zip package's default behavior set to local (so it is self-sustainable package)<br />
* Installer has set default behavior to system (so it works when installed into program files etc)<br />
* Loading images (load preview) with unicode characters in the path, this usually happened to users that had unicode characters in their user name on windows and wanted to load save Users/<Name>/AppData/..<br />
* Control click transferred from the chest from further than reach distance (allowed teleports).<br />
* Fixed freezing with some certain combinations of directions of locomotives in train.<br />
* Fixed crash when middle-clicking (set filter) in the main inventory.<br />
* Cross connections of transport belt of the same type are disabled (they would break on save/load anyway)<br />
* Transport belt to ground gives items inside when mined.<br />
* Correction of bounding boxes of some curved rail built.<br />
* Added selection box + health bar to diesel locomotive. (The health bar is little bit weird now, maybe it should rotate.)<br />
* Health bar of car.<br />
<br />
=== Translations ===<br />
<br />
* Changed typo "avarage" to "average".<br />
<br />
<br />
== 0.2.7 ==<br />
<br />
=== Features ===<br />
<br />
* Warning icon for an Ammo Turret without an Ammo (only visible by the owner).<br />
* Contents of the inventory of the Ammo Turret in the entity info (only visible by the owner).<br />
* Contents of the Furnace, the Assembling Machine and the Lab is visible in the entity info.<br />
* Let the player change the map generator parameters when starting a new game.<br />
<br />
=== Changes ===<br />
<br />
* Changed standard stone resource frequency from Rare to Medium.<br />
* Distance for building/mining/opening machines increased from 5 to 6.<br />
* Added descriptions for some items (science pack, logistic robot/chests)<br />
* Changed default key to enter vehicle to the Enter key.<br />
<br />
=== Bugfixes ===<br />
<br />
* Lost bitmaps after resize on some systems (includes missing light).<br />
* Crash when setting recipe of an Assembling Machine in the Map Editor.<br />
* Crash when mining Logistic Robots in pending state.<br />
* Crash when saving map editor after deleting active entities.<br />
* Attacks in the Freeplay were stuck after the first attack.<br />
* Show ceiled value for health (so you should never see a unit with 0 health).<br />
* Window to choose filter in the filter inserter was closed when something was crafted.<br />
* Strange (teleport-like) behavior on the Transport Belt turn in some cases.<br />
* Eternal tooltip in the Burner Inserter.<br />
* Eternal tooltip in the Technology GUI.<br />
* Crash when clicking on bonuses in the Technology GUI.<br />
* Removed sources of several memory leaks.<br />
<br />
=== Translations ===<br />
<br />
* English - complete<br />
* Czech - complete<br />
* German - complete<br />
* Russian - complete<br />
* French - core game + level 01 of the demo(without tips and tricks)<br />
* Italian - Core game and demo campaign<br />
* Translation additions (in English everywhere now) (Map generator + map editor)<br />
<br />
<br />
== 0.2.6 ==<br />
<br />
=== Features ===<br />
<br />
* Pick can be used as melee weapon<br />
* Smoke can be switched off<br />
<br />
=== Bugfixes ===<br />
<br />
* Stuck laboratory bugfix<br />
* Fixed a bug with replaced container not having alt info.<br />
<br />
<br />
== 0.2.5 ==<br />
<br />
=== Bugfixes ===<br />
<br />
* Clearing filter in filter inserter didn't work.<br />
<br />
=== Translation ===<br />
<br />
* French translation (just the core game, not campaign)<br />
<br />
<br />
== 0.2.4 ==<br />
<br />
=== Features ===<br />
<br />
* Added train connection/disconnection keys into the control settings<br />
<br />
=== Bugfixes ===<br />
<br />
* Newly built assembling machine could crash the game sometimes.<br />
* Divided diesel locomotive spreadsheet into 4 files, so it is possible to load on computer with maximum sprite size of 2048X2048<br />
<br />
<br />
== 0.2.3 ==<br />
<br />
=== Bugfixes ===<br />
<br />
* Source smoke animation in matrix, to be loadable on computer with smaller maximum bitmap size limit.<br />
<br />
<br />
== 0.2.2 ==<br />
<br />
=== Features ===<br />
<br />
* Added assembling machine to the last demo level.<br />
<br />
=== Bugfixes ===<br />
<br />
* Scripting of level 01 of campaign, it got stuck when player built mining drill on place with no resources<br />
* When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected to avoid situation when full transport belt was rotated and items got stuck (https://github.com/kovarex/Factorio-issues/issues/16)<br />
* Solved bug of stuck main inventory when filter was set there (disabled filters in main inventory for now, as the feature is not compatible with automatic sorting)<br />
<br />
<br />
== 0.2.1 ==<br />
<br />
''Indiegogo campaign start''<br />
<br />
=== Features ===<br />
<br />
* Technologies for logistic robot cargo capacity upgrade and research speed<br />
* 3 different autosaves<br />
* Priorities of machines in electric network (energy is consumed from solar panel first, when it is not enough, generators are used)<br />
* Enemy bases gets bigger as player gets further from the starting point<br />
* 3 different autosaves (1 for every minute, 1 for every second minute, 1 for once per 4 minutes)<br />
<br />
=== Control ===<br />
<br />
* Warning message when player tries to build too far or on colliding position<br />
* Convenient building of electric poles, it is possible to build electric poles by holding mouse<br />
* Automatic 180 degree rotation of building when building pipe to ground/belt to ground, so when building the two connections one after another, no rotation is needed to be done in between.<br />
* Upgrade technologies only show one relevant technology.<br />
* Larger stacks of several items (all resources, steel, electronic circuit, science packs)<br />
<br />
=== Bugfixes ===<br />
<br />
* Crash when mining tool is crafted and automatically equipped while mining with bare hands.<br />
* Localization bugfixes<br />
* Transport belt movement optimizations.<br />
* Connection of transport belt to underground belt from the opposite side (on game load)<br />
* Rail building and selection boxes<br />
* Get the item in the hand of inserter when it is mined.<br />
* Active locomotive emits light.<br />
<br />
=== Additions ===<br />
<br />
* Steel axe<br />
* Better graphics of assembling machine<br />
<br />
<br />
== 0.2.0 ==<br />
<br />
=== Features ===<br />
<br />
* Technology Research - not in demo<br />
* Transport robots - not in demo<br />
* Underground belt (simple way to cross transport belts) - not in demo<br />
* Day-night cycle<br />
* Ammo is refilled automatically into the ammo slot from inventory.<br />
<br />
=== Graphics ===<br />
<br />
* Mining particles<br />
* Light sources: Furnace(burning), player, lamp, rocket, explosions, car.<br />
* Character animations (standing, mining, shooting)<br />
* Rocket smoke<br />
* Red screen when player is hurt<br />
<br />
=== GUI changes ===<br />
<br />
* Show count of resources available for mining drill, and contained in chest<br />
* Show values of red/green signal in the electric pole entity info<br />
* Show info for entity planned to be built<br />
* Show large numbers in item slots in 1.8k format for big numbers<br />
* Show count of elemental ingredients needed for recipe<br />
* Key (default Q), to switch weapons<br />
* Show (optional) (when selected or building) direction of inserter<br />
* Visualization of connection (when selected or building) of transport belt to ground and pipe to ground<br />
* Demo ending screen<br />
<br />
=== Bugfixes ===<br />
<br />
* Moving (stack transfer/inventory transfer) of non-full items (mining tool, armor, magazines)<br />
* Minor translation bugfixes<br />
* Replay synchronization bugfixes<br />
* Map editor/game doesn't generate always the same series of maps anymore<br />
* Localization of inventory restriction messages<br />
* Double turrets<br />
* Crash when message dialog was opened and game closed<br />
<br />
== Campaign ==<br />
<br />
* Demo campaign changed, faster start, less mining<br />
* Technology included in the beta campaign<br />
* First basic version of freeplay with goal<br />
<br />
{{VersionNav}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Circuit_network&diff=178792Circuit network2020-04-09T00:49:20Z<p>TwoPizzas: /* Anything */</p>
<hr />
<div>{{Languages}}<br />
'''Circuit networks''' are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders. Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains. Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. '<span style="color:#FF6666">Everything</span>', '<span style="color:#99FF99">Anything</span>' and '<span style="color:#FFFF99">Each</span>' are also available wildcards.<br />
<br />
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one electric pole.]] <br />
<br />
== Usage ==<br />
=== Send information ===<br />
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a 'channel' corresponding to the item. For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.<br />
<br />
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.<br />
<br />
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.<br />
<br />
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other. For example, if two red wires are connected to the same combinator input, each wire receives the content from the other. This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.<br />
<br />
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two's complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639.<br />
<br />
=== Control devices ===<br />
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.<br />
<br />
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates. <br />
<br />
Multiple wires of the same color will share & sum their signals. For example, 3 chests A, B and C connected in a row (A -> B -> C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.<br />
<br />
== Devices ==<br />
<br />
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message "not connected" will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.<br />
<br />
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.<br />
<br />
The following devices can be connected to a circuit network:<br />
<br />
{| class="wikitable mw-collapsible"<br />
|-<br />
! Icon !! Name !! Possible output signals !! Possible control options<br />
|-<br />
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.<br />
*''Pulse mode'': The signal is sent for only 1 tick when the item enters the belt.<br />
*''Hold mode'': The signal is sent continuously as long as the items are on the belt.<br />
|| Transport belts can be enabled on a condition.<br />
|-<br />
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.<br />
*''Pulse mode'': The signal is sent for only 1 tick when the item is picked up.<br />
*''Hold mode'': The signal is sent continuously as long as the inserter is holding the item. <br />
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).<br />
|-<br />
| {{Icon|Filter inserter}} || [[Filter inserter]] || Same as above. || The filter inserters can additionally set their filters from the circuit network.<br />
|-<br />
| {{Icon|Wooden chest||Chests}} || [[Chests]] || All chests can send their contents to the circuit network. Logistic chests additionally send their contents to the [[logistic network]]. ||<br />
|-<br />
| {{Icon|Requester chest}} || [[Requester chest]] || Same as above. || Its requested items can be set by the circuit network.<br />
|-<br />
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||<br />
|-<br />
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network. || Gates can be opened on a condition.<br />
|-<br />
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network. || Rail signals can be set to red on a condition.<br />
|-<br />
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network. || <br />
|-<br />
| {{Icon|Train stop}} || [[Train stop]] || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. || Train stations can send the contents of the circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.<br />
|-<br />
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. ||<br />
|-<br />
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents or its robot statistics to the circuit network. The signals used for robot statistics are configurable. ||<br />
|-<br />
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition.<br />
|-<br />
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition.<br />
|-<br />
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition.<br />
|-<br />
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.<br />
|-<br />
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.<br />
|-<br />
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition.<br />
|-<br />
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition.<br />
|}<br />
<br />
== Physical network structure ==<br />
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.<br />
<br />
Note that each connected set of wires forms a separate network. For example, it's entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.<br />
<br />
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.<br />
* To erase a wire or cable connection, place the same color wire over an existing connection. You don't get the wire/cable back.<br />
* To remove '''all''' connections from a power pole, shift-click on the pole. The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don't get the wires back.<br />
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use "Show details" mode to see the orientation of the combinator.<br />
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.<br />
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.<br />
<br />
== Combinators ==<br />
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.<br />
<br />
*The [[constant combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to. (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.) You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.<br />
**Note that using two of the 15 slots to broadcast values on the '''same''' channel is the same as broadcasting the sum of the two values from one slot.<br />
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel. The input and output channels can be any item channel or any of the virtual signal channels.<br />
** Connecting: The arithmetic combinator connects to a red or green network on its '''input''' side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its '''output''' side (the output wires appear to stretch out a bit from the body of the device). <br />
** Feedback: Note that the input network and the output network '''are not the same network'''. Connecting the output network back to the input network will result in a feedback loop. For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input. The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.<br />
** Each: This combinator can use the 'Each' signal for both input and output, in which case '''all''' non-zero input channels will have the combinator's operation performed and broadcast on the output side. Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a 'one-way' wire; all the information from the input network is copied to the output network, but the reverse is not true.<br />
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.<br />
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above. In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks. See the [[decider combinator]] page for more details on how to use this.<br />
<br />
== Virtual signals == <br />
[[File:Virtual Signals dialog box.png|thumb|Virtual Signals available for use in the circuit network]]<br />
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.<br />
<br />
48 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z, a check-mark, dot and info icon, and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.<br />
<br />
=== Logic signals ===<br />
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]<br />
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.<br />
<br />
==== Everything ====<br />
''<span style="color:#FF6666">Everything</span>'' can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the ''everything'' signal behaves as [[:Wikipedia:universal quantification|universal quantification]].<br />
<br />
The output of a [[decider combinator]] may also use ''everything'', unless the input is set to ''each''. When used, the combinator will output signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.<br />
<br />
==== Anything ====<br />
''<span style="color:#99FF99">Anything</span>'' can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the ''anything'' signal behaves as [[:Wikipedia:existential quantification|existential quantification]].<br />
<br />
==== Each ====<br />
''<span style="color:#FFFF99">Each</span>'' can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.<br />
<br />
== Tutorials ==<br />
*'''[[Circuit-network Cookbook]]''' - ''Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.''<br />
*'''[[Combinator Tutorial]]''' - ''Mainly textual and detailed tutorials.''<br />
<br />
== Logistic network ==<br />
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on proximity to a central [[roboport]].<br />
<br />
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.<br />
<br />
See the [[logistic network]] and [[roboport]] articles for more information.<br />
<br />
== History ==<br />
<br />
{{history|0.15.0|<br />
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.<br />
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.<br />
* Train Stop can output the contents of the stopped train's cargo.<br />
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.<br />
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.<br />
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.<br />
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.<br />
* Added additional operators to the Decider Combinator and Circuit Conditions.}}<br />
<br />
{{history|0.13.0|<br />
* Many machines are now connectible to the circuit network.<br />
* Wire disconnecting is incorporated into the latency hiding.<br />
* Wires are now highlighted on entity mouseover.<br />
* Reduced memory usage of circuit network.}}<br />
<br />
{{history|0.12.33|<br />
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}<br />
<br />
{{history|0.12.1|<br />
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}<br />
<br />
{{history|0.12.0|<br />
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.<br />
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.<br />
}}<br />
<br />
{{history|0.10.0|<br />
* [[Blueprint]]s copy circuit network connections.}}<br />
<br />
{{history|0.8.3|<br />
* Circuit network contents info has colored slots to specify the network it represents.}}<br />
<br />
{{history|0.1.0|<br />
* Introduced}}<br />
<br />
[[Category: Circuit network]]</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Landfill&diff=178791Landfill2020-04-09T00:35:45Z<p>TwoPizzas: </p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Landfill}}<br />
'''Landfill''' can be used to replace water with usable land, regardless of the type of surrounding terrain. Once an area has been filled, there is no way to revert the fill and return water. It is placed using {{Keybinding|lmb}} and the area in which it is placed can be increased and decreased by using {{Keybinding|numplus}} and {{Keybinding|numminus}}. Land-filled area is indistinguishable from normal terrain in terms of mechanics; it can be normally built and walked over.<br />
<br />
Note that placing a landfill where [[raw fish]] are swimming will "destroy" them without being collected.<br />
<br />
== History ==<br />
<br />
{{History|0.17.10|<br />
* Landfill is now a separate tile, differentiated from grass-1.}}<br />
<br />
{{History|0.17.0|<br />
* Landfill can now be included in blueprints and placed by construction robots.}}<br />
<br />
{{history|0.13.0|<br />
* Introduced}}<br />
<br />
{{LogisticsNav}}<br />
{{C|Terrain}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Technologies&diff=178790Technologies2020-04-09T00:24:57Z<p>TwoPizzas: /* Pricing formulas */</p>
<hr />
<div>{{Languages}}<br />
[[File:Technology tree.png|thumb|right|700px|The technology tree − click to enlarge]]<br />
'''Technologies''' are [[Research|researched]] in [[lab]]s using [[science pack]]s.<br />
<br />
Every technology needs a certain amount of science packs per science pack type to be researched, for example the [[Logistics (research)|Logistics]] technology requires 20 [[automation science pack]]s to be placed in labs while the technology is selected for research.<br />
<br />
== Achievements ==<br />
{{Achievement|tech-maniac}}<br />
* Completing infinite technologies of any level is not required for '''Tech maniac'''. All non-infinite levels of technologies that have infinite continuations are still required.<br />
{{clear}}<br />
== Infinite technologies ==<br />
<br />
While most technologies in Factorio are either one-off or have a finite, relatively small number of levels available, a few are "infinite", meaning the player can research as many levels as they can afford. All of them unlock bonuses to existing technologies, never new structures or abilities. The per-level bonuses are constant for a particular infinite technologies and, like finite research bonuses, are additive within a single technology. They are subject to diminishing returns; thus, the per-level and per-science pack contributions from very high levels of infinite technologies will eventually provide only marginal improvements.<br />
<br />
All infinite technologies levels require [[space science pack]]s, and are also the only technologies that do. As such, they are late-game technologies intended primarily for players who wish to continue playing and expand their factory past the nominal victory condition of launching a rocket.<br />
<br />
Infinite technologies are identified in-game by a small <code>∞</code> infinity symbol shown in the top right corner of the research technology's card in the research screen.<br />
<br />
Most infinite technologies are continuations of ordinary multi-level technologies; the "infinite" mechanic becomes effective once the player reaches the card initially labeled with <code>N - ∞</code> in the research tree. Only the two [[artillery]]-related technologies (artillery shell [[artillery shell range (research)|range]] and [[artillery shell shooting speed (research)|shooting speed]]) are infinite-only; for these, <code>1 - ∞</code> is shown before any levels in them are researched. In either case, once the first infinite level is researched, the card label switches to the one discussed above.<br />
<br />
=== Pricing formulas ===<br />
<br />
The price of all infinite technologies is generated in a [[Wikipedia:Progression|mathematical progression]]; for the majority of technologies, the progression is [[Wikipedia:Geometric_progression|geometric]], mostly in powers of 2. Two technologies - [[mining productivity (research)|mining productivity]] and [[follower robot count (research)|follower robot count]] - use an [[Wikipedia:Arithmetic_progression|arithmetic progression]] instead.<br />
<br />
The table below summarizes for all infinite researches their first infinite level, the cost of the first infinite level, the cost formula and the per-level bonus. <br />
<br />
We denote by <code>N</code> the current level of the research, by <code>F</code> the final non-infinite level of the research (hence F+1 is the first "infinite" level) and by <code>P[N]</code> the price of the research at level <code>N</code>.<br />
<br />
{| class="wikitable"<br />
! Technology !! Science Packs !! F+1 !! P[F+1] !! P[N] !! Bonus<br />
|-<br />
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed ]] || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || 7 || 1,000 || 1,000 × 2^(N - F - 1) || +65% Robot Speed<br />
|-<br />
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || 4 || 2,500 || 2,500 × (N - F - 1) || +10% Mining Productivity<br />
|-<br />
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || 7 || 1,000 || 1,000 × 2^(N - F - 1) || +40% Bullet Damage <br> +70% Turret Damage <br> +40% Shotgun Shell Damage <br> +100% Cannon Shell Damage<br />
|-<br />
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || 7 || 1,000 || 1,000 × 2^(N - F - 1) || +50% Rocket Damage <br> +20% Grenade Damage <br> +20% Landmine Damage<br />
|-<br />
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || 7 || 1,000 || 1,000 × 2^(N - F - 1) || +20% Flame Thrower Damage<br />
|- <br />
| {{Icontech|Energy weapons damage (research)}} [[Energy weapons damage (research)|Energy weapons damage]] || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || 7 || 1,000 || 1,000 × 2^(N - F - 1) || +70% Laser Turret Damage <br> +30% Combat Robot Beam/Laser Damage<br />
|- <br />
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || 1 || 1,000 || 1,000 × 2^(N - F) || +30% Artillery Shell Range<br />
|-<br />
| {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell speed]] || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || 1 || 1,000 || 1,000 + 1,000 × 3^(N - F - 1) || +100% Artillery Speed<br />
|- <br />
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || 7 || 1,000 || 100 × (N - F) + 900 || +10 Follower Robots<br />
|}<br />
<br />
=== Cumulative cost ===<br />
<br />
As the price of most infinite technologies (specifically, those based on geometric progressions) increases very steeply, it may be a good idea for players to set realistic target levels for each of the infinite technologies they wish to pursue, and make their factory plans accordingly. To that end, the following properties of cumulative infinite research prices may be useful:<br />
<br />
#For infinite technologies whose underlying equation is a powers-of-two geometric series, the cumulative price of the first <code>N - F</code> infinite levels (skipping the first <code>F</code> level, so counting "infinite" levels only) is <code>2 × P[N] - P[F+1]</code>; i.e., twice the price of the final researched level, less the price of the first "infinite" level. <br />
#*As ''N'' increases, this is approximated well by <code>2 × P[N] = P[N+1]</code>, so the cumulative cost of researching to level <code>N</code> is about as much as researching level <code>N+1</code>. <br />
#*If one decides a level <code>M</code> which one considers the "highest feasible" with their current science pack production capacity, expanding said capacity by a factor of <code>X</code> will allow about <code>log[2](X)</code> additional levels to be researched before the next level takes longer to research with the expanded capacity than level <code>M + 1</code> would have taken with the pre-expansion production capacity.<br />
#*For example, if one expands production capacity by a factor of 10, they will be able to research at least <code>floor(log[2](10)) = 3</code> and at most <code>ceiling(log[2](10)) = 4</code> additional levels in a given technology before the exponential increase in price negates the speed benefits of their ×10 capacity expansion.<br />
#The cumulative price of the first <code>N - F</code> levels of infinite technologies whose underlying equation is an arithmetic series is <code>(N - F) × (P[N] + P[F + 1]) ÷ 2</code>; i.e, <code>N - F</code> times the mean of the prices of the first and last "infinite" level. For the [[Follower robot count (research)]], an additional <code>900 × (N-F)</code> need to be added. <br />
#*Expanding production capacity by a factor of <code>X</code>, as above, will in this case allow an additional <code>N × (X - 1)</code> levels to be researched before the benefit of the expansion is wiped out (i.e., research progress speed drops to or below what it was pre-expansion).<br />
#The cumulative price of the first '''''N''''' levels of '''artillery shell shooting speed''', the sole infinite technology whose underlying equation is a powers-of-three geometric series (equation type (2)) is <code>1.5 × P[N] - 0.5 × P[1]</code>; i.e., 1.5 times the price of the final researched level, less half the price of the first level.<br />
<br />
Note that these prices reflect '''research units''', which will not be equal to science packs if [[productivity module|productivity modules]] are used in labs. (In that case, the science pack requirement will be lower.)<br />
<br />
== See also ==<br />
<br />
* [[Research]]<br />
* [[Science pack]]<br />
<br />
{{TechNav}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Tutorial:Train_signals&diff=178669Tutorial:Train signals2020-03-30T15:38:55Z<p>TwoPizzas: /* Regular signals and blocks */</p>
<hr />
<div>{{Languages}}<br />
Rail signals are necessary to run a functioning rail system in Factorio. This tutorial explains why and when signals are used, what deadlocks are and where they can happen. The aim is to enable the reader to keep a rail system running smoothly and fix common issues. Examples of frequent use cases are shown. <br />
<br />
For beginners who are just learning the usage of signals it is recommended to place radars near all intersections to help identify issues quickly. It is also recommended to set up automation for fueling trains as soon as possible whenever a new train or station is added to the system. Trains can either be fueled at one stop on their usual schedule (this may or may not involve transporting fuel to a station) or by adding a separate fuel station to the schedule. <br />
<br />
== Regular signals and blocks ==<br />
<br />
[[File:Why_signals.gif]]<br />
<br />
Whenever there is more than one train on a track, there is the possibility that trains can crash into one another. To prevent trains from doing this, we place signals at intervals along the track and at crossings. A regular [[Rail signal|rail signal]] protects the rail block after it, up to the next signal or the end of the track. Signals ensure that only one train can be in any block. Whenever a second train would enter a block that already has a train in it, the train will wait at the signal leading into the block instead. <br />
<br />
Rail blocks are shown with colors when a player has a signal in hand. The picture shows the block visualization, there are a total of eleven blocks. Rail signals (and chain signals) break up blocks, train stops do not. <br />
<br />
[[File:Rail_blocks_example.png|1000px]]<br />
<br />
A regular signal is green when there is no train on the block behind it. When a train enters the block, all signals going into the block will turn red. When a train is in the process of entering the block, the signal turns yellow for a short time before turning red.<br />
<br />
Signals are placed on the right side of the track. Trains are only allowed to go past signals that are on the right hand side from direction of travel. A train in automatic mode will not drive on a track if it would pass a signal on the left side unless there is also a signal on the right side at that signal. This can sometimes cause a "no path" error where the track appears to be connected, but part of the connection is a one way track.<br />
<br />
[[File:Signal_directions.png|1000px]]<br />
<br />
In the image, the tracks are from top to bottom: <br />
# left to right, <br />
# right to left, <br />
# bidirectional, <br />
# bidirectional, <br />
# bidirectional on the left side, splitting into a right to left (upper) and a left to right track (lower).<br />
<br />
== Chain signals ==<br />
<br />
Using signals prevents trains from crashing into each other but brings with itself other potential issues. Every train will wait until the block in front of it is cleared, so trains are waiting for other trains. This becomes a problem when a train starts waiting on an intersection. In that case other trains will have to wait even if they are not going in the same direction. These trains may in turn cause other trains to wait, resulting in a slowdown of the entire system. Traffic systems should avoid having trains waiting on intersections. In Factorio, [[Rail chain signal]]s are used to ensure that this cannot happen.<br />
<br />
[[File:Chain-signal-guards-crossroad.png|1000px]]<br />
<br />
The most important rule is that a train cannot wait for an extended period of time in a block ''after'' a chain signal, whereas it can wait in a block after a regular signal. Since trains should not wait on crossings, this leads to the commonly stated rule: Use chain signals in and before crossings and use regular signals at the exits of crossings. In general, whenever a waiting train would block another train that is going on a different track, a chain signal should be used to prevent the train from waiting.<br />
<br />
[[File:Double-crossing.gif|1000px]]<br />
<br />
How do chain signals work? To determine if a train is allowed to drive past a chain signal, consider the path the train will take from that signal up to the next regular signal or until it reaches the station, whichever comes first. The train is only allowed to go through if all rail blocks on this path are free. If the train goes through, it will reserve all blocks on this path and not allow other trains to pass through a block until it leaves the block. A chain signal which leads to a block that has only one outgoing signal will always have the same color as that signal. If a rail line splits up, it can happen that one outgoing signal is red and the other is green. In that case the chain signal leading into the block will turn blue to indicate that some paths are free while others are not.<br />
<br />
[[File:Chain_signal_colors.png|1000px]]<br />
<br />
If the rail network contains many chain signals it is possible that a very large number of blocks is reserved when a train drives by a chain signal. This would restrict other trains, reducing throughput in general. Hence it is often suggested to use regular signals whenever possible and chain signals only where they are necessary.<br />
<br />
== Deadlocks ==<br />
<br />
Using signals can lead to trains waiting for other trains. As a consequence, there might be a chain of trains, each waiting for the next, with the last waiting for the first. This situation is called a deadlock, because the trains will wait forever or until the situation is resolved manually. It should be avoided and resolved as soon as possible because every train going through the area will get stuck. The most frequent causes of deadlocks are <br />
# trains waiting on intersections and <br />
# a rail network that does not allow enough space for trains. <br />
<br />
<br />
[[File:Deadlock_anim.gif]]<br />
<br />
The image above shows a deadlock caused by missing chain signals since only regular rail signals were used. As a result trains can wait on a crossing which leads to a deadlock. A corrected version of this intersection can be found above. The eight signals before and on the intersection should be replaced by chain signals, the ones leading out of the intersection can stay as they are. As stated above, in general chain signals should be used before and on intersections.<br />
<br />
[[File:Deadlock_too_many_trains.png|1000px]]<br />
<br />
The deadlock in the image happened because there is a circle in the network which was used by more trains than can fit into the circle. The signals are correct; to fix the deadlock the circle must be removed or less trains need to be routed through this area.<br />
<br />
[[File:Signal_deadlock.png|1000px]]<br />
<br />
This deadlock also happened because there were too many trains in a too small circle. It shows that a deadlock can happen with as few as two trains. In this case the deadlock could also have been avoided by replacing the marked signal with a chain signal, because it would ensure that only one train can enter the offending circle. However this could lead to trains waiting on the main line, so a waiting area for trains near the station should be added.<br />
<br />
== Signal spacing ==<br />
<br />
[[File:Deadlock_signal_space.png|1000px]]<br />
<br />
The image shows a deadlock between two T-junctions. It happened because while a train was waiting at the intersection, its tail end was still in the last intersection. The junctions when taken individually are signaled correctly, however they are too close to each other. One might argue that they form a single big intersection. There are two ways to fix this: the regular signals between the two junctions could be turned into chain signals or the junctions could be moved further away from each other. <br />
<br />
After an exit signal of a junction, the next signal must be at least far enough away to fit the ''longest'' train in the rail system between the signals. In general, after every regular signal there should be at least that much space.<br />
<br />
== Splitting rail blocks == <br />
<br />
The following aims to explain where signals should be placed. Long uninterrupted rail tracks should have signals at regular intervals because this allows more trains to move on the track simultaneously leading to higher throughput. Crossings should be separated from uninterrupted rails with signals. Inside crossings, signals should be used so that multiple trains can pass through the crossing without slowing down - for example trains going in opposite directions should not have to slow down for each other, so they need to pass through different blocks inside an intersection. The examples below all follow these rules.<br />
<br />
== Examples ==<br />
<br />
The most common way to build a rail system is using two parallel rails, one for each direction. The examples mostly follow this architecture. A single bidirectional rail line should not be used for 'main' rail lines in most situations.<br />
<br />
=== T-Junction ===<br />
<br />
The image shows a basic three way junction. Rail signals have been placed inside the junction to ensure that more than one train can enter the junction in some cases. For example for one train going left to right and one going right to left, the trains will pass through different blocks: the first will go through the left yellow, the blue and the lower right yellow block; the second will use the upper yellow and upper red blocks. Because they use different blocks, they can use the junction simultaneously. While this is not strictly necessary for a junction to work, it will allow better throughput at a low cost.<br />
<br />
<gallery mode="nolines" widths=800px heights=800px><br />
<br />
File:T_junction_9.png|{{BlueprintString|bp-string=0eNqVmOtuqkAUhd9lfmPDHuYCvkrTnFglLYmiAWyOMbz7gaJN4WzjWv9Enc81sy9rO1fzvj+Xp6aqO7O+mmp7rFuzfr2atvqoN/vxve5yKs3aVF15MImpN4fxqdlUe9Mnpqp35V+zlv4tMWXdVV1VTuu/Hy5/6vPhvWyGL8xWrm70xJyO7bDmWI8/NHBW8uITcxleFC9+wO+qptxOn9s++Y9qf6htN3A/PrvVtzCFGyZs/hya4VAHQx0OtTDU49AUhoYf6PbcfJW7R8hbnOKcmCnECMvMYZU5zMQDX8BMPO7jwYNQPO4iWIwyNURBI8KVhCeSwIVE7ByuIyJEcBnhqSQBZeIpL3AdEdUucCERfUngSiI6qE3JFHVzZtSYwlbnAioa1LJeF5Zep3VRm82x289NVT+Gpw/hqmYHdv1bSxEA6TGk3IkaAzUj0XWp5xjpocEC2ZnTUwNCLeixAaBmKT03IFRhbR6BWtbnEWjGGj0CdWwrQaCe7HkIM5C2jDAjacsIMydtGWEWYE8StZ1ok5NLSacHZDphnR6BWtbpEWjGOj0CdWx/ss/tyHnKPsPdPtOlfapJQI579vlo4iI2RXhOaE426YVSrzELkgnMUD4FZ6j79u2we40jXBMBZkZvmUTKfumboZ2Gzji19vm04x14kMVNaLYUqp6Bpy4JohqaQLqwUymR+SscgczLOXvUVRXYqcdHh67VWUjJAwuatCDc/nSIJaXkKoW8INAhjpQiqYrxnJaR8pZMl6LrX3eoifkqm3bqv3m0Npcijbbv/wGVhQXf}}<br />
</gallery><br />
<br />
=== Waiting area ===<br />
<br />
If multiple trains use the same station, the trains will wait on the main rail line which leads to a traffic jam in the network and can cause deadlocks. One way to avoid this is to add waiting areas for trains at each station.<br />
<br />
[[File:Train_waiting_area.png|800px]] <br />
<br />
The image shows a shared waiting area for two stations. The signals leading into the waiting areas are regular signals because this is where trains are expected to wait for an extended time. The signals leading out of the waiting areas are chain signals because the track from the waiting areas to the stations should not be blocked. The stations are also in different blocks to make sure that all stations can be used simultaneously.<br />
<br />
There are two ways to design waiting areas, parallel (as above) and sequential. The parallel version is easily extendable, takes less space and multiple stations can share a parallel waiting area. The sequential version as shown below is easier to set up but cannot be shared by multiple stations (and has very minor UPS benefits). Waiting areas are often referred to as stackers.<br />
<br />
[[File:Train_waiting_area_sequential.png|800px]]<br />
<br />
== See also ==<br />
<br />
* [[Tutorials]]<br />
* [[Railway]]<br />
* [[Rail signal]]<br />
* [[Rail chain signal]]</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Railway&diff=178668Railway2020-03-30T15:17:42Z<p>TwoPizzas: /* Basic signaling rules */</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 are placed on a two-tile grid, so a rail cannot be moved 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|ENTER}} 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. 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}} || {{Imagelink|Cargo wagon}} || {{Imagelink|Fluid wagon}} || {{Imagelink|Artillery 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 />
<br />
The locomotives' inventory is only used for [[fuel]]. To transport items or fluids [[cargo wagon]]s and/or [[fluid wagon]]s have to be attached to the train. To attach rolling stock, whether a wagon or a locomotive, the player may either prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock. Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon was placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key.<br />
<br />
{{clear}}<br />
<br />
== Stations ==<br />
[[File:station-example-1.png|thumb|right|256px|A very minimal train station.]]<br />
<br />
Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode. Cargo wagons can be filled or emptied by up to twelve adjacent [[inserters]] (six on each side). Inserters can also be used to insert fuel into locomotives. [[Pump]]s are used to transfer fluid into and out of fluid wagons, only three pumps can attach to one fluid wagon at once.<br />
<br />
Train stations are usually created by placing a [[train stop]], however it is also possible to create a temporary train station by opening a locomotive's GUI and using {{Keybinding|ctrl|lmb}} near a rail on the map. This will create a station without requiring a train stop. The temporary train station has a default wait condition of 5 seconds and is removed from the schedule once the train leaves the station.<br />
<br />
{{clear}}<br />
<br />
== Signals ==<br />
{| class="wikitable"<br />
| {{Imagelink|Rail signal}} || {{Imagelink|Rail chain signal}}<br />
|}<br />
<br />
Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other. Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Note that driving a train manually ignores all signals; so it is possible for automatic trains to crash into the player if the player ignores red/yellow signals. Always beware of automatic trains and give them the right of way.<br />
<br />
The [[Tutorial:Train signals|train signals tutorial]] contains an in-depth explanation of rail signals, blocks and deadlocks.<br />
<br />
=== Basic signaling rules ===<br />
* There can only be 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<br />
* [[Rail chain signal]]s separate a new block and reflect the state of the next signal(s): see above, blue - at least one of the paths is blocked, but not all<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 />
== Automated transport ==<br />
[[File:locomotive_gui.png|thumb|300px|The wait condition tab in the locomotive's GUI.]]<br />
<br />
Trains set on "Automatic" choose their destination stop and route on departure, and after waiting at a chain signal for five seconds, and when their destination stop disables itself by circuit condition. They choose the shortest route using a [[Railway/Train_path_finding|path finding algorithm]] that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account. If no such train stop exists they will skip the stop and go on to the next.<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 stations in the left locomotive's GUI. The train will route to stops in the given order, if it's at the end it will continue with the first. Stations can be added by clicking "Add station" in the GUI. A pop-up appears with a list of all stop names. If one is selected, another button appears which allows select a wait condition from a pop-up list. Furthermore, the map in the right part of the GUI can be used to add stations to the schedule by using {{keybinding|shift|lmb}} on a station or using {{keybinding|ctrl|lmb}} near a rail in the map to create a temporary train station. <br />
<br />
Wait conditions are used to tell the train when to leave the station. There are 7 types of wait conditions:<br />
* '''Time passed'''<br />
* '''Inventory full''' – All inventories of the train are full. Does not include fuel inventories.<br />
* '''Inventory empty''' – Same as above, but empty. Does not include fuel inventories.<br />
* '''Item count''' – The train (all cargoes summed) contains a specific amount of a certain item. Does not include fuel inventories.<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 />
* '''Fluid count''' – The train (all fluid wagons summed) contains a specific amount of a certain fluid.<br />
* '''Passenger present''' - At least one [[player]] is inside any part of the train.<br />
* '''Passenger not present''' - No players are inside any part of the train.<br />
<br />
It is also possible to set no wait condition, this causes the train to simply pass by the station without stopping.<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 more than one term is added, it is possible to change the connection of those using the logical operators AND and OR. 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#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 its 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 />
== Achievements ==<br />
{{Achievement|trans-factorio-express}}<br />
<br />
== Connection to [https://www.openttd.org/ OpenTTD] ==<br />
Factorio's railway system offers the same type of advanced railway design as [https://wiki.openttd.org/Signals#Pre-signals≈ block entry pre-signals and block exit pre-signals do in Open Transport Tycoon Deluxe].<br />
<br />
== See also ==<br />
* [[Tutorial:Train signals]]<br />
* [[Railway/Train_path_finding]]<br />
* [[Locomotive]]<br />
* [[Cargo wagon]]</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Rail_chain_signal&diff=178667Rail chain signal2020-03-30T14:42:14Z<p>TwoPizzas: /* Advanced */</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Rail chain signal}}<br />
<br />
'''Rail chain signals''' are used for automated transportation on a [[Railway|railway network]]. With rail chain signals, it is possible to use multiple trains on a single track, or multiple rails that intertwine.<br />
<br />
== Basic ==<br />
* The best prerequisite to understand chain signals is to understand [[Rail signal| signal blocks]].<br />
* Rail chain signals are placed like block signals at the right side of a [[Railway#Rail Glossary|segment]].<br />
* They work similar to pre-signals in OpenTTD.<br />
<br />
== Definition ==<br />
While normal signal prevents train from entering the occupied block, chain signal prevents train from entering a block if it won't be able to leave. When more than one exits exist, the one where the train is pathing to is considered.<br />
<br />
== Usage examples ==<br />
'''Regular signal compared to a chain signal'''<br />
<br />
With a regular signal, the block after it is empty, so the train can go there.<br />
[[File:Regular-signals.png|1000px]]<br />
<br />
<br />
Chain signal with one exit doesn't allow the train to enter the block, since it can't leave immediately.<br />
<br />
[[File:Chain-signal-basic.png|1000px]]<br />
<br />
<br />
'''Simple example with practical usage'''<br />
<br />
The chain signal prevents the train from blocking the crossing route while waiting.<br />
<br />
[[File:Chain-signal-guards-crossroad.png|1000px]]<br />
<br />
<br />
'''Double crossing'''<br />
<br />
Double crossings are a common cause of train jams, as trains can stop in the middle of the crossing and block everything. It can even cause total deadlock, which require manual intervention to fix the problem. With chain signals, the rails that don't cross are still separated, but trains won't stop in the middle of the crossing.<br />
<br />
[[File:Double-crossing.gif|1000px]]<br />
<br />
<br />
<br />
'''Deadlock prevention'''<br />
<br />
Another common cause of blockages are bidirectional single track lines with occasional bypasses. Here a train can't enter the line because another train is in it, but that train in turn can't leave the line.<br />
<br />
[[File:train-deadlock.png|1000px]]<br />
<br />
<br />
With chain signals, this problem can be totally avoided by preventing the train from going to the shared section unless it can exit it.<br />
<br />
[[File:chain-signal-prevents-deadlock.png|1000px]]<br />
<br />
== Advanced ==<br />
Some good pictures are at the [http://www.factorio.com/blog/post/fff-81 Friday Facts #81] page.<br />
<br />
[[File:railchainsignal_anim.png]]<br />
<br />
* If the chain signal has only one exit, it doesn't allow the train to enter its block, if the train would have to stop in said block.<br />
* Since trains react to chain signals based on their own path, chain signals before a crossing will not stop trains if the other track's exit is blocked.<br />
* If there are several chain signals before a regular one, a train waits before the first chain signal if the block after the regular signal is occupied.<br />
<br />
* If a chain signal switches to '''<span style="color:#55FF55">green</span>''', all exits are free.<br />
* If it switches to '''<span style="color:#FFFF55">yellow</span>''', the block is reserved for a train and all other entrance signals of that block turn '''<span style="color:#FF5555">red</span>'''.<br />
* If it switches to '''<span style="color:#FF5555">red</span>''', all exits are occupied.<br />
* If it switches to '''<span style="color:#8888FF">blue</span>''', some but not all exits are free. In this case trains may or may not stop, depending on their path.<br />
* If it is '''<span class="rail-signal-blink">Blinking</span>''', it is not on a rail, or unable to divide it into blocks. In this case you probably made a mistake when building your rail system.<br />
<br />
== History ==<br />
{{history|0.16.0|<br />
* Rail chain signals can be read by the [[circuit network]].}}<br />
<br />
{{history|0.12.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Rail signal]]<br />
* [[Railway]]<br />
* [[Tutorial: Train signals]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Rail_chain_signal&diff=178666Rail chain signal2020-03-30T14:40:24Z<p>TwoPizzas: /* Advanced */</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Rail chain signal}}<br />
<br />
'''Rail chain signals''' are used for automated transportation on a [[Railway|railway network]]. With rail chain signals, it is possible to use multiple trains on a single track, or multiple rails that intertwine.<br />
<br />
== Basic ==<br />
* The best prerequisite to understand chain signals is to understand [[Rail signal| signal blocks]].<br />
* Rail chain signals are placed like block signals at the right side of a [[Railway#Rail Glossary|segment]].<br />
* They work similar to pre-signals in OpenTTD.<br />
<br />
== Definition ==<br />
While normal signal prevents train from entering the occupied block, chain signal prevents train from entering a block if it won't be able to leave. When more than one exits exist, the one where the train is pathing to is considered.<br />
<br />
== Usage examples ==<br />
'''Regular signal compared to a chain signal'''<br />
<br />
With a regular signal, the block after it is empty, so the train can go there.<br />
[[File:Regular-signals.png|1000px]]<br />
<br />
<br />
Chain signal with one exit doesn't allow the train to enter the block, since it can't leave immediately.<br />
<br />
[[File:Chain-signal-basic.png|1000px]]<br />
<br />
<br />
'''Simple example with practical usage'''<br />
<br />
The chain signal prevents the train from blocking the crossing route while waiting.<br />
<br />
[[File:Chain-signal-guards-crossroad.png|1000px]]<br />
<br />
<br />
'''Double crossing'''<br />
<br />
Double crossings are a common cause of train jams, as trains can stop in the middle of the crossing and block everything. It can even cause total deadlock, which require manual intervention to fix the problem. With chain signals, the rails that don't cross are still separated, but trains won't stop in the middle of the crossing.<br />
<br />
[[File:Double-crossing.gif|1000px]]<br />
<br />
<br />
<br />
'''Deadlock prevention'''<br />
<br />
Another common cause of blockages are bidirectional single track lines with occasional bypasses. Here a train can't enter the line because another train is in it, but that train in turn can't leave the line.<br />
<br />
[[File:train-deadlock.png|1000px]]<br />
<br />
<br />
With chain signals, this problem can be totally avoided by preventing the train from going to the shared section unless it can exit it.<br />
<br />
[[File:chain-signal-prevents-deadlock.png|1000px]]<br />
<br />
== Advanced ==<br />
Some good pictures are at the [http://www.factorio.com/blog/post/fff-81 Friday Facts #81] page.<br />
<br />
[[File:railchainsignal_anim.png]]<br />
<br />
* If the chain signal has only one exit, it doesn't allow the train to enter its block, if the train would have to stop in said block.<br />
* Since trains react to chain signals based on their own path, chain signals before a crossing will not stop trains if the other track's exit is blocked.<br />
* If there are several chain signals before a regular one, a train waits before the first chain signal if the block after the regular signal is occupied.<br />
<br />
* If a chain signal switches to '''<span style="color:#55FF55">green</span>''', all exits are free.<br />
* If it switches to '''<span style="color:#FFFF55">yellow</span>''', the block is reserved for a train and all other entrance signals of that block turn '''<span style="color:#FF5555">red</span>'''.<br />
* If it switches to '''<span style="color:#FF5555">red</span>''', all exits are occupied.<br />
* If it switches to '''<span style="color:#8888FF">blue</span>''', some but not all exits are free. In this case trains may or may not stop, depending on their path.<br />
* If it is '''<span class="rail-signal-blink">Blinking</span>''', it is unable to divide the rail into blocks. In this case you probably made a mistake when building your rail system.<br />
<br />
== History ==<br />
{{history|0.16.0|<br />
* Rail chain signals can be read by the [[circuit network]].}}<br />
<br />
{{history|0.12.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Rail signal]]<br />
* [[Railway]]<br />
* [[Tutorial: Train signals]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Rail_chain_signal&diff=178665Rail chain signal2020-03-30T14:36:19Z<p>TwoPizzas: /* Advanced */</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Rail chain signal}}<br />
<br />
'''Rail chain signals''' are used for automated transportation on a [[Railway|railway network]]. With rail chain signals, it is possible to use multiple trains on a single track, or multiple rails that intertwine.<br />
<br />
== Basic ==<br />
* The best prerequisite to understand chain signals is to understand [[Rail signal| signal blocks]].<br />
* Rail chain signals are placed like block signals at the right side of a [[Railway#Rail Glossary|segment]].<br />
* They work similar to pre-signals in OpenTTD.<br />
<br />
== Definition ==<br />
While normal signal prevents train from entering the occupied block, chain signal prevents train from entering a block if it won't be able to leave. When more than one exits exist, the one where the train is pathing to is considered.<br />
<br />
== Usage examples ==<br />
'''Regular signal compared to a chain signal'''<br />
<br />
With a regular signal, the block after it is empty, so the train can go there.<br />
[[File:Regular-signals.png|1000px]]<br />
<br />
<br />
Chain signal with one exit doesn't allow the train to enter the block, since it can't leave immediately.<br />
<br />
[[File:Chain-signal-basic.png|1000px]]<br />
<br />
<br />
'''Simple example with practical usage'''<br />
<br />
The chain signal prevents the train from blocking the crossing route while waiting.<br />
<br />
[[File:Chain-signal-guards-crossroad.png|1000px]]<br />
<br />
<br />
'''Double crossing'''<br />
<br />
Double crossings are a common cause of train jams, as trains can stop in the middle of the crossing and block everything. It can even cause total deadlock, which require manual intervention to fix the problem. With chain signals, the rails that don't cross are still separated, but trains won't stop in the middle of the crossing.<br />
<br />
[[File:Double-crossing.gif|1000px]]<br />
<br />
<br />
<br />
'''Deadlock prevention'''<br />
<br />
Another common cause of blockages are bidirectional single track lines with occasional bypasses. Here a train can't enter the line because another train is in it, but that train in turn can't leave the line.<br />
<br />
[[File:train-deadlock.png|1000px]]<br />
<br />
<br />
With chain signals, this problem can be totally avoided by preventing the train from going to the shared section unless it can exit it.<br />
<br />
[[File:chain-signal-prevents-deadlock.png|1000px]]<br />
<br />
== Advanced ==<br />
Some good pictures are at the [http://www.factorio.com/blog/post/fff-81 Friday Facts #81] page.<br />
<br />
[[File:railchainsignal_anim.png]]<br />
<br />
* If the chain signal has only one exit, it doesn't allow the train to enter its block, if the train would have to stop in said block.<br />
* Since trains react to chain signals based on their own path, chain signals before a crossing will not stop trains if the other track's exit is blocked.<br />
* If there are several chain signals before a regular one, a train waits before the first chain signal if the block after the regular signal is occupied.<br />
<br />
* If a chain signal switches to '''<span style="color:#55FF55">green</span>''', all exits are free.<br />
* If it switches to '''<span style="color:#FFFF55">yellow</span>''', the block is reserved for a train and all other entrance signals of that block turn '''<span style="color:#FF5555">red</span>'''.<br />
* If it switches to '''<span style="color:#FF5555">red</span>''', all exits are occupied.<br />
* If it switches to '''<span style="color:#8888FF">blue</span>''', some but not all exits are free. In this case trains may or may not stop, depending on their path.<br />
<br />
== History ==<br />
{{history|0.16.0|<br />
* Rail chain signals can be read by the [[circuit network]].}}<br />
<br />
{{history|0.12.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Rail signal]]<br />
* [[Railway]]<br />
* [[Tutorial: Train signals]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Rail_chain_signal&diff=178664Rail chain signal2020-03-30T14:36:05Z<p>TwoPizzas: /* Advanced */</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Rail chain signal}}<br />
<br />
'''Rail chain signals''' are used for automated transportation on a [[Railway|railway network]]. With rail chain signals, it is possible to use multiple trains on a single track, or multiple rails that intertwine.<br />
<br />
== Basic ==<br />
* The best prerequisite to understand chain signals is to understand [[Rail signal| signal blocks]].<br />
* Rail chain signals are placed like block signals at the right side of a [[Railway#Rail Glossary|segment]].<br />
* They work similar to pre-signals in OpenTTD.<br />
<br />
== Definition ==<br />
While normal signal prevents train from entering the occupied block, chain signal prevents train from entering a block if it won't be able to leave. When more than one exits exist, the one where the train is pathing to is considered.<br />
<br />
== Usage examples ==<br />
'''Regular signal compared to a chain signal'''<br />
<br />
With a regular signal, the block after it is empty, so the train can go there.<br />
[[File:Regular-signals.png|1000px]]<br />
<br />
<br />
Chain signal with one exit doesn't allow the train to enter the block, since it can't leave immediately.<br />
<br />
[[File:Chain-signal-basic.png|1000px]]<br />
<br />
<br />
'''Simple example with practical usage'''<br />
<br />
The chain signal prevents the train from blocking the crossing route while waiting.<br />
<br />
[[File:Chain-signal-guards-crossroad.png|1000px]]<br />
<br />
<br />
'''Double crossing'''<br />
<br />
Double crossings are a common cause of train jams, as trains can stop in the middle of the crossing and block everything. It can even cause total deadlock, which require manual intervention to fix the problem. With chain signals, the rails that don't cross are still separated, but trains won't stop in the middle of the crossing.<br />
<br />
[[File:Double-crossing.gif|1000px]]<br />
<br />
<br />
<br />
'''Deadlock prevention'''<br />
<br />
Another common cause of blockages are bidirectional single track lines with occasional bypasses. Here a train can't enter the line because another train is in it, but that train in turn can't leave the line.<br />
<br />
[[File:train-deadlock.png|1000px]]<br />
<br />
<br />
With chain signals, this problem can be totally avoided by preventing the train from going to the shared section unless it can exit it.<br />
<br />
[[File:chain-signal-prevents-deadlock.png|1000px]]<br />
<br />
== Advanced ==<br />
Some good pictures are at the [http://www.factorio.com/blog/post/fff-81 Friday Facts #81] page.<br />
<br />
[[File:railchainsignal_anim.png]]<br />
<br />
* If the chain signal has only one exit, it doesn't allow the train to enter its block, if the train would have to stop in said block.<br />
* Since trains react to chain signals based on their own path, chain signals before a crossing will not stop trains if the other track's exit is blocked.<br />
* If there are several chain signals before a regular one, a train waits before the first chain signal if the block after the regular signal is occupied.<br />
<br />
* If a chain signal switches to '''<span style="color:#55FF55">green</span>''', all exits are free.<br />
* If it switches to '''<span style="color:#FFFF55">yellow</span>''', the block is reserved for a train and all other entrance signals of that block turn '''<span style="color:#FF5555">red</span>'''.<br />
* If it switches to '''<span style="color:#FF5555">red</span>''', all exits are occupied.<br />
* If it switches to '''<span style="color:#8888FF">blue</span>''', some but not all exits are free. In this case trains may or may not stop, based on their path.<br />
<br />
== History ==<br />
{{history|0.16.0|<br />
* Rail chain signals can be read by the [[circuit network]].}}<br />
<br />
{{history|0.12.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Rail signal]]<br />
* [[Railway]]<br />
* [[Tutorial: Train signals]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Rail_chain_signal&diff=178663Rail chain signal2020-03-30T14:34:33Z<p>TwoPizzas: /* Advanced */</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Rail chain signal}}<br />
<br />
'''Rail chain signals''' are used for automated transportation on a [[Railway|railway network]]. With rail chain signals, it is possible to use multiple trains on a single track, or multiple rails that intertwine.<br />
<br />
== Basic ==<br />
* The best prerequisite to understand chain signals is to understand [[Rail signal| signal blocks]].<br />
* Rail chain signals are placed like block signals at the right side of a [[Railway#Rail Glossary|segment]].<br />
* They work similar to pre-signals in OpenTTD.<br />
<br />
== Definition ==<br />
While normal signal prevents train from entering the occupied block, chain signal prevents train from entering a block if it won't be able to leave. When more than one exits exist, the one where the train is pathing to is considered.<br />
<br />
== Usage examples ==<br />
'''Regular signal compared to a chain signal'''<br />
<br />
With a regular signal, the block after it is empty, so the train can go there.<br />
[[File:Regular-signals.png|1000px]]<br />
<br />
<br />
Chain signal with one exit doesn't allow the train to enter the block, since it can't leave immediately.<br />
<br />
[[File:Chain-signal-basic.png|1000px]]<br />
<br />
<br />
'''Simple example with practical usage'''<br />
<br />
The chain signal prevents the train from blocking the crossing route while waiting.<br />
<br />
[[File:Chain-signal-guards-crossroad.png|1000px]]<br />
<br />
<br />
'''Double crossing'''<br />
<br />
Double crossings are a common cause of train jams, as trains can stop in the middle of the crossing and block everything. It can even cause total deadlock, which require manual intervention to fix the problem. With chain signals, the rails that don't cross are still separated, but trains won't stop in the middle of the crossing.<br />
<br />
[[File:Double-crossing.gif|1000px]]<br />
<br />
<br />
<br />
'''Deadlock prevention'''<br />
<br />
Another common cause of blockages are bidirectional single track lines with occasional bypasses. Here a train can't enter the line because another train is in it, but that train in turn can't leave the line.<br />
<br />
[[File:train-deadlock.png|1000px]]<br />
<br />
<br />
With chain signals, this problem can be totally avoided by preventing the train from going to the shared section unless it can exit it.<br />
<br />
[[File:chain-signal-prevents-deadlock.png|1000px]]<br />
<br />
== Advanced ==<br />
Some good pictures are at the [http://www.factorio.com/blog/post/fff-81 Friday Facts #81] page.<br />
<br />
[[File:railchainsignal_anim.png]]<br />
<br />
* If the chain signal has only one exit, it doesn't allow the train to enter its block, if the train would have to stop in said block.<br />
* Since trains react to chain signals based on their own path, chain signals before a crossing will not stop trains if the other track's exit is blocked.<br />
* If there are several chain signals before a regular one, a train waits before the first chain signal if the block after the regular signal is occupied.<br />
<br />
* If a chain signal switches to '''<span style="color:#55FF55">green</span>''', all exits are free.<br />
* If it switches to '''<span style="color:#FFFF55">yellow</span>''', the block is reserved for a train and all other entrance signals of that block turn '''<span style="color:#FF5555">red</span>'''.<br />
* If it switches to '''<span style="color:#FF5555">red</span>''', all exits are occupied.<br />
* If it switches to '''<span style="color:#8888FF">blue</span>''', some but not all exits are free.<br />
<br />
== History ==<br />
{{history|0.16.0|<br />
* Rail chain signals can be read by the [[circuit network]].}}<br />
<br />
{{history|0.12.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Rail signal]]<br />
* [[Railway]]<br />
* [[Tutorial: Train signals]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Rail_chain_signal&diff=178662Rail chain signal2020-03-30T14:34:19Z<p>TwoPizzas: /* Advanced */</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Rail chain signal}}<br />
<br />
'''Rail chain signals''' are used for automated transportation on a [[Railway|railway network]]. With rail chain signals, it is possible to use multiple trains on a single track, or multiple rails that intertwine.<br />
<br />
== Basic ==<br />
* The best prerequisite to understand chain signals is to understand [[Rail signal| signal blocks]].<br />
* Rail chain signals are placed like block signals at the right side of a [[Railway#Rail Glossary|segment]].<br />
* They work similar to pre-signals in OpenTTD.<br />
<br />
== Definition ==<br />
While normal signal prevents train from entering the occupied block, chain signal prevents train from entering a block if it won't be able to leave. When more than one exits exist, the one where the train is pathing to is considered.<br />
<br />
== Usage examples ==<br />
'''Regular signal compared to a chain signal'''<br />
<br />
With a regular signal, the block after it is empty, so the train can go there.<br />
[[File:Regular-signals.png|1000px]]<br />
<br />
<br />
Chain signal with one exit doesn't allow the train to enter the block, since it can't leave immediately.<br />
<br />
[[File:Chain-signal-basic.png|1000px]]<br />
<br />
<br />
'''Simple example with practical usage'''<br />
<br />
The chain signal prevents the train from blocking the crossing route while waiting.<br />
<br />
[[File:Chain-signal-guards-crossroad.png|1000px]]<br />
<br />
<br />
'''Double crossing'''<br />
<br />
Double crossings are a common cause of train jams, as trains can stop in the middle of the crossing and block everything. It can even cause total deadlock, which require manual intervention to fix the problem. With chain signals, the rails that don't cross are still separated, but trains won't stop in the middle of the crossing.<br />
<br />
[[File:Double-crossing.gif|1000px]]<br />
<br />
<br />
<br />
'''Deadlock prevention'''<br />
<br />
Another common cause of blockages are bidirectional single track lines with occasional bypasses. Here a train can't enter the line because another train is in it, but that train in turn can't leave the line.<br />
<br />
[[File:train-deadlock.png|1000px]]<br />
<br />
<br />
With chain signals, this problem can be totally avoided by preventing the train from going to the shared section unless it can exit it.<br />
<br />
[[File:chain-signal-prevents-deadlock.png|1000px]]<br />
<br />
== Advanced ==<br />
Some good pictures are at the [http://www.factorio.com/blog/post/fff-81 Friday Facts #81] page.<br />
<br />
[[File:railchainsignal_anim.png]]<br />
<br />
* If the chain signal has only one exit, it doesn't allow the train to enter its block, if the train would have to stop in said block.<br />
* Since trains react to chain signals based on their own path, chain signals before a crossing will not stop trains if the other track's exit is blocked.<br />
* If there are several chain signals before a regular one, a train waits before the first chain signal if the block after the regular signal is occupied.<br />
<br />
* If a chain signal switches to '''<span style="color:#55FF55">green</span>''', all exits are free.<br />
* If it switches to '''<span style="color:#FFFF55">yellow</span>''', the block is reserved for a train and all entrance signals of that block turn '''<span style="color:#FF5555">red</span>'''.<br />
* If it switches to '''<span style="color:#FF5555">red</span>''', all exits are occupied.<br />
* If it switches to '''<span style="color:#8888FF">blue</span>''', some but not all exits are free.<br />
<br />
== History ==<br />
{{history|0.16.0|<br />
* Rail chain signals can be read by the [[circuit network]].}}<br />
<br />
{{history|0.12.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Rail signal]]<br />
* [[Railway]]<br />
* [[Tutorial: Train signals]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Rail_chain_signal&diff=178661Rail chain signal2020-03-30T14:26:33Z<p>TwoPizzas: /* Definition */</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Rail chain signal}}<br />
<br />
'''Rail chain signals''' are used for automated transportation on a [[Railway|railway network]]. With rail chain signals, it is possible to use multiple trains on a single track, or multiple rails that intertwine.<br />
<br />
== Basic ==<br />
* The best prerequisite to understand chain signals is to understand [[Rail signal| signal blocks]].<br />
* Rail chain signals are placed like block signals at the right side of a [[Railway#Rail Glossary|segment]].<br />
* They work similar to pre-signals in OpenTTD.<br />
<br />
== Definition ==<br />
While normal signal prevents train from entering the occupied block, chain signal prevents train from entering a block if it won't be able to leave. When more than one exits exist, the one where the train is pathing to is considered.<br />
<br />
== Usage examples ==<br />
'''Regular signal compared to a chain signal'''<br />
<br />
With a regular signal, the block after it is empty, so the train can go there.<br />
[[File:Regular-signals.png|1000px]]<br />
<br />
<br />
Chain signal with one exit doesn't allow the train to enter the block, since it can't leave immediately.<br />
<br />
[[File:Chain-signal-basic.png|1000px]]<br />
<br />
<br />
'''Simple example with practical usage'''<br />
<br />
The chain signal prevents the train from blocking the crossing route while waiting.<br />
<br />
[[File:Chain-signal-guards-crossroad.png|1000px]]<br />
<br />
<br />
'''Double crossing'''<br />
<br />
Double crossings are a common cause of train jams, as trains can stop in the middle of the crossing and block everything. It can even cause total deadlock, which require manual intervention to fix the problem. With chain signals, the rails that don't cross are still separated, but trains won't stop in the middle of the crossing.<br />
<br />
[[File:Double-crossing.gif|1000px]]<br />
<br />
<br />
<br />
'''Deadlock prevention'''<br />
<br />
Another common cause of blockages are bidirectional single track lines with occasional bypasses. Here a train can't enter the line because another train is in it, but that train in turn can't leave the line.<br />
<br />
[[File:train-deadlock.png|1000px]]<br />
<br />
<br />
With chain signals, this problem can be totally avoided by preventing the train from going to the shared section unless it can exit it.<br />
<br />
[[File:chain-signal-prevents-deadlock.png|1000px]]<br />
<br />
== Advanced ==<br />
Some good pictures are at the [http://www.factorio.com/blog/post/fff-81 Friday Facts #81] page.<br />
<br />
[[File:railchainsignal_anim.png]]<br />
<br />
* If the chain signal has only one exit, it doesn't allow the train to enter its block, if the exit block (which has a [[rail signal]]) is occupied.<br />
* If in the block of the chain signal is a crossing, trains that cross the block can pass it, because a train waits before the chain signal, if the exit block isn't free.<br />
* If there are more than one chain signal blocks before a regular block, a train waits before the first chain signal if the regular block isn't free.<br />
<br />
* If a chain signal switches to '''<span style="color:#55FF55">green</span>''', all exits are free.<br />
* If it switches to '''<span style="color:#FFFF55">yellow</span>''', the block is reserved for a train and the signals of intersection blocks switch to red (like regular signal).<br />
* If it switches to '''<span style="color:#FF5555">red</span>''', no exit is free.<br />
* If it switches to '''<span style="color:#8888FF">blue</span>''', at least one exit is free.<br />
<br />
== History ==<br />
{{history|0.16.0|<br />
* Rail chain signals can be read by the [[circuit network]].}}<br />
<br />
{{history|0.12.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Rail signal]]<br />
* [[Railway]]<br />
* [[Tutorial: Train signals]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Rail_chain_signal&diff=178660Rail chain signal2020-03-30T14:24:48Z<p>TwoPizzas: /* Usage examples */</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Rail chain signal}}<br />
<br />
'''Rail chain signals''' are used for automated transportation on a [[Railway|railway network]]. With rail chain signals, it is possible to use multiple trains on a single track, or multiple rails that intertwine.<br />
<br />
== Basic ==<br />
* The best prerequisite to understand chain signals is to understand [[Rail signal| signal blocks]].<br />
* Rail chain signals are placed like block signals at the right side of a [[Railway#Rail Glossary|segment]].<br />
* They work similar to pre-signals in OpenTTD.<br />
<br />
== Definition ==<br />
While normal signal prevents train from entering the occupied block, chain signal prevents train from entering the block also when the exit isn't free. When more exits exist, the one relevant to the train path is taken into account.<br />
<br />
== Usage examples ==<br />
'''Regular signal compared to a chain signal'''<br />
<br />
With a regular signal, the block after it is empty, so the train can go there.<br />
[[File:Regular-signals.png|1000px]]<br />
<br />
<br />
Chain signal with one exit doesn't allow the train to enter the block, since it can't leave immediately.<br />
<br />
[[File:Chain-signal-basic.png|1000px]]<br />
<br />
<br />
'''Simple example with practical usage'''<br />
<br />
The chain signal prevents the train from blocking the crossing route while waiting.<br />
<br />
[[File:Chain-signal-guards-crossroad.png|1000px]]<br />
<br />
<br />
'''Double crossing'''<br />
<br />
Double crossings are a common cause of train jams, as trains can stop in the middle of the crossing and block everything. It can even cause total deadlock, which require manual intervention to fix the problem. With chain signals, the rails that don't cross are still separated, but trains won't stop in the middle of the crossing.<br />
<br />
[[File:Double-crossing.gif|1000px]]<br />
<br />
<br />
<br />
'''Deadlock prevention'''<br />
<br />
Another common cause of blockages are bidirectional single track lines with occasional bypasses. Here a train can't enter the line because another train is in it, but that train in turn can't leave the line.<br />
<br />
[[File:train-deadlock.png|1000px]]<br />
<br />
<br />
With chain signals, this problem can be totally avoided by preventing the train from going to the shared section unless it can exit it.<br />
<br />
[[File:chain-signal-prevents-deadlock.png|1000px]]<br />
<br />
== Advanced ==<br />
Some good pictures are at the [http://www.factorio.com/blog/post/fff-81 Friday Facts #81] page.<br />
<br />
[[File:railchainsignal_anim.png]]<br />
<br />
* If the chain signal has only one exit, it doesn't allow the train to enter its block, if the exit block (which has a [[rail signal]]) is occupied.<br />
* If in the block of the chain signal is a crossing, trains that cross the block can pass it, because a train waits before the chain signal, if the exit block isn't free.<br />
* If there are more than one chain signal blocks before a regular block, a train waits before the first chain signal if the regular block isn't free.<br />
<br />
* If a chain signal switches to '''<span style="color:#55FF55">green</span>''', all exits are free.<br />
* If it switches to '''<span style="color:#FFFF55">yellow</span>''', the block is reserved for a train and the signals of intersection blocks switch to red (like regular signal).<br />
* If it switches to '''<span style="color:#FF5555">red</span>''', no exit is free.<br />
* If it switches to '''<span style="color:#8888FF">blue</span>''', at least one exit is free.<br />
<br />
== History ==<br />
{{history|0.16.0|<br />
* Rail chain signals can be read by the [[circuit network]].}}<br />
<br />
{{history|0.12.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Rail signal]]<br />
* [[Railway]]<br />
* [[Tutorial: Train signals]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Rail_chain_signal&diff=178659Rail chain signal2020-03-30T14:24:28Z<p>TwoPizzas: /* Usage examples */</p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Rail chain signal}}<br />
<br />
'''Rail chain signals''' are used for automated transportation on a [[Railway|railway network]]. With rail chain signals, it is possible to use multiple trains on a single track, or multiple rails that intertwine.<br />
<br />
== Basic ==<br />
* The best prerequisite to understand chain signals is to understand [[Rail signal| signal blocks]].<br />
* Rail chain signals are placed like block signals at the right side of a [[Railway#Rail Glossary|segment]].<br />
* They work similar to pre-signals in OpenTTD.<br />
<br />
== Definition ==<br />
While normal signal prevents train from entering the occupied block, chain signal prevents train from entering the block also when the exit isn't free. When more exits exist, the one relevant to the train path is taken into account.<br />
<br />
== Usage examples ==<br />
'''Regular signal compared to a chain signal'''<br />
<br />
With a regular signal, the block after it is empty, so the train can go there.<br />
<br />
[[File:Regular-signals.png|1000px]]<br />
<br />
<br />
Chain signal with one exit doesn't allow the train to enter the block, since it can't leave immediately.<br />
<br />
[[File:Chain-signal-basic.png|1000px]]<br />
<br />
<br />
'''Simple example with practical usage'''<br />
<br />
The chain signal prevents the train from blocking the crossing route while waiting.<br />
<br />
[[File:Chain-signal-guards-crossroad.png|1000px]]<br />
<br />
<br />
'''Double crossing'''<br />
<br />
Double crossings are a common cause of train jams, as trains can stop in the middle of the crossing and block everything. It can even cause total deadlock, which require manual intervention to fix the problem. With chain signals, the rails that don't cross are still separated, but trains won't stop in the middle of the crossing.<br />
<br />
[[File:Double-crossing.gif|1000px]]<br />
<br />
<br />
<br />
'''Deadlock prevention'''<br />
<br />
Another common cause of blockages are bidirectional single track lines with occasional bypasses. Here a train can't enter the line because another train is in it, but that train in turn can't leave the line.<br />
<br />
[[File:train-deadlock.png|1000px]]<br />
<br />
<br />
With chain signals, this problem can be totally avoided by preventing the train from going to the shared section unless it can exit it.<br />
<br />
[[File:chain-signal-prevents-deadlock.png|1000px]]<br />
<br />
== Advanced ==<br />
Some good pictures are at the [http://www.factorio.com/blog/post/fff-81 Friday Facts #81] page.<br />
<br />
[[File:railchainsignal_anim.png]]<br />
<br />
* If the chain signal has only one exit, it doesn't allow the train to enter its block, if the exit block (which has a [[rail signal]]) is occupied.<br />
* If in the block of the chain signal is a crossing, trains that cross the block can pass it, because a train waits before the chain signal, if the exit block isn't free.<br />
* If there are more than one chain signal blocks before a regular block, a train waits before the first chain signal if the regular block isn't free.<br />
<br />
* If a chain signal switches to '''<span style="color:#55FF55">green</span>''', all exits are free.<br />
* If it switches to '''<span style="color:#FFFF55">yellow</span>''', the block is reserved for a train and the signals of intersection blocks switch to red (like regular signal).<br />
* If it switches to '''<span style="color:#FF5555">red</span>''', no exit is free.<br />
* If it switches to '''<span style="color:#8888FF">blue</span>''', at least one exit is free.<br />
<br />
== History ==<br />
{{history|0.16.0|<br />
* Rail chain signals can be read by the [[circuit network]].}}<br />
<br />
{{history|0.12.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Rail signal]]<br />
* [[Railway]]<br />
* [[Tutorial: Train signals]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Units&diff=178599Units2020-03-25T00:47:36Z<p>TwoPizzas: /* Density */</p>
<hr />
<div>{{Languages}}<br />
The following units are important in Factorio.<br />
<br />
Not all game elements are simulated physical correctly (for example the weight of items, currently no entity has a weight, the weight is measured in how many items can fetch into one stack), but those on this pages are!<br />
<br />
== Power ==<br />
Power is defined as work being done per unit of time.<br />
<br />
=== Watt (W) ===<br />
The basic unit of power is 1 watt (W), which is defined as '''1 W = 1 J/s ''', ie. one Joule of work being done every second.<br />
<br />
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).<br />
<br />
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. <br />
One [[Steam engine]] is capable of outputting 900 kW.<br />
<br />
== Work ==<br />
<br />
Work is defined as a transfer of energy, or as energy being "spent".<br />
<br />
=== Joule (J) ===<br />
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: '''1 J = 1 W s'''.<br />
<br />
In-game, [[Fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 4 MJ. One [[Accumulator]] is capable of storing 5 MJ.<br />
<br />
In the real world, kilowatt hours is a much more common unit for energy, but it is ''not'' an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.<br />
<br />
== [[Time]] ==<br />
<br />
=== Tick (1/60 s) ===<br />
A 1/60 second in game. This is the shortest time fraction the game handles.<br />
<br />
=== Second (s) ===<br />
One second in-game. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire tick during the corresponding real time frame of 1/60th of a second.<br />
<br />
=== Day ===<br />
<br />
A day is 25000 in-game ticks or 416.67 in-game seconds (= 6.94 in-game minutes) long.<br />
<br />
== [[Map structure|Distance / Space]] ==<br />
<br />
=== Tile ===<br />
The tile is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as "2×2 tiles", which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into tiles. It can be assumed, that a tile has the length of 1 meter.<br />
<br />
=== Chunk ===<br />
A chunk is a quadratic area where one side is 32 tiles long. (1024 square tiles)<br />
<br />
== Logistics ==<br />
<br />
=== Throughput ===<br />
<br />
Items per time, or fluid-units per time. A unit measurement is<br />
<br />
items / game-minute<br />
<br />
==== ... on Belts ====<br />
<br />
Throughput = speed × density<br />
<br />
For comparison: A [[transport belt]] transports normally about 900 items per in-game minute. A [[fast transport belt]] up to 1800 items/min and [[express transport belt]] nearly 2700 items / min.<br />
See [[Transport belts/Physics|physic of transport belts]] for more information.<br />
<br />
==== ... for logistic robots ====<br />
<br />
Throughput depends on the distance, the number of robots and their item-stacksize. Let's assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.<br />
<br />
==== ... for train ====<br />
<br />
Items per train is the sum of all wagons' capacity (40 stacks for [[cargo wagon]], 25000 fluid for [[fluid wagon]] & 100 shells for [[artillery wagon]])<br />
<br />
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.<br />
<br />
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[braking force (research)]] (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses on [[locomotive]], [[cargo wagon]], [[fluid wagon]], and [[artillery wagon]] pages).<br />
<br />
Warning: The following calculations assume deceleration = acceleration and do not account for red lights.<br />
<br />
Travel time is <syntaxhighlight lang="lua">(2S / A) + (distance - 4 * S^2 / A) / S</syntaxhighlight> if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is <syntaxhighlight lang="lua">2 * sqrt(distance / A)</syntaxhighlight><br />
<br />
Since a train has to make a trip back to load, the total throughput is <syntaxhighlight lang="lua">items per train / (2 * travel time)</syntaxhighlight><br />
<br />
=== Capacity ===<br />
<br />
Basically items per transport-unit. This depends in many cases on the item-type you use. A [[Cargo wagon]] has a capacity for 2000 items for ore, or 4000 for steel- or copper-plates.<br />
<br />
==== ... in stacks ====<br />
A [[Cargo wagon]] has for example 40 stacks. The capacity of the wagon is 20 stacks. But the capacity of a stack depends on, what type of item you put into, so when stacks come into play, you need to say "Capacity of 40 stack iron-ore".<br />
<br />
=== Density === <br />
<br />
Is measured in items per tile. <br />
<br />
An item, that lays on ground has the size of 0.28 tiles<sup>2</sup>. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.<br />
See also [[Transport belts/Physics|physics of transport belts]] for more information.<br />
<br />
==== ... for Belts ====<br />
<br />
For belts this is the same: We have two lanes on a belt, 3.571 items per lane or 7.143 item on one belt. <br />
<br />
On belts there comes also another thing into play: '''Compression.''' Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum '''throughput'''.<br />
<br />
=== ... for stacks/chests ===<br />
<br />
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.<br />
<br />
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Units&diff=178598Units2020-03-25T00:46:46Z<p>TwoPizzas: /* Capacity */</p>
<hr />
<div>{{Languages}}<br />
The following units are important in Factorio.<br />
<br />
Not all game elements are simulated physical correctly (for example the weight of items, currently no entity has a weight, the weight is measured in how many items can fetch into one stack), but those on this pages are!<br />
<br />
== Power ==<br />
Power is defined as work being done per unit of time.<br />
<br />
=== Watt (W) ===<br />
The basic unit of power is 1 watt (W), which is defined as '''1 W = 1 J/s ''', ie. one Joule of work being done every second.<br />
<br />
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).<br />
<br />
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. <br />
One [[Steam engine]] is capable of outputting 900 kW.<br />
<br />
== Work ==<br />
<br />
Work is defined as a transfer of energy, or as energy being "spent".<br />
<br />
=== Joule (J) ===<br />
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: '''1 J = 1 W s'''.<br />
<br />
In-game, [[Fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 4 MJ. One [[Accumulator]] is capable of storing 5 MJ.<br />
<br />
In the real world, kilowatt hours is a much more common unit for energy, but it is ''not'' an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.<br />
<br />
== [[Time]] ==<br />
<br />
=== Tick (1/60 s) ===<br />
A 1/60 second in game. This is the shortest time fraction the game handles.<br />
<br />
=== Second (s) ===<br />
One second in-game. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire tick during the corresponding real time frame of 1/60th of a second.<br />
<br />
=== Day ===<br />
<br />
A day is 25000 in-game ticks or 416.67 in-game seconds (= 6.94 in-game minutes) long.<br />
<br />
== [[Map structure|Distance / Space]] ==<br />
<br />
=== Tile ===<br />
The tile is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as "2×2 tiles", which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into tiles. It can be assumed, that a tile has the length of 1 meter.<br />
<br />
=== Chunk ===<br />
A chunk is a quadratic area where one side is 32 tiles long. (1024 square tiles)<br />
<br />
== Logistics ==<br />
<br />
=== Throughput ===<br />
<br />
Items per time, or fluid-units per time. A unit measurement is<br />
<br />
items / game-minute<br />
<br />
==== ... on Belts ====<br />
<br />
Throughput = speed × density<br />
<br />
For comparison: A [[transport belt]] transports normally about 900 items per in-game minute. A [[fast transport belt]] up to 1800 items/min and [[express transport belt]] nearly 2700 items / min.<br />
See [[Transport belts/Physics|physic of transport belts]] for more information.<br />
<br />
==== ... for logistic robots ====<br />
<br />
Throughput depends on the distance, the number of robots and their item-stacksize. Let's assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.<br />
<br />
==== ... for train ====<br />
<br />
Items per train is the sum of all wagons' capacity (40 stacks for [[cargo wagon]], 25000 fluid for [[fluid wagon]] & 100 shells for [[artillery wagon]])<br />
<br />
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.<br />
<br />
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[braking force (research)]] (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses on [[locomotive]], [[cargo wagon]], [[fluid wagon]], and [[artillery wagon]] pages).<br />
<br />
Warning: The following calculations assume deceleration = acceleration and do not account for red lights.<br />
<br />
Travel time is <syntaxhighlight lang="lua">(2S / A) + (distance - 4 * S^2 / A) / S</syntaxhighlight> if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is <syntaxhighlight lang="lua">2 * sqrt(distance / A)</syntaxhighlight><br />
<br />
Since a train has to make a trip back to load, the total throughput is <syntaxhighlight lang="lua">items per train / (2 * travel time)</syntaxhighlight><br />
<br />
=== Capacity ===<br />
<br />
Basically items per transport-unit. This depends in many cases on the item-type you use. A [[Cargo wagon]] has a capacity for 2000 items for ore, or 4000 for steel- or copper-plates.<br />
<br />
==== ... in stacks ====<br />
A [[Cargo wagon]] has for example 40 stacks. The capacity of the wagon is 20 stacks. But the capacity of a stack depends on, what type of item you put into, so when stacks come into play, you need to say "Capacity of 40 stack iron-ore".<br />
<br />
=== Density === <br />
<br />
Is measured in items per tile. <br />
<br />
An item, that lays on ground has the size of 0.28 tiles<sup>2</sup>. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.<br />
See also [[Transport belts/Physics|physic of transport belts]] for more information.<br />
<br />
==== ... for Belts ====<br />
<br />
For belts this is the same: We have two lanes on a belt, 3.571 items per lane or 7.143 item on one belt. <br />
<br />
On belts there comes also another thing into play: '''Compression.''' Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum '''throughput'''.<br />
<br />
=== ... for stacks/chests ===<br />
<br />
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.<br />
<br />
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Units&diff=178597Units2020-03-25T00:45:41Z<p>TwoPizzas: /* ... for train */</p>
<hr />
<div>{{Languages}}<br />
The following units are important in Factorio.<br />
<br />
Not all game elements are simulated physical correctly (for example the weight of items, currently no entity has a weight, the weight is measured in how many items can fetch into one stack), but those on this pages are!<br />
<br />
== Power ==<br />
Power is defined as work being done per unit of time.<br />
<br />
=== Watt (W) ===<br />
The basic unit of power is 1 watt (W), which is defined as '''1 W = 1 J/s ''', ie. one Joule of work being done every second.<br />
<br />
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).<br />
<br />
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. <br />
One [[Steam engine]] is capable of outputting 900 kW.<br />
<br />
== Work ==<br />
<br />
Work is defined as a transfer of energy, or as energy being "spent".<br />
<br />
=== Joule (J) ===<br />
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: '''1 J = 1 W s'''.<br />
<br />
In-game, [[Fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 4 MJ. One [[Accumulator]] is capable of storing 5 MJ.<br />
<br />
In the real world, kilowatt hours is a much more common unit for energy, but it is ''not'' an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.<br />
<br />
== [[Time]] ==<br />
<br />
=== Tick (1/60 s) ===<br />
A 1/60 second in game. This is the shortest time fraction the game handles.<br />
<br />
=== Second (s) ===<br />
One second in-game. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire tick during the corresponding real time frame of 1/60th of a second.<br />
<br />
=== Day ===<br />
<br />
A day is 25000 in-game ticks or 416.67 in-game seconds (= 6.94 in-game minutes) long.<br />
<br />
== [[Map structure|Distance / Space]] ==<br />
<br />
=== Tile ===<br />
The tile is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as "2×2 tiles", which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into tiles. It can be assumed, that a tile has the length of 1 meter.<br />
<br />
=== Chunk ===<br />
A chunk is a quadratic area where one side is 32 tiles long. (1024 square tiles)<br />
<br />
== Logistics ==<br />
<br />
=== Throughput ===<br />
<br />
Items per time, or fluid-units per time. A unit measurement is<br />
<br />
items / game-minute<br />
<br />
==== ... on Belts ====<br />
<br />
Throughput = speed × density<br />
<br />
For comparison: A [[transport belt]] transports normally about 900 items per in-game minute. A [[fast transport belt]] up to 1800 items/min and [[express transport belt]] nearly 2700 items / min.<br />
See [[Transport belts/Physics|physic of transport belts]] for more information.<br />
<br />
==== ... for logistic robots ====<br />
<br />
Throughput depends on the distance, the number of robots and their item-stacksize. Let's assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.<br />
<br />
==== ... for train ====<br />
<br />
Items per train is the sum of all wagons' capacity (40 stacks for [[cargo wagon]], 25000 fluid for [[fluid wagon]] & 100 shells for [[artillery wagon]])<br />
<br />
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.<br />
<br />
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[braking force (research)]] (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses on [[locomotive]], [[cargo wagon]], [[fluid wagon]], and [[artillery wagon]] pages).<br />
<br />
Warning: The following calculations assume deceleration = acceleration and do not account for red lights.<br />
<br />
Travel time is <syntaxhighlight lang="lua">(2S / A) + (distance - 4 * S^2 / A) / S</syntaxhighlight> if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is <syntaxhighlight lang="lua">2 * sqrt(distance / A)</syntaxhighlight><br />
<br />
Since a train has to make a trip back to load, the total throughput is <syntaxhighlight lang="lua">items per train / (2 * travel time)</syntaxhighlight><br />
<br />
=== Capacity ===<br />
<br />
Basically items per transport-unit. This depends in many cases on the item-type you use. A [[Cargo wagon]] has a capacity for 1000 items for ore, or 2000 for steel- or copper-plates.<br />
<br />
==== ... in stacks ====<br />
A [[Cargo wagon]] has for example 20 stacks. The capacity of the wagon is 20 stacks. But the capacity of a stack depends on, what type of item you put into, so when stacks come into play, you need to say "Capacity of 20 stack iron-ore".<br />
<br />
=== Density === <br />
<br />
Is measured in items per tile. <br />
<br />
An item, that lays on ground has the size of 0.28 tiles<sup>2</sup>. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.<br />
See also [[Transport belts/Physics|physic of transport belts]] for more information.<br />
<br />
==== ... for Belts ====<br />
<br />
For belts this is the same: We have two lanes on a belt, 3.571 items per lane or 7.143 item on one belt. <br />
<br />
On belts there comes also another thing into play: '''Compression.''' Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum '''throughput'''.<br />
<br />
=== ... for stacks/chests ===<br />
<br />
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.<br />
<br />
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Tutorial:Transport_use_cases&diff=178596Tutorial:Transport use cases2020-03-25T00:41:22Z<p>TwoPizzas: /* Seeing from throughput side */</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]]. There are two more useful methods to transport items: the character's 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 roll-on-roll-off stations (lot of space) or termini (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 900 items per minute on a fully-compressed basic belt. With fast or express belt, this is higher (up to 2700) 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''', e.g. transporting ore, plates, circuit boards, etc. over short or medium distances. <br />
* Store, over long distances, a not to be underestimated number of items (8 per tile, with two lanes, fills 500 tiles with 4000 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 4000 items (a [[cargo wagon]] of resources).<br />
* The fact that after about this length it makes sense to use a 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 with tracks and and are easier to build<br />
* You can easily see how many 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 80 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, because this combination has an incredibly 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 means of long distance transport is as fast as trains. A single train line can easily be built; 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 a 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 train 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 (basic, yellow) [[transport belt]] cannot transport more than 900 items per minute and an [[express transport belt]] (the fastest) not more than 2700 (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 trains or make multiple parallel belts.<br />
<br />
One might think this picture would 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. 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 ÷ 4 items per transport = 0.1 bots to transport one item per minute<br />
Total: 3000 items × 0.1 bots/per item = 300 bots<br />
300 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 ÷ 4 items per transport = 1 bot to transport one item per minute<br />
Total: 3000 items × 1 bots/per item = 3000 bots<br />
<br />
3000 bots need a quite big amount of resources to produce, not accounting for the needed research (for bots, speed/stack size bonuses), number of roboports and the needed energy.<br />
<br />
That leaves belts 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 lose 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 />
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 />
The amount of robots you need is directly dependent on the density you build. The central part of your factory should be dense, because 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>TwoPizzashttps://wiki.factorio.com/index.php?title=Tutorial:Transport_use_cases&diff=178595Tutorial:Transport use cases2020-03-25T00:32:07Z<p>TwoPizzas: /* 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]]. There are two more useful methods to transport items: the character's 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 roll-on-roll-off stations (lot of space) or termini (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 900 items per minute on a fully-compressed basic belt. With fast or express belt, this is higher (up to 2700) 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''', e.g. transporting ore, plates, circuit boards, etc. over short or medium distances. <br />
* Store, over long distances, a not to be underestimated number of items (8 per tile, with two lanes, fills 500 tiles with 4000 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 4000 items (a [[cargo wagon]] of resources).<br />
* The fact that after about this length it makes sense to use a 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 with tracks and and are easier to build<br />
* You can easily see how many 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 80 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, because this combination has an incredibly 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 means of long distance transport is as fast as trains. A single train line can easily be built; 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 a 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 train 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 (basic, yellow) [[transport belt]] cannot transport more than 800 items per 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 trains or make multiple parallel belts.<br />
<br />
One might think this picture would 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. 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 accounting for the needed research (for bots, speed/stack size bonuses), number of roboports and the needed energy.<br />
<br />
That leaves belts 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 lose 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 />
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 />
The amount of robots you need is directly dependent on the density you build. The central part of your factory should be dense, because 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>TwoPizzashttps://wiki.factorio.com/index.php?title=Tutorial:Transport_use_cases&diff=178594Tutorial:Transport use cases2020-03-25T00:29:53Z<p>TwoPizzas: /* 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]]. There are two more useful methods to transport items: the character's 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 roll-on-roll-off stations (lot of space) or termini (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 900 items per minute on a fully-compressed basic belt. With fast or express belt, this is higher (up to 2700) 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''', e.g. transporting ore, plates, circuit boards, etc. over short or medium distances. <br />
* Store, over long distances, a not to be underestimated number of items (8 per tile, with two lanes, fills 500 tiles with 4000 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 4000 items (a [[cargo wagon]] of resources).<br />
* The fact that after about this length it makes sense to use a 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 with tracks and and are easier to build<br />
* You can easily see how many 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, because this combination has an incredibly 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 means of long distance transport is as fast as trains. A single train line can easily be built; 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 a 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 train 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 (basic, yellow) [[transport belt]] cannot transport more than 800 items per 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 trains or make multiple parallel belts.<br />
<br />
One might think this picture would 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. 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 accounting for the needed research (for bots, speed/stack size bonuses), number of roboports and the needed energy.<br />
<br />
That leaves belts 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 lose 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 />
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 />
The amount of robots you need is directly dependent on the density you build. The central part of your factory should be dense, because 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>TwoPizzashttps://wiki.factorio.com/index.php?title=Tutorial:Transport_use_cases&diff=178593Tutorial:Transport use cases2020-03-25T00:26:15Z<p>TwoPizzas: /* 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]]. There are two more useful methods to transport items: the character's 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 roll-on-roll-off stations (lot of space) or termini (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 900 items per minute on a fully-compressed basic belt. With fast or express belt, this is higher (up to 2700) 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''', e.g. 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 after about this length it makes sense to use a 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 with tracks and and are easier to build<br />
* You can easily see how many 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, because this combination has an incredibly 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 means of long distance transport is as fast as trains. A single train line can easily be built; 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 a 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 train 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 (basic, yellow) [[transport belt]] cannot transport more than 800 items per 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 trains or make multiple parallel belts.<br />
<br />
One might think this picture would 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. 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 accounting for the needed research (for bots, speed/stack size bonuses), number of roboports and the needed energy.<br />
<br />
That leaves belts 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 lose 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 />
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 />
The amount of robots you need is directly dependent on the density you build. The central part of your factory should be dense, because 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>TwoPizzashttps://wiki.factorio.com/index.php?title=Belt_transport_system&diff=176579Belt transport system2019-10-12T23:20:45Z<p>TwoPizzas: /* Underground belts */</p>
<hr />
<div>{{Languages}}<br />
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along<br />
with [[Railway|trains]], and [[Logistic network|Logistic robots]], makes up the systems of item transportation in<br />
Factorio.<br />
<br />
Belts specifically are used to transport items and run without using energy. Belts can also interact with other moving entities such as [[player]]s, [[vehicle]]s and [[enemies|biters]], also allowing for faster or slower movement speed.<br />
<br />
== Belt tier overview ==<br />
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]<br />
There are 3 different tiers of belts available for use. The [[transport belt]] has a yellow color and is the slowest, as well as the cheapest to craft. The next tier up, the [[fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.<br><br />
{| class="wikitable"<br />
! [[Transport belts]] !! [[Underground belts]] !! [[Splitters]] !! Max. throughput<br>(Items/[[game-second|second]]) !! Needed research<br />
|-<br />
| {{Imagelink|Transport belt}}<br />
| {{Imagelink|Underground belt}}<br />
| {{Imagelink|Splitter|Splitter}} <br />
| 15<br />
| [[Logistics (research)]]<sup>1</sup><br />
|-<br />
| {{Imagelink|Fast transport belt}}<br />
| {{Imagelink|Fast underground belt}}<br />
| {{Imagelink|Fast splitter}} <br />
| 30<br />
| [[Logistics 2 (research)]]<br />
|-<br />
| {{Imagelink|Express transport belt}}<br />
| {{Imagelink|Express underground belt}}<br />
| {{Imagelink|Express splitter}}<br />
| 45<br />
| [[Logistics 3 (research)]]<br />
|-<br />
|}<br />
<sup>(1)</sup> Only for the underground belt and splitter. The basic transport belt is available at the start of the game.<br />
<br />
Regardless of the belt tier, a fully filled transport belt holds 8 items in total. For more information on this, see [https://factorio.com/blog/post/fff-276 Friday Facts #276 - Belt item spacing].<br />
{{clear}}<br />
<br />
== Belt mechanics ==<br />
<br />
=== Merging and un-merging belts ===<br />
<br />
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for<br />
smelting ore, or producing items with many different ingredients such as [[Utility science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. <br />
<br />
[[File:Transport_belts_2_lanes.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_unmerge.gif|top]]<br />
<br />
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the '''[[Belt_transport_system#Separating_belt_lanes|Underground Belt]]''' section.<br />
<br />
=== Lane balance ===<br />
<br />
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to<br />
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers|lane balancers]].<br />
<br />
[[File:Transport_belts_balance1.gif|top]]&nbsp;&nbsp;&nbsp;[[File:Transport_belts_balance2.gif|top]]<br />
<br />
=== Belt throughput ===<br />
[[File:Stack inserters fill express belt.gif|frame|230px|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 8 for the right inserters.]]<br />
Maximizing the throughput means ensuring that as many items as possible are transported. Therefore some definitions need to<br />
be introduced:<br />
<br />
; Speed <br />
: How fast a belt moves in tiles per second. This is 1.875, 3.75 and 5.625 for basic, fast and express belts.<br />
; Density <br />
: How tight are the items put onto the belts; each straight belt piece can hold exactly 8 items.<br />
; Throughput <br />
: This is speed × density. It describes how many items pass by at a given time.<br />
<br />
So, there are three opportunities to enhance the throughput:<br />
<br />
; More density <br />
:Sometimes items have small gaps in between each other that aren't big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.<br />
; More speed <br />
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don't move quickly (or at all) or stop at maximum density and suddenly they come to a point where this 'stop and go' effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.<br />
; More belts <br />
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.<br />
<br />
=== Belt tricks ===<br />
<br />
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.<br />
<br />
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.<br />
<br />
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.<br />
<br />
== Splitters ==<br />
<br />
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts<br />
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance<br />
multiple belts.<br />
<br />
=== Mechanics ===<br />
<br />
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.<br />
<br />
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs. If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.<br />
* Splitters can also merge belts, taking two inputs and one output.<br />
* Splitters preserve the lanes of the items, by moving through the splitter an item on the right lane will not be moved to the left lane, and vice versa.<br />
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.<br />
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.<br />
<br />
The speed of the splitter is the same as its relevant type of belt, so in order to properly join/split belts, the splitter must be the same speed as the incoming belts. Otherwise the splitter will become a bottleneck.<br />
<br />
==== Priority ====<br />
For both the input and output side of the splitter it is possible to set the priority to either left or right.<br />
<br />
A splitter where the input priority has been set will first try to consume the specified input side, and will only<br />
consume the other input once there is a gap on the prioritized input belt.<br />
<br />
Similarly a splitter where the output priority has been set will try to redirect all incoming items<br />
to the specified output, and will only output on the other output once the specified output is full.<br />
<br />
==== Filter ====<br />
If a specific item is set in the splitter's filter slot, the slider for the output priority will<br />
be used for the filter instead. All items of the set type will be redirected to that specific output<br />
and all other items are directed to the other output. The input priority can be set independently of the filter.<br />
<br />
=== Balancing ===<br />
<br />
{{Main|Balancer mechanics}}<br />
<br />
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.<br />
<br />
=== Manipulating belt lanes ===<br />
<gallery mode="slideshow"><br />
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.<br />
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.<br />
</gallery><br />
<br />
== [[Circuit network]] ==<br />
<br />
[[File:transport_belt_circuits.png|thumb|200px|Two belts connected to a [[constant combinator]].]][[Red wire|Red]] or [[green wire]]s can be connected to segments of transport belts to use them as part of a circuit. Belts connected to the circuit network will appear with a yellow cage above them, with a moving red scanner within it. When a belt is connected to a circuit, a GUI can be accessed from the connected belt for settings on how the belt will be used for a circuit; there are two modes of operation that can be used:<br />
<br />
'''Enable/disable''' - A circuit condition dictates whether or not the belt will allow items through.<br /><br />
'''Read belt contents''' - If enabled, the contents on the belt will be read.<br />
<br />
The belt's GUI will also have a "content read mode" setting, which can be set to either '''pulse''' or '''hold'''. '''Pulse''' will read the belt's contents for only one [[Time|tick]], while '''hold''' will read the belt's contents continuously on every tick.<br />
<br />
[[File:transport_belt_circuit_gui.png|thumb|right|Transport belt GUI.|130px]]<br />
<br />
<gallery mode="slideshow"><br />
File:transport_belt_circuit_example1.gif|A small example of a transport belt circuit reading belt contents to trigger two lamps.<br />
File:transport_belt_circuit_example2.gif|[[Fast inserter]]s are activated by the [[arithmetic combinator]]s' setup; when a specific item enters a belt segment that's connected to the circuit network, the inserters place the same item on another belt.<br />
</gallery><br />
{{clear}}<br />
<br />
== Underground belts ==<br />
<br />
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].<br />
<br />
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)<br />
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won't be mixed.<br />
* For the connection only the endpoints (entry-side and exit-side) are relevant.<br />
* The maximum distance underground is 8 [[tile (unit)|tile]]s with [[express underground belt]]s.<br />
* An underground belt pair that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.<br />
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.<br />
<br />
=== Separating belt lanes ===<br />
<gallery mode="slideshow"><br />
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).<br />
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.<br />
<br />
</gallery><br />
<br />
== See also ==<br />
* [[Splitters]]<br />
* [[Transport belts]]<br />
* [[Underground belts]]<br />
<br />
{{C|Belt transport system}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Fluid_system&diff=176511Fluid system2019-10-08T16:57:25Z<p>TwoPizzas: /* Barrels */</p>
<hr />
<div>{{Languages}}<br />
'''Fluids''' are non-solid items, such as [[water]] and [[oil]]. They can normally only exist inside entities for fluid handling (like [[pipe]]s), and buildings that have fluids as input ingredients or products (like an [[oil refinery]]).<br />
<br />
== Fluids ==<br />
The following fluids are available in-game:<br />
<br />
: {{Imagelink|Water}} {{Imagelink|Crude oil}} {{Imagelink|Petroleum gas}} {{Imagelink|Light oil}} {{Imagelink|Heavy oil}} {{Imagelink|Lubricant}} {{Imagelink|Sulfuric acid}} {{Imagelink|Steam}}<br />
<br />
== Mechanics ==<br />
<br />
Liquids can be destroyed by removing buildings or pipes in which they are contained. Only one type of fluid can occupy a given pipe segment or [[storage tank|tank]] at a time; no two fluids will ever mix, as a pipe cannot be placed that would possibly mix two fluids. They cannot be carried by the player, moved using [[inserters]], dropped on the ground, nor stored in chests, unless the fluids are stored in [[Fluid system#Barrels|barrels]]. They cannot be spilled or even dumped in a lake, and are counted in continuous fractions, rather than discrete integers.<br />
<br />
=== Storage ===<br />
<br />
In the game, fluid is held in entities that behave as vessels (fluid boxes) of a defined size (volume). The vessels automatically connect to each other if their inputs/outputs are adjacent (pipes connect to all directions) and allow fluids to flow between them.<br />
<br />
The '''volume''' of fluid contained in a fluid box is a value between 0 and the maximum volume. For instance, the pipe can hold 100 units of fluid, therefore the value in the pipe can be a number between 0 and 100. The '''level''' of fluid in a given entity is manifested by a percentage of the entity's maximum volume that is being occupied by a fluid. It can be observed in pipes and tanks; they have windows through which the fluid is seen at a certain level, or perhaps even as just a small trickle.<br />
<br />
=== Flow ===<br />
<br />
All connected tanks and pipes are treated as a single vessel in that ''the level of fluid must be equal in all parts'', to even out pressure exacted by a higher fluid level on smaller ones. This is why level is also often referred to as ''pressure'', even though pressure is actually caused by a difference in level between two entities. All flow of fluid that happens between pipes is to achieve this balance (pumps practically ignore it and buildings disrupt it; more on that further below). The flow rate between pipes is dependent on pressure (the difference in level between the adjacent entities), it becomes slower as pipes even their levels out.<br />
<br />
Coming back to how the 'level' is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes. For example, if 12&nbsp;550 units of fluid are left to flow into a storage tank of 25&nbsp;000-unit capacity with one pipe of 100-unit capacity connected, there will be 12&nbsp;500 units in the storage tank and 50 units in the pipe, both being filled to the same '''percentage''' (50%) of their capacities, even though the amounts themselves are obviously unequal.<br />
<br />
Machines that produce fluids put them in their output slots, which are related to a specifically labeled output pipe socket somewhere on the machine (pressing Alt reveals the labels). The slot will attempt to empty itself into the entity connected to the machine's socket, unless it is full, or contains a non-matching fluid. Machines that consume fluids also have an accordingly labeled pipe input socket. If an entity containing the correct fluid is connected to it, the machine will start behaving like a pipe that can never be filled, meaning the fluid from connected pipes and tanks drains into the machine at a fixed rate, until the machine's input slot is full. There may be machines that have pipe sockets for both input and output (like a [[electric mining drill|drill]] placed over [[uranium ore]]). They then drain the fluid for themselves first, and once full, behave as a regular pipe that attempts to even out its level with adjacent entitites. If there are multiple output/input sockets for one fluid on a machine, their activity is distributed to them equally unless some of them are blocked/full.<br />
<br />
=== Temperature ===<br />
Temperature is currently only relevant in heating water as a medium for power generation. Even though all fluids in the game have a temperature value, it is generally the default 15°C.<br />
<br />
Energy, whether harnessed from [[fuel]] in [[boiler]]s, or from [[Nuclear power (research)|nuclear power]] through [[heat exchanger]]s, can be used to turn [[water]] to [[steam]], being a [[Energy and Work|liquid form of work]]. Steam holds energy at a ratio of 0.2 kJ per °C per unit. In other words: 0.2 kJ of work is necessary to heat a unit of steam by one °C. Since steam/water is set to have a maximum temperature of 1000°C and minimum of 15°C, the most work that can be done on one unit is 197 kJ.<br />
<br />
In practice, this is barely utilized in a great variety: Boilers only output steam of 165°C temperature, and heat exchangers only output 500°C hot steam, never hotter, never colder; if insufficient energy is supplied, the heaters do not output steam altogether. The steam also does not grow colder over time. Using the 165°C steam in a [[steam engine]] has the same effect as using it in a [[steam turbine]], although it is impractical, since turbines are made to consume 500°C (superheated) steam, generating proportionally more power. All of this makes for no need of exact calculations.<br />
<br />
== Transport ==<br />
Fluids can be transported through pipelines, barrels, or railway. It is generally practical to use piping for short-distance distribution to machines (or barrelling, if there is need to use belts), and railway transportation for longer distances.<br />
<br />
=== Pipelines ===<br />
[[File:pipes_carrying_fluids.png|thumb|200px|Many pipes, each carrying different fluids.]]<br />
<br />
'''[[Pipe|Pipes]]''' are the most basic way to channel fluids from A to B. They automatically connect to any adjacent pipe and can do so to all four cardinal directions simultaneously. [[Pipe to ground|Underground pipes]] only work in two opposite directions, linking to another underground pipe on one side, and to another entity on the other. If a pipe section becomes too long without using pumps, all fluid inside it will be "spread thin", resulting in very slow flow and preventing machines to use its contents effectively. '''[[Storage tank|Tanks]]''' behave the same as pipes, except their volume is much greater, which can cause this inconvenience over a much smaller distance if multiple tanks are used. Underground pipes can help alleviate this issue; although they can connect a distance of up to 10 tiles, their volume is always equivalent to two pipes.<br />
<br />
'''[[Pump]]s''' use electrical power to transfer fluids in one direction very quickly. They also block any back-flow, which means they can pressurize a section of piping, filling it as much as possible. This is very useful to counteract the "thin spread" outlined above, among other things. They can also be disabled using the [[circuit network]] which stops fluid flow through the pump.<br />
<br />
The table below shows how fast will fluid flow in a pipeline with a certain frequency of pumps. If a higher flow rate is desired, pumps should be placed more frequently. Because underground pipes only count as 2 regular pipes in terms of volume, a full-length section only counts as two pipes in this table, if a pump is placed between each underground section. Placing a filled storage tank before a pump ensures maximum possible flow rate and is therefore a suitable start of any pipeline.<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
|-<br />
! Number of pipes<br>between two pumps !! Maximum flow<br>(u/sec)<br />
|-<br />
| 0 (pump to pump) || 8400<br />
|-<br />
| 0 (tank to pump) || 6000<br />
|-<br />
| 0 (pump to tank) || 8400<br />
|-<br />
| 0 (pump to boiler) || 6000<br />
|-<br />
| 1 || 6000<br />
|-<br />
| 2 || 3000<br />
|-<br />
| 3 || 2250<br />
|-<br />
| 7 || 1500<br />
|-<br />
| 12 || 1285<br />
|-<br />
| 17 || 1200<br />
|-<br />
| 20 || 1169<br />
|-<br />
| 30 || 1112<br />
|-<br />
| 50 || 1067<br />
|-<br />
| 100 || 1033<br />
|-<br />
| 150 || 1022<br />
|-<br />
| 200 || 1004<br />
|-<br />
| 261 || 800<br />
|-<br />
| 300 || 707<br />
|-<br />
| 400 || 546<br />
|-<br />
| 500 || 445<br />
|-<br />
| 600 || 375<br />
|-<br />
| 800 || 286<br />
|-<br />
| 1000 || 230<br />
|-<br />
|}<br />
<br />
=== Barrels ===<br />
<br />
'''[[Barrel]]s''' are used by [[Assembling machine]]s to effectively "bottle" fluids into an item that can be handled like any other item; carried in an inventory, placed in chests and handled by [[Inserters]]. This allows the player to transport fluids via the [[belt transport system]] and the [[logistic network]]. Assembling machines are also used to empty the barrels, depositing their contents to pipes and leaving an empty barrel for another use.<br />
<br />
=== Railway ===<br />
<br />
'''[[Railway]]''' is another method of transporting fluids, and can be conducted in two ways: Either the fluids are directly pumped into a [[fluid wagon]], or they are poured into barrels and loaded into [[cargo wagon]]s. Both methods have their distinct differences: The cargo wagon can hold different types of fluid barrels, however the fluid wagon can hold more fluid (25k versus 20k) and can be emptied and filled in mere seconds, at speeds inserters with barrels require an inadequate expenditure of resources to match; while [[Stack inserter]]s can transfer barrels quickly, machines for barreling fluids are slow.[https://forums.factorio.com/viewtopic.php?f=5&t=48185] On the other hand, the fluids can be barreled/unbarreled while trains are en route.<br />
<br />
==See also==<br />
<br />
* [[Oil processing]]<br />
* [[Power production]]<br />
* [https://forums.factorio.com/viewtopic.php?f=18&t=19851 In-depth post about fluid mechanics]<br />
* [https://www.reddit.com/r/factorio/comments/6w9kwi/factorio_and_fluid_mechanics_science_facts_myths/ Another in-depth examination of fluid mechanics]<br />
* [https://forums.factorio.com/viewtopic.php?f=5&t=46030 How many pumps after how many pipes for how much throughput]</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Artillery_wagon&diff=176000Artillery wagon2019-09-14T20:27:44Z<p>TwoPizzas: /* Mechanics */</p>
<hr />
<div>{{Languages}}{{:Infobox:Artillery wagon}}<br />
The '''artillery wagon''' is an end-game wagon added in game version 0.16 mounting a [https://en.wikipedia.org/wiki/Railway_gun rail cannon] that can be added to a train. It fires [[artillery shell]]s, relatively slow-moving projectiles that explore chunks of terrain they travel across. The wagon gun has both automatic and manual (even longer-ranged) firing modes. Projectiles have sufficient damage to destroy spawners and any type of worm with a single hit, and have a modest area of effect. Infinitely-stacking research upgrades are available for range and firing speed, but not damage.<br />
<br />
The [[artillery turret]] is essentially the same weapon, but deployed as a static structure like other turrets.<br />
<br />
== Mechanics ==<br />
Artillery wagons have a massive range, outranging fixed fortifications by a factor of 10 or more. In automatic mode, when the train is stopped, the artillery wagon will automatically scan for enemy structures (spawners and worms) and shoot at them. Automatic mode cannot target mobile units (biters and spitters); shells do, however, damage mobile units in the vicinity of impact normally.<br />
<br />
In manual mode, a [[Artillery targeting remote|special item]] is used to point-and-click anywhere in the world, map, or zoomed-in map; each click corresponds to one shell delivered to that location, so long as any working artillery turrets and / or wagons are in range. Targeting remotes show the number of fire-ready (loaded and, for wagons, stationary) artillery pieces in range of cursor position when held. Manual fire can be ordered on unexplored areas; shells will explore all chunks they travel across (but no surrounding chunks).<br />
<br />
Range in automatic mode is 224 tiles (7 chunks); in manual mode, 560 tiles (17.5 chunks). Infinite [[Artillery shell range (research)|research]] is available to increase range, at +30% of base range per level, applied to both automatic and manual range.<br />
<br />
== Limitations ==<br />
Aside from the considerable expense of research and assembly for both wagons and shells, there are certain considerations that make these wagons unwise as a full replacement for traditional base defenses, despite their phenomenal range and the advantage of mobility.<br />
<br />
Artillery shelling will antagonize enemy mobile units in the vicinity of the impact into rushing the wagon's location at time of firing, regardless of their normal "aggro radius". Artillery wagons are relatively slow-firing, although infinite [[Artillery shell shooting speed (research)|research]] is available to improve firing speed, at +100% per level, affecting both wagons and stationary turrets and applying to both automatic and manual mode. They also cannot target mobile units in automatic mode. Importantly, artillery has a ''minimum'' range as well, which is 32 tiles.<br />
<br />
Together, these limitations mean that an artillery wagon needs to be defended, or else moved around rapidly, in the latter case decreasing its value as base defense. For defense, any conventional approach such as walls, gun, laser, and / or flamethrower turrets, or the personal intervention of the player will do. However, players should keep in mind that extensive shelling of large biter-infested areas will produce massive attack waves centered on the position of the artillery piece at time of firing, and should plan close-range defenses accordingly.<br />
<br />
Logistic considerations are also important, as artillery shells have a stack size of 1, meaning any-size container can only hold a modest supply and an inserter will only ever move a single shell at a time. Players may wish to consider assembling near artillery wagon stops if practical. The wagon itself can hold a supply of 100 shells (while artillery turrets only hold 15), providing a portable magazine of some size that can be towed around with the weapon without external storage.<br />
<br />
== Train properties ==<br />
The artillery wagon can fire while stopped at a train stop, but '''not''' when stopped at a red signal or when moving. When a train with an artillery wagon is stopped at a train stop, aiming and shooting counts as activity for the purposes of "X seconds of inactivity" departure conditions in the train's schedule. This includes the time that the wagon spends scanning the area around it to find enemies, which is done at 1 chunk per tick. Only when it has scanned all chunks and did not find an enemy it will count as inactive.<br />
<br />
When part of a manual-mode (player-driven) train, artillery wagons will fire whenever the train is stopped, regardless of where it was stopped.<br />
<br />
Artillery wagons weigh as much as 4 [[Cargo wagon|regular wagons]] (or 2 [[locomotive]]s) for the purposes of train acceleration calculations. Fortunately, [[nuclear fuel]] provides a massive 250% boost to acceleration (compared to 180% for rocket fuel, the next best type), making it an attractive fuel for artillery trains.<br />
<br />
== Logistics ==<br />
In addition to firing them, artillery wagons can be used to transport shells from place to place. Inserters will both load and unload artillery wagons in the same manner as they would any other wagon, with the obvious difference that artillery wagons can only take artillery shells as cargo. However, each artillery wagon can hold 100 shells, while a regular cargo wagon only holds 40.<br />
<br />
Thus, artillery wagons are the most space-efficient method of transporting artillery shells by rail. They are not, however, the most mass-efficient one, as an artillery wagon weighs 4 times as much as a regular wagon, but holds only 2.5 times as many shells. Thus, if train length is not a concern but acceleration and / or fuel efficiency is, regular wagons are superior for transporting shells.<br />
<br />
Furthermore, players need to keep in mind that an artillery wagon's auto-fire behavior cannot be turned off in any way, and wagons will auto-fire whenever the usual conditions (see above) are met. In cleared, defended areas, however, they can reliably function as shell transport wagons.<br />
<br />
== Trivia ==<br />
* [https://en.wikipedia.org/wiki/Railway_gun Large rail-transported cannon] were built in the late 19th and early 20th century, up until and including World War II. The larger models were heavy and very slow firing and took many hours to set up, but had a greater range and power per shot than any other weapon in existence at the time (considerably greater than battleship-size naval guns, for example). The advent of rocketry, as well as large bomber planes capable of deploying multi-ton bombs, eventually made these guns obsolete.<br />
** Perhaps the best-known examples were the [https://en.wikipedia.org/wiki/Big_Bertha_(howitzer) ''Dicke Bertha''] (Big Bertha, literally "Fat Bertha") and the [https://en.wikipedia.org/wiki/Schwerer_Gustav ''Schwerer Gustav''] (Heavy Gustav), the largest gun ever fired.<br />
<br />
== History ==<br />
<br />
{{history|0.16.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
<br />
* [https://www.factorio.com/blog/post/fff-220 Friday Facts #220 - The best Friday Facts ever]<br />
* [[Artillery turret]]<br />
* [[Artillery shell]]<br />
* [[Artillery targeting remote]]<br />
* [[Locomotive]]<br />
* [[Railway]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Artillery_wagon&diff=175999Artillery wagon2019-09-14T20:19:43Z<p>TwoPizzas: /* Mechanics */</p>
<hr />
<div>{{Languages}}{{:Infobox:Artillery wagon}}<br />
The '''artillery wagon''' is an end-game wagon added in game version 0.16 mounting a [https://en.wikipedia.org/wiki/Railway_gun rail cannon] that can be added to a train. It fires [[artillery shell]]s, relatively slow-moving projectiles that explore chunks of terrain they travel across. The wagon gun has both automatic and manual (even longer-ranged) firing modes. Projectiles have sufficient damage to destroy spawners and any type of worm with a single hit, and have a modest area of effect. Infinitely-stacking research upgrades are available for range and firing speed, but not damage.<br />
<br />
The [[artillery turret]] is essentially the same weapon, but deployed as a static structure like other turrets.<br />
<br />
== Mechanics ==<br />
Artillery wagons have a massive range, outranging fixed fortifications by a factor of 10 or more. In automatic mode, when the train is stopped at a station, the artillery wagon will automatically scan for enemy structures (spawners and worms) and shoot at them. Automatic mode cannot target mobile units (biters and spitters); shells do, however, damage mobile units in the vicinity of impact normally.<br />
<br />
In manual mode, a [[Artillery targeting remote|special item]] is used to point-and-click anywhere in the world, map, or zoomed-in map; each click corresponds to one shell delivered to that location, so long as any working artillery turrets and / or wagons are in range. Targeting remotes show the number of fire-ready (loaded and, for wagons, stationary) artillery pieces in range of cursor position when held. Manual fire can be ordered on unexplored areas; shells will explore all chunks they travel across (but no surrounding chunks).<br />
<br />
Range in automatic mode is 224 tiles (7 chunks); in manual mode, 560 tiles (17.5 chunks). Infinite [[Artillery shell range (research)|research]] is available to increase range, at +30% of base range per level, applied to both automatic and manual range.<br />
<br />
== Limitations ==<br />
Aside from the considerable expense of research and assembly for both wagons and shells, there are certain considerations that make these wagons unwise as a full replacement for traditional base defenses, despite their phenomenal range and the advantage of mobility.<br />
<br />
Artillery shelling will antagonize enemy mobile units in the vicinity of the impact into rushing the wagon's location at time of firing, regardless of their normal "aggro radius". Artillery wagons are relatively slow-firing, although infinite [[Artillery shell shooting speed (research)|research]] is available to improve firing speed, at +100% per level, affecting both wagons and stationary turrets and applying to both automatic and manual mode. They also cannot target mobile units in automatic mode. Importantly, artillery has a ''minimum'' range as well, which is 32 tiles.<br />
<br />
Together, these limitations mean that an artillery wagon needs to be defended, or else moved around rapidly, in the latter case decreasing its value as base defense. For defense, any conventional approach such as walls, gun, laser, and / or flamethrower turrets, or the personal intervention of the player will do. However, players should keep in mind that extensive shelling of large biter-infested areas will produce massive attack waves centered on the position of the artillery piece at time of firing, and should plan close-range defenses accordingly.<br />
<br />
Logistic considerations are also important, as artillery shells have a stack size of 1, meaning any-size container can only hold a modest supply and an inserter will only ever move a single shell at a time. Players may wish to consider assembling near artillery wagon stops if practical. The wagon itself can hold a supply of 100 shells (while artillery turrets only hold 15), providing a portable magazine of some size that can be towed around with the weapon without external storage.<br />
<br />
== Train properties ==<br />
The artillery wagon can fire while stopped at a train stop, but '''not''' when stopped at a red signal or when moving. When a train with an artillery wagon is stopped at a train stop, aiming and shooting counts as activity for the purposes of "X seconds of inactivity" departure conditions in the train's schedule. This includes the time that the wagon spends scanning the area around it to find enemies, which is done at 1 chunk per tick. Only when it has scanned all chunks and did not find an enemy it will count as inactive.<br />
<br />
When part of a manual-mode (player-driven) train, artillery wagons will fire whenever the train is stopped, regardless of where it was stopped.<br />
<br />
Artillery wagons weigh as much as 4 [[Cargo wagon|regular wagons]] (or 2 [[locomotive]]s) for the purposes of train acceleration calculations. Fortunately, [[nuclear fuel]] provides a massive 250% boost to acceleration (compared to 180% for rocket fuel, the next best type), making it an attractive fuel for artillery trains.<br />
<br />
== Logistics ==<br />
In addition to firing them, artillery wagons can be used to transport shells from place to place. Inserters will both load and unload artillery wagons in the same manner as they would any other wagon, with the obvious difference that artillery wagons can only take artillery shells as cargo. However, each artillery wagon can hold 100 shells, while a regular cargo wagon only holds 40.<br />
<br />
Thus, artillery wagons are the most space-efficient method of transporting artillery shells by rail. They are not, however, the most mass-efficient one, as an artillery wagon weighs 4 times as much as a regular wagon, but holds only 2.5 times as many shells. Thus, if train length is not a concern but acceleration and / or fuel efficiency is, regular wagons are superior for transporting shells.<br />
<br />
Furthermore, players need to keep in mind that an artillery wagon's auto-fire behavior cannot be turned off in any way, and wagons will auto-fire whenever the usual conditions (see above) are met. In cleared, defended areas, however, they can reliably function as shell transport wagons.<br />
<br />
== Trivia ==<br />
* [https://en.wikipedia.org/wiki/Railway_gun Large rail-transported cannon] were built in the late 19th and early 20th century, up until and including World War II. The larger models were heavy and very slow firing and took many hours to set up, but had a greater range and power per shot than any other weapon in existence at the time (considerably greater than battleship-size naval guns, for example). The advent of rocketry, as well as large bomber planes capable of deploying multi-ton bombs, eventually made these guns obsolete.<br />
** Perhaps the best-known examples were the [https://en.wikipedia.org/wiki/Big_Bertha_(howitzer) ''Dicke Bertha''] (Big Bertha, literally "Fat Bertha") and the [https://en.wikipedia.org/wiki/Schwerer_Gustav ''Schwerer Gustav''] (Heavy Gustav), the largest gun ever fired.<br />
<br />
== History ==<br />
<br />
{{history|0.16.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
<br />
* [https://www.factorio.com/blog/post/fff-220 Friday Facts #220 - The best Friday Facts ever]<br />
* [[Artillery turret]]<br />
* [[Artillery shell]]<br />
* [[Artillery targeting remote]]<br />
* [[Locomotive]]<br />
* [[Railway]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Electric_system&diff=175883Electric system2019-09-08T15:05:28Z<p>TwoPizzas: /* Electric network info screen */</p>
<hr />
<div>{{Languages}}<br />
The '''Electric system''' is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity. Electricity is one of two ways machines can be powered, the other being [[burner devices]] running off of [[fuel]].<br />
<br />
== Network mechanics ==<br />
=== Generators ===<br />
<br />
There are four ways to produce electricity. More details about each method are available on the [[Power production]] page.<br />
<br />
# [[Steam engine]]s – Most common, requires [[Boiler|Boilers]] (which consume [[Water]] and fuel).<br />
# [[Solar panel]]s – Free energy, but only works during daylight. Usually used with Accumulators.<br />
# [[Accumulator]]s – Energy storage, see below<br />
# [[Steam turbine]]s – High-power Steam engines. Used to generate power from a [[Nuclear reactor]].<br />
<br />
If a network consumes less power than is produced, its Steam Engines and Turbines will slow down so that no power is wasted.<br />
<br />
=== Storage ===<br />
[[File:electrical-network-example-2.png|thumb|256px|Accumulator array consisting of 48 accumulators and a substation providing 240 MJ storage capacity.]]<br />
<br />
Energy can be stored in:<br />
* [[Fuel]]. It can be burnt to generate power.<br />
* [[Accumulator]]s. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.<br />
* [[Steam]]. It can be created in [[boiler]]s or [[heat exchanger]]s and stored in the [[storage tank]], allowing steam engines or steam turbines to operate on-demand.<br />
<br />
==== Steam tanks as power storage ====<br />
A storage tank filled with [[heat exchanger]] 500°C steam stores around 2.4GJ; a storage tank filled with [[boiler]] 165°C Steam stores 750MJ.<br />
<br />
There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:<br />
* The energy density of a storage tank tile is much higher than it is with accumulators.<br />
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 150 accumulators: <code>750MJ / 5MJ = 150</code><br />
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 480 accumulators: <code>2400MJ / 5MJ = 480</code><br />
* A [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.<br />
* A single [[accumulator]]'s maximum discharge rate is 300kW. On a very heavy load (e.g. laser turret firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.<br />
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially "transports electricity" using trains.<br />
<br />
=== Distribution ===<br />
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]<br />
Power poles are used to transmit energy. There are 4 types of power pole, each having differently configured properties. The properties are coverage area (area in which machines are placed to be affected by the pole) and wire reach (the distance across which a pole can connect with another pole). If two poles of different wire reach are to be connected, the smallest of either applies.<br />
<br />
# [[Small electric pole]] – Second smallest coverage area, shortest cable length, available without research.<br />
# [[Medium electric pole]] – Second largest coverage area, average cable length.<br />
# [[Big electric pole]] – Smallest coverage area, longest cable length.<br />
# [[Substation]] – Largest coverage area, second longest cable length, but most expensive to build.<br />
<br />
=== Consumption ===<br />
The majority of machines in Factorio consume electricity. There are two aspects to a machine's energy use.<br />
<br />
* Energy consumption – The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine's demand), and all machines will slow down proportionally to the power available.<br />
** For example: If an [[Assembling machine 3]] (210kW) and an [[Electric mining drill]] (90kW) are on a network (90+210 = 300kW), but the network only has 3 [[Solar panel]]s (3×60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).<br />
* Drain – The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited.<br />
<br />
=== Connection ===<br />
[[File:Disconnect power pole.gif|frame|right|An individual connection is removed by redrawing the connection with copper cable.]]<br />
A network is created by placing electrical generators (such as [[Steam engine]]s or [[Solar panel]]s) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as [[Small electric pole]]s) that are connected together. Electric poles cover differently sized areas depending on their type. The area of coverage appears as a blue overlay around the pole. If two poles are placed close enough, the poles connect automatically. A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole's network, and clicking on a pole will provide a detailed GUI about that pole's electric network. (See below)<br />
<br />
* Use shift-click on a existing pole to remove all its connections to other poles.<br />
* Unconnected poles can be connected with a single [[copper cable]] dragging from pole to pole (Left click on the ''bottom'' of the pole with the cable in hand.)<br />
* Individual connections can be removed by "connecting" them with copper cable. This will not consume the cable.<br />
* You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using [[Big electric pole]]s is recommended.<br />
<br />
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:<br />
# It will be connected to other available poles, starting with the closest one.<br />
# It won't be connected to 2 poles connected to each other (it won't form a 3 pole triangle).<br />
# It will not be connected to more than 5 other poles.<br />
<br />
== Electric network info screen ==<br />
[[File:Electric network info screen.png|thumb|400x400px|The Electric network info GUI]]<br />
<br />
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.<br />
<br />
'''You can see only the info from the electric network to which that pole is connected!''' Unlike the production-info (press P) the electric network info is not measured globally, but by network.<br />
<br />
# '''Satisfaction''' – The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (>50%) or red (<50%).<br />
# '''Production''' – The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.<br />
# '''[[Accumulator|Accumulator]] capacity''' – How much energy is currently held inside of the accumulators connected to your network. Measured in [[Units|joule]]s; 1 Joule = 1 Watt * 1 second (see also [[wikipedia:Joule]]). This bar should be able to fill fully before emptying again.<br />
# '''Timespan''' - Set the [[Time|time]] span for the graphs below. "5s" means over the last 5 seconds.<br />
# '''Detailed Consumption''' – A list of consumers from highest power consumption to lowest. In the picture example, 210 [[Electric mining drill|drills]] consume the most power, at 2.2 MW.<br />
# '''Detailed Production''' – A list of producers from highest power production to lowest. In the picture example, 26 [[Steam engine]]s produce all the electricity in the factory.<br />
# '''Consumption Graph''' – Shows the consumption of the different parts of the network over time.<br />
# '''Production Graph''' – Shows the production of the different producers of the network over time.<br />
<br />
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.<br />
<br />
== Network priorities ==<br />
<br />
Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:<br />
<br />
* [[Solar panel]]s – Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand. <br />
* [[Steam engine]]s and [[Steam turbine]]s – They match whatever demand solar panels cannot satisfy; note that Engines and Turbines do have the same priority, leftover demand is equally divided among both.<br />
* [[Accumulator]] – Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.<br />
<br />
There may be situations where different behaviour is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a [[power switch]] and the [[circuit network]] is in order.<br />
<br />
== See also ==<br />
* [[Tutorial:Producing power from oil|Producing power from oil]]<br />
* [[Power production]]<br />
* [[Fluid system]]<br />
* [[Units]]</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Satellite&diff=170309Satellite2019-03-08T18:55:42Z<p>TwoPizzas: </p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Satellite}}<br />
<br />
The '''satellite''' is used in the creation of [[space science pack]]s in the [[rocket silo]]. The crafted satellite must be placed into the rocket before launch, otherwise launching the rocket will not yield any science. Only one satellite is necessary per rocket launch.<br />
<br />
== See also ==<br />
=== Rocket components ===<br />
* [[Low density structure]]<br />
* [[Rocket fuel]]<br />
* [[Rocket control unit]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Components}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Satellite&diff=170308Satellite2019-03-08T18:55:13Z<p>TwoPizzas: </p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Satellite}}<br />
<br />
The '''satellite''' is used in the creation of [[space science pack]]s in the [[rocket silo]]. The crafted satellite must be placed into the rocket before launch, otherwise launching the rocket will not result in achieving science. Only one satellite is necessary per rocket launch.<br />
<br />
== See also ==<br />
=== Rocket components ===<br />
* [[Low density structure]]<br />
* [[Rocket fuel]]<br />
* [[Rocket control unit]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Components}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Rocket_silo&diff=170307Rocket silo2019-03-08T18:52:12Z<p>TwoPizzas: </p>
<hr />
<div>{{languages}}<br />
{{:Infobox:Rocket silo}}<br />
<br />
The '''Rocket silo''' is currently the only win condition. Once the silo has been built and placed it can be filled with [[low density structure]]s, [[rocket fuel]], and [[rocket control unit]]s, which will allow [[rocket part]]s to be created within the silo. <br />
<br />
In order to launch a rocket, 100 rocket parts need to be crafted. Each rocket part requires 10 low density structures, 10 rocket fuel, and 10 rocket control units.<br />
<br />
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input an item as cargo. Launching the rocket empty or with any payload will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the replay.<br />
<br />
Launching the rocket with a [[satellite]] as cargo produces 1000 [[Space science pack]]s, which are generated inside the silo. The silo interface includes the option to "Auto-launch with cargo", which will immediately, automatically launch the rocket if it is completed ''and'' cargo has been inserted as payload.<br />
<br />
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.<br />
<br />
The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The "Auto launch with cargo" checkbox does '''not''' check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].<br />
<br />
== Maximum throughput ==<br />
<br />
The duration of the rocket launch animation is 2475 [[game-tick]]s, or 41.25 seconds. This is the time from when the rocket is finished to when production on the next rocket can start, but does not include the time to insert the payload. Unlike rocket part crafting, the animation's duration is not affected by any modules or beacons. This may become a factor if one is planning to launch rockets at high frequency.<br />
<br />
For example, to launch one rocket per minute using a single rocket silo, one would need to produce the rocket parts within (60 - 41.25 =) 18.75 seconds. However, the shortest crafting time achievable for 100 rocket parts in a single silo is ~20.6 seconds; i.e., slightly longer than what would be required to launch 1 rocket / minute. This crafting time is achieved using the maximum of 20 beacons with all [[speed module 3|speed modules 3]], plus 4 [[productivity module 3|productivity modules 3]] in the silo itself. The latter not only cuts resource requirements by almost 30%, but is also faster than using more speed modules 3 in the silo.<br />
<br />
Thus, the largest space science pack output one can obtain out of a single rocket silo is about (1000 * 60 / 61.85 =~) 970 per minute.<br />
<br />
== Achievements ==<br />
<br />
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:<br />
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}<br />
{{Achievement|no-time-for-chitchat}}<br />
{{Achievement|there-is-no-spoon}}<br />
{{Achievement|raining-bullets}}<br />
{{Achievement|steam-all-the-way}}<br />
{{Achievement|logistic-network-embargo}}<br />
{{Achievement|so-long-and-thanks-for-all-the-fish}}<br />
<br />
== Trivia ==<br />
<br />
The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:<br />
<br />
{{Spoiler|button-text=Spoiler! Click to view.|message=<br />
<ul><li> [[Vehicle]]s : When a vehicle is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.<br />
<ul><li> This allows a fast-moving view of one's base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), and then returns the player next to the launching silo once the launch animation has finished.<br />
<ul><li> If all space near the rocket silo is occupied, the player is placed at spawn instead. </li></ul><br />
<li> It also wastes the launch, as the rocket's sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car's trunk or the "astronaut"s inventory does not count.) </li></ul></li><br />
<li>[[Raw fish]]: Grants the "So long and thanks for all the fish!" achievement. Other than this, it also wastes the launch.</li></ul>}}<br />
== History ==<br />
<br />
{{history|0.17.0|<br />
* Updated sprite and changed dimensions from 9*10 to 9*9. A satellite is no longer required to win the game.}}<br />
<br />
{{history|0.13.9|<br />
* Rocket parts from building rockets in the silo now show in production statistics.}}<br />
<br />
{{history|0.12.7|<br />
* Updated icon.}}<br />
<br />
{{history|0.12.4|<br />
* Rocket silo now behaves correctly when out of electricity.}}<br />
<br />
{{history|0.12.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Satellite]]<br />
<br />
{{CombatNav}}<br />
{{C|Defense}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Rocket_silo&diff=170306Rocket silo2019-03-08T18:46:18Z<p>TwoPizzas: /* History */</p>
<hr />
<div>{{languages}}<br />
{{:Infobox:Rocket silo}}<br />
<br />
The '''Rocket silo''' is currently the only win condition. Once the silo has been built and placed it can be filled with [[low density structure]]s, [[rocket fuel]], and [[rocket control unit]]s, which will allow [[rocket part]]s to be created within the silo. <br />
<br />
In order to launch a rocket, 100 rocket parts need to be crafted. Each rocket part requires 10 low density structures, 10 rocket fuel, and 10 rocket control units.<br />
<br />
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input a [[satellite]] component. Launching the rocket with a satellite will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the replay. Launching a satellite also places 1000 [[space science pack]]s in the rocket result inventory.<br />
<br />
Launching the silo without the satellite is sadly pointless, as it will not count as a win, and will be a massive waste of resources. More resources will be needed to make another rocket. However, the silo interface includes the option to "Auto-launch with cargo", which will immediately, automatically launch the rocket if it is completed ''and'' cargo has been inserted as payload.<br />
<br />
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.<br />
<br />
The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The "Auto launch with cargo" checkbox does '''not''' check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].<br />
<br />
== Maximum throughput ==<br />
<br />
The duration of the rocket launch animation is 2475 [[game-tick]]s, or 41.25 seconds. This is the time from when the rocket is finished to when production on the next rocket can start, but does not include the time to insert the payload. Unlike rocket part crafting, the animation's duration is not affected by any modules or beacons. This may become a factor if one is planning to launch rockets at high frequency.<br />
<br />
For example, to launch one rocket per minute using a single rocket silo, one would need to produce the rocket parts within (60 - 41.25 =) 18.75 seconds. However, the shortest crafting time achievable for 100 rocket parts in a single silo is ~20.6 seconds; i.e., slightly longer than what would be required to launch 1 rocket / minute. This crafting time is achieved using the maximum of 20 beacons with all [[speed module 3|speed modules 3]], plus 4 [[productivity module 3|productivity modules 3]] in the silo itself. The latter not only cuts resource requirements by almost 30%, but is also faster than using more speed modules 3 in the silo.<br />
<br />
Thus, the largest space science pack output one can obtain out of a single rocket silo is about (1000 * 60 / 61.85 =~) 970 per minute.<br />
<br />
== Achievements ==<br />
<br />
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:<br />
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}<br />
{{Achievement|no-time-for-chitchat}}<br />
{{Achievement|there-is-no-spoon}}<br />
{{Achievement|raining-bullets}}<br />
{{Achievement|steam-all-the-way}}<br />
{{Achievement|logistic-network-embargo}}<br />
{{Achievement|so-long-and-thanks-for-all-the-fish}}<br />
<br />
== Trivia ==<br />
<br />
The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:<br />
<br />
{{Spoiler|button-text=Spoiler! Click to view.|message=<br />
<ul><li> [[Vehicle]]s : When a vehicle is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.<br />
<ul><li> This allows a fast-moving view of one's base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), and then returns the player next to the launching silo once the launch animation has finished.<br />
<ul><li> If all space near the rocket silo is occupied, the player is placed at spawn instead. </li></ul><br />
<li> It also wastes the launch, as the rocket's sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car's trunk or the "astronaut"s inventory does not count.) </li></ul></li><br />
<li>[[Raw fish]]: Grants the "So long and thanks for all the fish!" achievement. Other than this, it also wastes the launch.</li></ul>}}<br />
== History ==<br />
<br />
{{history|0.17.0|<br />
* Updated sprite and changed dimensions from 9*10 to 9*9.}}<br />
<br />
{{history|0.13.9|<br />
* Rocket parts from building rockets in the silo now show in production statistics.}}<br />
<br />
{{history|0.12.7|<br />
* Updated icon.}}<br />
<br />
{{history|0.12.4|<br />
* Rocket silo now behaves correctly when out of electricity.}}<br />
<br />
{{history|0.12.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Satellite]]<br />
<br />
{{CombatNav}}<br />
{{C|Defense}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Uranium-235&diff=166565Uranium-2352018-12-28T23:04:10Z<p>TwoPizzas: </p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Uranium-235}}<br />
{{Stub}}<br />
'''Uranium-235''' is, along with [[uranium-238]], one of the refined products of [[uranium ore]]. Both isotopes of uranium are the main ingredients for most components of nuclear power generation. Uranium-235 is much rarer than its counterpart, Uranium-238. A [[centrifuge]] set to uranium ore processing will produce 1 unit of Uranium-235 out of 10 units of uranium ore with a chance of 0.7%. Uranium-235 can also be produced using the [[kovarex enrichment process]].<br />
<br />
== History ==<br />
{{History|0.15.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Uranium ore]]<br />
<br />
{{IntermediateNav}}<br />
{{C|Components}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Electric_system&diff=166564Electric system2018-12-28T21:55:51Z<p>TwoPizzas: /* Connection */</p>
<hr />
<div>{{Languages}}<br />
The '''Electric system''' is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity.<br />
<br />
== Network mechanics ==<br />
=== Generators ===<br />
<br />
There are four ways to produce electricity. More details about each method are available on the [[Power production]] page.<br />
<br />
# [[Steam engine]]s – Most common, requires [[Boiler|Boilers]] (which consume [[Water]] and [[fuel]]).<br />
# [[Solar panel]]s – Free energy, but only works during daylight. Usually used with Accumulators.<br />
# [[Accumulator]]s – Energy storage, see below<br />
# [[Steam turbine]]s – High-power Steam engines. Used to generate power from a [[Nuclear reactor]].<br />
<br />
If a network consumes less power than is produced, its Steam Engines and Turbines will slow down so that no power is wasted.<br />
<br />
=== Storage ===<br />
[[File:electrical-network-example-2.png|thumb|256px|Accumulator array consisting of 48 accumulators and a substation providing 240 MJ storage capacity.]]<br />
<br />
Energy can be stored in:<br />
* [[Fuel]]. It can be burnt to generate power.<br />
* [[Accumulator]]s. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.<br />
* [[Steam]]. It can be created in [[boiler]]s or [[heat exchanger]]s and stored in the [[storage tank]], allowing steam engines or steam turbines to operate on-demand.<br />
<br />
==== Steam tanks as power storage ====<br />
A storage tank filled with [[heat exchanger]] 500°C steam stores around 2.4GJ; a storage tank filled with [[boiler]] 165°C Steam stores 750MJ.<br />
<br />
There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:<br />
* The energy density of a storage tank tile is much higher than it is with accumulators.<br />
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 150 accumulators: <code>750MJ / 5MJ = 150</code><br />
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 480 accumulators: <code>2400MJ / 5MJ = 480</code><br />
* A [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.<br />
* A single [[accumulator]]'s maximum discharge rate is 300kW. On a very heavy load (e.g. laser turret firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.<br />
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially "transports electricity" using trains.<br />
<br />
=== Distribution ===<br />
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]<br />
Power poles are used to transmit energy. There are 4 types of power pole, each having differently configured properties. The properties are coverage area (area in which machines are placed to be affected by the pole) and wire reach (the distance across which a pole can connect with another pole). If two poles of different wire reach are to be connected, the smallest of either applies.<br />
<br />
# [[Small electric pole]] – Second smallest coverage area, shortest cable length, available without research.<br />
# [[Medium electric pole]] – Second largest coverage area, average cable length.<br />
# [[Big electric pole]] – Smallest coverage area, longest cable length.<br />
# [[Substation]] – Largest coverage area, second longest cable length, but most expensive to build.<br />
<br />
=== Consumption ===<br />
The majority of machines in Factorio consume electricity. There are two aspects to a machine's energy use.<br />
<br />
* Energy consumption – The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine's demand), and all machines will slow down proportionally to the power available.<br />
** For example: If an [[Assembling machine 3]] (210kW) and an [[Electric mining drill]] (90kW) are on a network (90+210 = 300kW), but the network only has 3 [[Solar panel]]s (3x60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).<br />
* Drain – The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited.<br />
<br />
=== Connection ===<br />
[[File:Disconnect power pole.gif|frame|right|An individual connection is removed by redrawing the connection with copper cable.]]<br />
A network is created by placing electrical generators (such as [[Steam engine]]s or [[Solar panel]]s) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as [[Small electric pole]]s) that are connected together. Electric poles cover differently sized areas depending on their type. The area of coverage appears as a blue overlay around the pole. If two poles are placed close enough, the poles connect automatically. A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole's network, and clicking on a pole will provide a detailed GUI about that pole's electric network. (See below)<br />
<br />
* Use shift-click on a existing pole to remove all its connections to other poles.<br />
* Unconnected poles can be connected with a single [[copper cable]] dragging from pole to pole (Left click on the ''bottom'' of the pole with the cable in hand.)<br />
* Individual connections can be removed by "connecting" them with copper cable. This will not consume the cable.<br />
* You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using [[Big electric pole]]s is recommended.<br />
<br />
== Electric network info screen ==<br />
[[File:Electric network info screen.png|thumb|400x400px|The Electric network info GUI]]<br />
<br />
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.<br />
<br />
'''You can see only the info from the electric network to which that pole is connected!''' Unlike the production-info (press P) the electric network info is not measured globally, but by network.<br />
<br />
# '''Satisfaction''' – The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (>50%) or red (<50%).<br />
# '''Production''' – The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.<br />
# '''[[Accumulator|Accumulator]] capacity''' – How much energy is currently held inside of the accumulators connected to your network. Measured in [[Units|joule]]s; 1 Joule = 1 Watt * 1 second (see also [[wikipedia:Joule]]). This bar should be able to fill fully before emptying again.<br />
# '''Timespan''' - Set the [[Time|time]] span for the graphs below. "5s" means over the last 5 seconds.<br />
# '''Detailed Consumption''' – A list of consumers from highest power consumption to lowest. In the picture example, 16 [[Radar|radars]] consume the most power, at 4.7 MW.<br />
# '''Detailed Production''' – A list of producers from highest power production to lowest. In the picture example, 160 [[Steam engine]]s produce all the electricity in the factory.<br />
# '''Consumption Graph''' – Shows the consumption of the different parts of the network over time.<br />
# '''Production Graph''' – Shows the production of the different producers of the network over time.<br />
<br />
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.<br />
<br />
== Network priorities ==<br />
<br />
Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:<br />
<br />
* [[Solar panel]]s – Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand. <br />
* [[Steam engine]]s and [[Steam turbine]]s – They match whatever demand solar panels cannot satisfy; note that Engines and Turbines do have the same priority, leftover demand is equally divided among both.<br />
* [[Accumulator]] – Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.<br />
<br />
There may be situations where different behaviour is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a [[power switch]] and the [[circuit network]] is in order.<br />
<br />
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:<br />
# It will be connected to other available poles, starting with the closest one.<br />
# It won't be connected to 2 poles connected to each other (it won't form a 3 pole triangle).<br />
# It will not be connected to more than 5 other poles.<br />
<br />
A player can manually connect poles together with Copper Wire, if they are within reach of each other, as long as either pole does not already have 5 connections.<br />
<br />
== See also ==<br />
* [[Tutorial:Producing power from oil|Producing power from oil]]<br />
* [[Power production]]<br />
* [[Fluid system]]<br />
* [[Units]]</div>TwoPizzashttps://wiki.factorio.com/index.php?title=File:Disconnect_power_pole.gif&diff=166563File:Disconnect power pole.gif2018-12-28T21:55:17Z<p>TwoPizzas: </p>
<hr />
<div>{{Screenshot}}<br />
An individual connection is removed by redrawing the connection with copper cable.</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Units&diff=166256Units2018-12-16T22:41:38Z<p>TwoPizzas: /* ... for train */</p>
<hr />
<div>{{Languages}}<br />
The following units are important in Factorio.<br />
<br />
Not all game elements are simulated physical correctly (for example the weight of items, currently no entity has a weight, the weight is measured in how many items can fetch into one stack), but those on this pages are!<br />
<br />
== Power ==<br />
Power is defined as work being done per unit of time.<br />
<br />
=== Watt (W) ===<br />
The basic unit of power is 1 watt (W), which is defined as '''1 W = 1 J/s ''', ie. one Joule of work being done every second.<br />
<br />
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).<br />
<br />
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. <br />
One [[Steam engine]] is capable of outputting 900 kW.<br />
<br />
== Work ==<br />
<br />
Work is defined as a transfer of energy, or as energy being "spent".<br />
<br />
=== Joule (J) ===<br />
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: '''1 J = 1 W s'''.<br />
<br />
In-game, [[Fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 8 MJ. One [[Accumulator]] is capable of storing 5 MJ.<br />
<br />
In the real world, kilowatt hours is a much more common unit for energy, but it is ''not'' an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.<br />
<br />
== Time ==<br />
<br />
=== [[Game-tick|Tick (1/60 s)]] ===<br />
A 1/60 second in game. This is the shortest time fraction, the game handles.<br />
<br />
=== [[Game-second|Second (s)]] ===<br />
One [[Game-second|second in-game]]. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire [[Game-tick|tick]] during the corresponding real time frame of 1/60th of a second.<br />
<br />
=== [[Game-day|Day]] ===<br />
<br />
A [[Game-day|day]] has 25000 [[Game-tick]]s or 416.67 game-seconds (= 6.94 Game-minutes).<br />
<br />
== Distance / Space ==<br />
<br />
=== [[Tile]] ===<br />
The [[Tile]] is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as "2×2 tiles", which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into [[Tile]]s. It can be assumed, that a tile has the length of 1 meter.<br />
<br />
=== [[Chunk]] ===<br />
A [[Chunk]] is a quadratic area where one side is 32 tiles long. (1024 square tiles)<br />
<br />
== Logistics ==<br />
<br />
=== Throughput ===<br />
<br />
Items per time, or fluid-units per time. A unit measurement is<br />
<br />
items / game-minute<br />
<br />
==== ... on Belts ====<br />
<br />
Throughput = speed × density<br />
<br />
See [[Transport_belts#Speed.2C_Density_and_Througput:_About_finding_the_bottlenecks|Transport belts]].<br />
<br />
For comparison: A [[Transport belt]] transports normally about 700 items per [[Game-second|game-minute]]. A [[Fast transport belt]] up to 1200 items/min and [[Express transport belt]] nearly 1800 items / min.<br />
See [[Transport belts/Physics|physic of transport belts]] for more information.<br />
<br />
==== ... for logistic robots ====<br />
<br />
Throughput depends on the distance, the number of robots and their item-stacksize. Let's assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.<br />
<br />
==== ... for train ====<br />
<br />
Items per train is the sum of all wagons' capacity (40 stacks for [[cargo wagon]], 25000 fluid for [[fluid wagon]] & 100 shells for [[artillery wagon]])<br />
<br />
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.<br />
<br />
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[braking force (research)]] (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses on [[locomotive]], [[cargo wagon]], [[fluid wagon]], and [[artillery wagon]] pages).<br />
<br />
Warning: The following calculations assume deceleration = accelaration AND do not account for red lights.<br />
<br />
Travel time is <syntaxhighlight lang="lua">(2S / A) + (distance - 4 * S^2 / A) / S</syntaxhighlight> if the stations are far enough for the train to achieve full speed. If they are closer than that, the time is <syntaxhighlight lang="lua">2 * sqrt(distance / A)</syntaxhighlight><br />
<br />
Since a train has to make a trip back to load, the total throughput is <syntaxhighlight lang="lua">items per train / (2 * travel time)</syntaxhighlight><br />
<br />
=== Capacity ===<br />
<br />
Basically items per transport-unit. This depends in many cases on the item-type you use. A [[Cargo wagon]] has a capacity for 1000 items for ore, or 2000 for steel- or copper-plates.<br />
<br />
==== ... in stacks ====<br />
A [[Cargo wagon]] has for example 20 stacks. The capacity of the wagon is 20 stacks. But the capacity of a stack depends on, what type of item you put into, so when stacks come into play, you need to say "Capacity of 20 stack iron-ore".<br />
<br />
=== Density === <br />
<br />
Is measured in items per tile. <br />
<br />
An item, that lays on ground has the size of 0.28 tiles<sup>2</sup>. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.<br />
See also [[Transport belts/Physics|physic of transport belts]] for more information.<br />
<br />
==== ... for Belts ====<br />
<br />
For belts this is the same: We have two lanes on a belt, 3.571 items per lane or 7.143 item on one belt. <br />
<br />
On belts there comes also another thing into play: '''Compression.''' Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum '''throughput'''.<br />
<br />
=== ... for stacks/chests ===<br />
<br />
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.<br />
<br />
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.<br />
<br />
== See also ==<br />
<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5316&start=20#p54495 about calculation of throughput on a belt]<br />
(Missing here: Capacity, which is either the volume of something or Productive capacity; Load, which is a measurement about the tightest bottleneck (waiting or running items))</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Damage&diff=166253Damage2018-12-16T21:40:17Z<p>TwoPizzas: /* Damage types */</p>
<hr />
<div>{{Languages}}<br />
== Overview ==<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 250 (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]], [[Artillery shell]]<br />
|-<br />
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distractor]]/[[Destroyer capsule|destroyer robots]], [[personal laser defense]]<br />
|}<br />
<br />
=== Piercing power ===<br />
Piercing power is present with [[Tank]] ammunition and piercing shotgun shells. It determines how many HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power.[https://forums.factorio.com/viewtopic.php?f=5&t=30917] The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target.<br />
<br />
== Resistance ==<br />
Resistance has two aspects:<br />
=== Decrease, or "flat" resistance ===<br />
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn't be less than 1. If the result damage would be less than 1, an alternate formula is used.<br />
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then<br />
<br />
if R+1<D<br />
<br />
<code>M=D-R</code><br />
<br />
otherwise if D>1<br />
<br />
<code>M=1/(R-D+2)</code><br />
<br />
otherwise<br />
<br />
<code>M=1/(R+1)</code>.<br />
<br />
If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Damage !! Flat Resistance !! Modified damage (with 0% resistance)<br />
|-<br />
| 5 || 0 || 5<br />
|-<br />
| 5 || 1 || 4<br />
|-<br />
| 5 || 2 || 3<br />
|-<br />
| 5 || 3 || 2<br />
|-<br />
| 5 || 4 || 1<br />
|-<br />
| 5 || 5 || 1/2<br />
|-<br />
| 5 || 6 || 1/3<br />
|-<br />
| 5 || 7 || 1/4<br />
|-<br />
| 5 || 8 || 1/5<br />
|-<br />
| ... || ... || ...<br />
|}<br />
<br />
=== Percentile resistance ===<br />
<br />
Percentile resistance reduces the damage by the specified percent. It is applied ''after'' flat/decrease resistances when both are present and thus changes the 'modified damage' value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. This is the only way to have an entity immune to a type of damage, as flat reduction cannot reduce damage beneath 1.<br />
<br />
As an example, an entity with 25% resistance to physical damage hit with a bullet dealing 100 physical damage would take 75 damage instead of 100.<br />
<br />
<br />
The formula used for percentage resistance to damage is as follows:<br />
<br />
Let M denote the flat-resistance-modified starter damage, and let P denote the percentage resistance (in decimal form, so 25%=0.25), and let F denote final damage.<br />
<br />
<code>F = M * (1 - P)</code><br />
<br />
--------<br />
<br />
In Factorio, resistances are displayed in the UI as follows:<br />
<br />
Decrease resistance/Percent resistance (Damage type)<br />
<br />
So, an entity that displays 10/20% resistance to fire has 10 flat resistance and 20% percentile resistance to fire. If the aforementioned entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied.<br />
<br />
The formula used for the above:<br />
<br />
16<sup>final damage</sup> = (30<sup>initial raw damage</sup> - 10<sup>flat resist</sup>) * 0.8<sup>20% resistance</sup><br />
<br />
== Combined formulas ==<br />
Let D denote the raw incoming damage (of applicable type), R denoted the flat resistance value (against damage of the applicable type), P the percentage resistance (against damage of the same type) in decimal form (e.g. 20%=0.2), and let F denote the final damage (of applicable type) dealt to the target.<br />
=== If R+1<D ===<br />
F = (D - R) * (1 - P)<br />
=== otherwise if D>1 ===<br />
F = (1 - P) / (R-D+2)<br />
=== otherwise ===<br />
F = (1 - P) / (R+1)</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Tree&diff=166251Tree2018-12-16T21:38:41Z<p>TwoPizzas: </p>
<hr />
<div>{{Languages}}<br />
{{:Infobox:Tree}}<br />
'''Trees''' are plants in Factorio. They can be mined for [[raw wood]], and are the only source of it. Trees are obstacles to construction and must be cleared (preferrably with nuclear bombs) to provide building space, but they also reduce [[pollution]], so take care not to remove more than necessary. Currently, trees cannot be replanted.<br />
<br />
== Achievements ==<br />
{{Achievement|run-forrest-run}}<br />
{{Achievement|pyromaniac}}<br />
<br />
== Good methods to remove trees ==<br />
<br />
* Mining with [[Iron axe|iron]] or [[steel axe]]s (*)<br />
* Shooting swaths of trees with a [[shotgun]] or [[combat shotgun]]<br />
* Using [[grenade]]s to blow them up<br />
* Using [[Poison capsule|poison]] to kill them<br />
* Having construction robots harvest them using a [[deconstruction planner]] (*)<br />
* Knocking them down by driving a [[tank]] over them<br />
* Burning them with a [[flamethrower]], causing a forest fire<br />
* Burning them with a flamethrower while in a tank<br />
* Using [[atomic bomb]]s to blow them up<br />
<br />
<small><i>(*) Usable to collect raw wood. Dead trees will give 2 raw wood and have a mining time of 1. Live trees will give 4 raw wood and have a mining time of 2. All other methods just destroy the tree and wood.</i></small><br />
<br />
== Fires ==<br />
[[File:ForestFireBegins.gif|frame|A forest fire spreads rapidly after a few moments.]]<br />
Trees can be set on fire by [[flamethrower]]s and [[flamethrower turret]]s. The fire will spread from tree to tree, releasing high amounts of [[pollution]] and leaving stumps and charred trees behind.<br />
<br />
Once on fire, trees cannot be extinguished, but the spread of the fire can be limited by creating a [[wikipedia:Firebreak|fire break]].<br />
<br />
== Pollution removal ==<br />
<br />
Trees remove small amounts of pollution in their area. After absorbing more than 3500 units of pollution, trees start to lose their leaves, absorbing pollution in the process. The less dense the leaves, the less pollution the tree absorbs. The initial leaf density is influenced by the richness settings during map generation. The higher the richness, the higher the overall leaf density.<br />
<br />
{| class="wikitable"<br />
! Object !! Stage !! Pollution per tick !! Pollution per second<br />
|-<br />
| rowspan="4" | [[File:Green tree.png|120px]] Tree, red tree, brown tree || 0 (Max leaf density) || -0.001 || -0.06<br />
|-<br />
| 1 || -0.00067 || -0.04<br />
|-<br />
| 2 || -0.00033 || -0.02<br />
|-<br />
| 3 (Min leaf density) || 0 || 0<br />
|-<br />
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001 || -0.006<br />
|-<br />
| [[File:Dead grey trunk.png|120px]] Dead grey trunk || No stages || -0.0001 || -0.006<br />
|-<br />
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001 || -0.006<br />
|-<br />
| [[File:Dry hairy tree.png|120px]] Dry hairy tree || No stages || -0.0001 || -0.006<br />
|-<br />
| [[File:Dry tree.png|120px]] Dry tree || No stages || -0.0001 || -0.006<br />
|-<br />
|}<br />
<br />
== See also ==<br />
<br />
* [[Raw wood]]<br />
* [[Pollution]]</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Mining&diff=166250Mining2018-12-16T21:35:57Z<p>TwoPizzas: /* Infinite resources */</p>
<hr />
<div>{{Languages}}<br />
Mining drills are used to automate the extraction of resources. Drills are the first step to automating manufacture, although most resources have to be smelted in a [[furnace]] for further usage.<br />
<br />
<br />
== Mining Speed Formula ==<br />
<br />
Metal and mineral resources have a "mining hardness" rating. The rate at which they are produced is given by:<br />
<br />
(Mining power - Mining hardness) * Mining speed / Mining time = Production rate (in resource/sec)<br />
<br />
To calculate the time needed for one resource-item use this formula:<br />
<br />
Mining time / ((Mining power - Mining hardness) * Mining speed) = Seconds for one resource item<br />
<br />
Mining power and speed are functions of the miner while hardness and time are functions of the metal or mineral you are currently mining (you can place a miner over a mixed field).<br />
<br />
=== Mining By Hand ===<br />
When mining by hand or with a tool such as the [[iron axe]], the formula is modified slightly: <br />
(1 + Mining Speed Modifier) * .6 * (Tool power - Mining hardness) / Mining Time = Production rate (in resource/sec)<br />
<br />
This uses a player mining speed of .01 per tick or .6 per second, and their bare hands with no axe uses a Tool power of 1. The Mining Speed Modifier is typically 0, but can be modified via mod or console command. <br />
<br />
See also [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=8370 Calculate Time for production?].<br />
<br />
=== Infinite resources ===<br />
<br />
The output of the unmodified resource is the percentage yield of the tile currently used by the miner.<br />
<br />
Output of unmodified field * ( Number of modules in miner * Bonus from module ) + Output of unmodified field * ( Number of beacons * ( Number of modules * Distribution efficiency ) * Bonus from module + Productivity research bonus + 1 ) = Raw output per second <br />
<br />
Raw output per second * (Mining power - Mining hardness) * Mining speed) / Mining time = Production rate (in resource/sec)<br />
<br />
The mining drill or pumpjack will sum the production rate of all tiles below it and show that value in the tooltip.<br />
<br />
== Drill types ==<br />
{| class="wikitable"<br />
! Item !! Total raw !! Mining power !! Mining speed !! Mining power !! Covered area !!Max health<br />
|-<br />
| {{imagelink|Hand_icon|Player}} || - || 1 || 0.6 || - || 1 x 1 || 250<br />
|-<br />
| {{Imagelink|Burner mining drill}} || {{Icon|Iron plate|9}} {{icon|stone|5}} || 2.5 || 0.35 || 300 kW ([[Fuel|burner]]) || 2 x 2 || 150<br />
|-<br />
| {{Imagelink|Electric mining drill}} || {{Icon|Iron plate|23}} {{Icon|Copper plate|4.5}} || 3 || 0.5 || 90 kW ([[Electric system|electric]]) || 5 x 5 || 300<br />
|-<br />
|}<br />
<br />
Note, that the Burner mining drill covers exactly its size (2x2, the covered area is also 2x2), while the Electric mining drill is one tile bigger (size is 3x3, but covered area is 5x5).<br />
<br />
Mining drills can only be placed on resources.<br />
<br />
== Output ==<br />
<br />
{| class="wikitable"<br />
! colspan="2" rowspan="2" | Resource<br />
! Burner M. Drill<br />
! Electric M. Drill<br />
! Electric M. Drill <br> Speed Module 3 x3<br />
! Electric M. Drill <br> Prod. Module 3 x3<br />
! Electric Mining Drill <br> Productivity Module 3 x3 <br> Beacon (Speed Module 3 x2) x8<br />
|-<br />
| '''Power''': 2.5 <br> '''Speed''': 0.35<br />
| '''Power''': 3.0 <br> '''Speed''': 0.5<br />
| '''Power''': 3.0 <br> '''Speed''': 1.25<br />
| '''Power''': 3.0 <br> '''Speed''': 0.275 <br> '''Bonus''': +30%<br />
| '''Power''': 3.0 <br> '''Speed''': 2.275 <br> '''Bonus''': +30%<br />
|-<br />
! scope="row" | Iron<br />
| Hardness: '''0.9''' <br> Time: '''2'''<br />
| {{Icon|Iron ore|0.28}} 0.28/sec<br />
| {{Icon|Iron ore|0.53}} 0.525/sec<br />
| {{Icon|Iron ore|1.31}} 1.3125/sec<br />
| {{Icon|Iron ore|0.38}} 0.375375/sec<br />
| {{Icon|Iron ore|3.11}} 3.105375/sec<br />
|-<br />
! scope="row" | Copper<br />
| Hardness: '''0.9''' <br> Time: '''2'''<br />
| {{Icon|Copper ore|0.28}} 0.28/sec<br />
| {{Icon|Copper ore|0.53}} 0.525/sec<br />
| {{Icon|Copper ore|1.31}} 1.3125/sec<br />
| {{Icon|Copper ore|0.38}} 0.375375/sec<br />
| {{Icon|Copper ore|3.11}} 3.105375/sec<br />
|-<br />
! scope="row" | Coal<br />
| Hardness: '''0.9''' <br> Time: '''2'''<br />
| {{icon|coal|0.28}} 0.28/sec<br />
| {{icon|coal|0.53}} 0.525/sec<br />
| {{icon|coal|1.31}} 1.3125/sec<br />
| {{icon|coal|0.38}} 0.375375/sec<br />
| {{icon|coal|3.11}} 3.105375/sec<br />
|-<br />
! scope="row" | Stone<br />
| Hardness: '''0.4''' <br> Time: '''2'''<br />
| {{icon|stone|0.37}} 0.3675/sec<br />
| {{icon|stone|0.65}} 0.65/sec<br />
| {{icon|stone|1.63}} 1.625/sec<br />
| {{icon|stone|0.46}} 0.46475/sec<br />
| {{icon|stone|3.84}} 3.84475/sec<br />
|-<br />
! scope="row" | Uranium<br />
| Hardness: '''0.9''' <br> Time: '''4'''<br />
| <br />
| {{icon|uranium ore|0.26}} 0.2625/sec<br />
| {{icon|uranium ore|0.66}} 0.65625/sec<br />
| {{icon|uranium ore|0.19}} 0.1876875/sec<br />
| {{icon|uranium ore|1.55}} 1.5526875/sec<br />
|-<br />
|}<br />
<br />
Unlike most other equipment, mining drills will output resources directly without the need of [[inserter]]s. This includes [[Transport belts]], [[Chests]], other mining drills (makes only sense for [[Burner mining drill]]), [[Furnace]]s, [[Assembling machine]]s etc.<br />
<br />
The above figures are modified by [[Mining productivity (research)|Mining productivity]] technology, which adds to any bonus from productivity modules.<br />
<br />
[[File:Burner drill to chest.png]] [[File:Burner drill to furnace.png]]<br />
<br />
{{C|Resource extraction}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Mining&diff=166249Mining2018-12-16T21:35:27Z<p>TwoPizzas: /* Mining Speed Formula */</p>
<hr />
<div>{{Languages}}<br />
Mining drills are used to automate the extraction of resources. Drills are the first step to automating manufacture, although most resources have to be smelted in a [[furnace]] for further usage.<br />
<br />
<br />
== Mining Speed Formula ==<br />
<br />
Metal and mineral resources have a "mining hardness" rating. The rate at which they are produced is given by:<br />
<br />
(Mining power - Mining hardness) * Mining speed / Mining time = Production rate (in resource/sec)<br />
<br />
To calculate the time needed for one resource-item use this formula:<br />
<br />
Mining time / ((Mining power - Mining hardness) * Mining speed) = Seconds for one resource item<br />
<br />
Mining power and speed are functions of the miner while hardness and time are functions of the metal or mineral you are currently mining (you can place a miner over a mixed field).<br />
<br />
=== Mining By Hand ===<br />
When mining by hand or with a tool such as the [[iron axe]], the formula is modified slightly: <br />
(1 + Mining Speed Modifier) * .6 * (Tool power - Mining hardness) / Mining Time = Production rate (in resource/sec)<br />
<br />
This uses a player mining speed of .01 per tick or .6 per second, and their bare hands with no axe uses a Tool power of 1. The Mining Speed Modifier is typically 0, but can be modified via mod or console command. <br />
<br />
See also [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=8370 Calculate Time for production?].<br />
<br />
=== Infinite resources ===<br />
<br />
The output of the unmodified resource is the percentage yield of the tile currently used by the miner.<br />
<br />
Output of unmodified field * ( Number of modules in miner * Bonus from module ) + Output of unmodified field * ( Number of beacons * ( Number of modules * Distribution efficiency ) * Bonus from module + Productivity research bonus + 1 ) = Raw output per second <br />
<br />
Raw output per second * (Mining power - Mining hardness) * Mining speed) / Mining time = Production rate (in resource/sec)<br />
<br />
The mining drill or pumpjack will sum the production rate of all tiles below it and show that value in the tooltip.<br />
<br />
<br />
Important note: All of this will be removed in 0.17, items/s output will be shown on miners.<br />
<br />
== Drill types ==<br />
{| class="wikitable"<br />
! Item !! Total raw !! Mining power !! Mining speed !! Mining power !! Covered area !!Max health<br />
|-<br />
| {{imagelink|Hand_icon|Player}} || - || 1 || 0.6 || - || 1 x 1 || 250<br />
|-<br />
| {{Imagelink|Burner mining drill}} || {{Icon|Iron plate|9}} {{icon|stone|5}} || 2.5 || 0.35 || 300 kW ([[Fuel|burner]]) || 2 x 2 || 150<br />
|-<br />
| {{Imagelink|Electric mining drill}} || {{Icon|Iron plate|23}} {{Icon|Copper plate|4.5}} || 3 || 0.5 || 90 kW ([[Electric system|electric]]) || 5 x 5 || 300<br />
|-<br />
|}<br />
<br />
Note, that the Burner mining drill covers exactly its size (2x2, the covered area is also 2x2), while the Electric mining drill is one tile bigger (size is 3x3, but covered area is 5x5).<br />
<br />
Mining drills can only be placed on resources.<br />
<br />
== Output ==<br />
<br />
{| class="wikitable"<br />
! colspan="2" rowspan="2" | Resource<br />
! Burner M. Drill<br />
! Electric M. Drill<br />
! Electric M. Drill <br> Speed Module 3 x3<br />
! Electric M. Drill <br> Prod. Module 3 x3<br />
! Electric Mining Drill <br> Productivity Module 3 x3 <br> Beacon (Speed Module 3 x2) x8<br />
|-<br />
| '''Power''': 2.5 <br> '''Speed''': 0.35<br />
| '''Power''': 3.0 <br> '''Speed''': 0.5<br />
| '''Power''': 3.0 <br> '''Speed''': 1.25<br />
| '''Power''': 3.0 <br> '''Speed''': 0.275 <br> '''Bonus''': +30%<br />
| '''Power''': 3.0 <br> '''Speed''': 2.275 <br> '''Bonus''': +30%<br />
|-<br />
! scope="row" | Iron<br />
| Hardness: '''0.9''' <br> Time: '''2'''<br />
| {{Icon|Iron ore|0.28}} 0.28/sec<br />
| {{Icon|Iron ore|0.53}} 0.525/sec<br />
| {{Icon|Iron ore|1.31}} 1.3125/sec<br />
| {{Icon|Iron ore|0.38}} 0.375375/sec<br />
| {{Icon|Iron ore|3.11}} 3.105375/sec<br />
|-<br />
! scope="row" | Copper<br />
| Hardness: '''0.9''' <br> Time: '''2'''<br />
| {{Icon|Copper ore|0.28}} 0.28/sec<br />
| {{Icon|Copper ore|0.53}} 0.525/sec<br />
| {{Icon|Copper ore|1.31}} 1.3125/sec<br />
| {{Icon|Copper ore|0.38}} 0.375375/sec<br />
| {{Icon|Copper ore|3.11}} 3.105375/sec<br />
|-<br />
! scope="row" | Coal<br />
| Hardness: '''0.9''' <br> Time: '''2'''<br />
| {{icon|coal|0.28}} 0.28/sec<br />
| {{icon|coal|0.53}} 0.525/sec<br />
| {{icon|coal|1.31}} 1.3125/sec<br />
| {{icon|coal|0.38}} 0.375375/sec<br />
| {{icon|coal|3.11}} 3.105375/sec<br />
|-<br />
! scope="row" | Stone<br />
| Hardness: '''0.4''' <br> Time: '''2'''<br />
| {{icon|stone|0.37}} 0.3675/sec<br />
| {{icon|stone|0.65}} 0.65/sec<br />
| {{icon|stone|1.63}} 1.625/sec<br />
| {{icon|stone|0.46}} 0.46475/sec<br />
| {{icon|stone|3.84}} 3.84475/sec<br />
|-<br />
! scope="row" | Uranium<br />
| Hardness: '''0.9''' <br> Time: '''4'''<br />
| <br />
| {{icon|uranium ore|0.26}} 0.2625/sec<br />
| {{icon|uranium ore|0.66}} 0.65625/sec<br />
| {{icon|uranium ore|0.19}} 0.1876875/sec<br />
| {{icon|uranium ore|1.55}} 1.5526875/sec<br />
|-<br />
|}<br />
<br />
Unlike most other equipment, mining drills will output resources directly without the need of [[inserter]]s. This includes [[Transport belts]], [[Chests]], other mining drills (makes only sense for [[Burner mining drill]]), [[Furnace]]s, [[Assembling machine]]s etc.<br />
<br />
The above figures are modified by [[Mining productivity (research)|Mining productivity]] technology, which adds to any bonus from productivity modules.<br />
<br />
[[File:Burner drill to chest.png]] [[File:Burner drill to furnace.png]]<br />
<br />
{{C|Resource extraction}}</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Units&diff=166248Units2018-12-16T21:30:16Z<p>TwoPizzas: /* ... for train */</p>
<hr />
<div>{{Languages}}<br />
The following units are important in Factorio.<br />
<br />
Not all game elements are simulated physical correctly (for example the weight of items, currently no entity has a weight, the weight is measured in how many items can fetch into one stack), but those on this pages are!<br />
<br />
== Power ==<br />
Power is defined as work being done per unit of time.<br />
<br />
=== Watt (W) ===<br />
The basic unit of power is 1 watt (W), which is defined as '''1 W = 1 J/s ''', ie. one Joule of work being done every second.<br />
<br />
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).<br />
<br />
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. <br />
One [[Steam engine]] is capable of outputting 900 kW.<br />
<br />
== Work ==<br />
<br />
Work is defined as a transfer of energy, or as energy being "spent".<br />
<br />
=== Joule (J) ===<br />
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: '''1 J = 1 W s'''.<br />
<br />
In-game, [[Fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 8 MJ. One [[Accumulator]] is capable of storing 5 MJ.<br />
<br />
In the real world, kilowatt hours is a much more common unit for energy, but it is ''not'' an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.<br />
<br />
== Time ==<br />
<br />
=== [[Game-tick|Tick (1/60 s)]] ===<br />
A 1/60 second in game. This is the shortest time fraction, the game handles.<br />
<br />
=== [[Game-second|Second (s)]] ===<br />
One [[Game-second|second in-game]]. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire [[Game-tick|tick]] during the corresponding real time frame of 1/60th of a second.<br />
<br />
=== [[Game-day|Day]] ===<br />
<br />
A [[Game-day|day]] has 25000 [[Game-tick]]s or 416.67 game-seconds (= 6.94 Game-minutes).<br />
<br />
== Distance / Space ==<br />
<br />
=== [[Tile]] ===<br />
The [[Tile]] is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as "2×2 tiles", which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into [[Tile]]s. It can be assumed, that a tile has the length of 1 meter.<br />
<br />
=== [[Chunk]] ===<br />
A [[Chunk]] is a quadratic area where one side is 32 tiles long. (1024 square tiles)<br />
<br />
== Logistics ==<br />
<br />
=== Throughput ===<br />
<br />
Items per time, or fluid-units per time. A unit measurement is<br />
<br />
items / game-minute<br />
<br />
==== ... on Belts ====<br />
<br />
Throughput = speed × density<br />
<br />
See [[Transport_belts#Speed.2C_Density_and_Througput:_About_finding_the_bottlenecks|Transport belts]].<br />
<br />
For comparison: A [[Transport belt]] transports normally about 700 items per [[Game-second|game-minute]]. A [[Fast transport belt]] up to 1200 items/min and [[Express transport belt]] nearly 1800 items / min.<br />
See [[Transport belts/Physics|physic of transport belts]] for more information.<br />
<br />
==== ... for logistic robots ====<br />
<br />
Throughput depends on the distance, the number of robots and their item-stacksize. Let's assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.<br />
<br />
==== ... for train ====<br />
<br />
Items per train is the sum of all wagons' capacity (20 stacks for [[Cargo wagon]], 25000 fluid for [[Fluid wagon]] & 100 shells for [[Artillery wagon]])<br />
<br />
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.<br />
<br />
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[Braking force (research)]] (train mass is the sum of all wagon and locomotive masses; see detailed info on wagon masses in [[Locomotive]], [[Cargo wagon]], [[Fluid wagon]], and [[Artillery wagon]]).<br />
<br />
<b>WARNING: THE FOLLOWING CALCULATIONS ASSUME DECELERATION = ACCELERATION, USE ONLY FOR ESTIMATION</b><br />
<br />
Travel time is <syntaxhighlight lang="lua">(2S / A) + (distance - 4 * S^2 / A) / S</syntaxhighlight> <b>IF THE STATIONS ARE FAR ENOUGH FOR THE TRAIN TO GET TO FULL SPEED.</b> If they are closer than that, the time is <syntaxhighlight lang="lua">2 * sqrt(distance / A)</syntaxhighlight><br />
<br />
<br />
Since a train has to make a trip back to load, the total throughput is <syntaxhighlight lang="lua">items per train / (2 * travel time)</syntaxhighlight><br />
<br />
=== Capacity ===<br />
<br />
Basically items per transport-unit. This depends in many cases on the item-type you use. A [[Cargo wagon]] has a capacity for 1000 items for ore, or 2000 for steel- or copper-plates.<br />
<br />
==== ... in stacks ====<br />
A [[Cargo wagon]] has for example 20 stacks. The capacity of the wagon is 20 stacks. But the capacity of a stack depends on, what type of item you put into, so when stacks come into play, you need to say "Capacity of 20 stack iron-ore".<br />
<br />
=== Density === <br />
<br />
Is measured in items per tile. <br />
<br />
An item, that lays on ground has the size of 0.28 tiles<sup>2</sup>. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.<br />
See also [[Transport belts/Physics|physic of transport belts]] for more information.<br />
<br />
==== ... for Belts ====<br />
<br />
For belts this is the same: We have two lanes on a belt, 3.571 items per lane or 7.143 item on one belt. <br />
<br />
On belts there comes also another thing into play: '''Compression.''' Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum '''throughput'''.<br />
<br />
=== ... for stacks/chests ===<br />
<br />
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.<br />
<br />
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.<br />
<br />
== See also ==<br />
<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5316&start=20#p54495 about calculation of throughput on a belt]<br />
(Missing here: Capacity, which is either the volume of something or Productive capacity; Load, which is a measurement about the tightest bottleneck (waiting or running items))</div>TwoPizzashttps://wiki.factorio.com/index.php?title=Units&diff=166247Units2018-12-16T21:28:35Z<p>TwoPizzas: /* ... for train */</p>
<hr />
<div>{{Languages}}<br />
The following units are important in Factorio.<br />
<br />
Not all game elements are simulated physical correctly (for example the weight of items, currently no entity has a weight, the weight is measured in how many items can fetch into one stack), but those on this pages are!<br />
<br />
== Power ==<br />
Power is defined as work being done per unit of time.<br />
<br />
=== Watt (W) ===<br />
The basic unit of power is 1 watt (W), which is defined as '''1 W = 1 J/s ''', ie. one Joule of work being done every second.<br />
<br />
The game commonly deals with larger units, namely kilowatts (kW) and megawatts (MW).<br />
<br />
[[Lamp|Lamps]] use 5 kW while turned on. A [[Radar]] uses 300 kW while active - equivalent to 60 lamps. <br />
One [[Steam engine]] is capable of outputting 900 kW.<br />
<br />
== Work ==<br />
<br />
Work is defined as a transfer of energy, or as energy being "spent".<br />
<br />
=== Joule (J) ===<br />
The basic unit of work is 1 joule (J), and is equivalent to the work done (total energy transferred) by one watt applied for one second: '''1 J = 1 W s'''.<br />
<br />
In-game, [[Fuel]] is really just potential energy, which, when applied, does work. For example, every piece of [[coal]] burned will produce 8 MJ. One [[Accumulator]] is capable of storing 5 MJ.<br />
<br />
In the real world, kilowatt hours is a much more common unit for energy, but it is ''not'' an [[:WIKIPEDIA:International_System_of_Units#Derived_units|SI derived unit]] so it is not used by the game.<br />
<br />
== Time ==<br />
<br />
=== [[Game-tick|Tick (1/60 s)]] ===<br />
A 1/60 second in game. This is the shortest time fraction, the game handles.<br />
<br />
=== [[Game-second|Second (s)]] ===<br />
One [[Game-second|second in-game]]. This is not guaranteed to correspond to one real second. For example, slow computers may not manage to calculate an entire [[Game-tick|tick]] during the corresponding real time frame of 1/60th of a second.<br />
<br />
=== [[Game-day|Day]] ===<br />
<br />
A [[Game-day|day]] has 25000 [[Game-tick]]s or 416.67 game-seconds (= 6.94 Game-minutes).<br />
<br />
== Distance / Space ==<br />
<br />
=== [[Tile]] ===<br />
The [[Tile]] is both used as a unit of distance/length and a unit of area. For example, the size of an object may be expressed as "2×2 tiles", which means the object covers an area of 4 square tiles or tiles². The unit of square tiles is often simplified into [[Tile]]s. It can be assumed, that a tile has the length of 1 meter.<br />
<br />
=== [[Chunk]] ===<br />
A [[Chunk]] is a quadratic area where one side is 32 tiles long. (1024 square tiles)<br />
<br />
== Logistics ==<br />
<br />
=== Throughput ===<br />
<br />
Items per time, or fluid-units per time. A unit measurement is<br />
<br />
items / game-minute<br />
<br />
==== ... on Belts ====<br />
<br />
Throughput = speed × density<br />
<br />
See [[Transport_belts#Speed.2C_Density_and_Througput:_About_finding_the_bottlenecks|Transport belts]].<br />
<br />
For comparison: A [[Transport belt]] transports normally about 700 items per [[Game-second|game-minute]]. A [[Fast transport belt]] up to 1200 items/min and [[Express transport belt]] nearly 1800 items / min.<br />
See [[Transport belts/Physics|physic of transport belts]] for more information.<br />
<br />
==== ... for logistic robots ====<br />
<br />
Throughput depends on the distance, the number of robots and their item-stacksize. Let's assume a robot can travel 1 tile per second and can transport only one item at once. It needs also to return. Then this robot can transport ½ item per second. If you use 2 you can transport 1 item per second. If you double the distance, we are again at ½ item per second.<br />
<br />
==== ... for train ====<br />
<br />
Items per train is the sum of all wagons' capacity (20 stacks for [[Cargo wagon]], 25000 fluid for [[Fluid wagon]] & 100 shells for [[Artillery wagon]])<br />
<br />
Top speed (later referred to as S) and acceleration (later referred to as A) depend on fuel type and train weight, for a coal-powered single locomotive without wagons they are 72 tiles/s and 9.26 tiles/s/s.<br />
<br />
After some threshold the top speed starts decreasing linearly as train mass increases; acceleration is proportional to amount of locomotives pointing towards the travel direction and inversely proportional to train mass; deceleration is proportional to amount of wagons + amount of locomotives, inversely proportional to train mass, and affected by [[Braking force (research)]] (see detailed info on wagon masses in [[Locomotive]], [[Cargo wagon]], [[Fluid wagon]], and [[Artillery wagon]]).<br />
<br />
<b>WARNING: THE FOLLOWING CALCULATIONS ASSUME DECELERATION = ACCELERATION, USE ONLY FOR ESTIMATION</b><br />
<br />
Travel time is <syntaxhighlight lang="lua">(2S / A) + (distance - 4 * S^2 / A) / S</syntaxhighlight> <b>IF THE STATIONS ARE FAR ENOUGH FOR THE TRAIN TO GET TO FULL SPEED.</b> If they are closer than that, the time is <syntaxhighlight lang="lua">2 * sqrt(distance / A)</syntaxhighlight><br />
<br />
<br />
Since a train has to make a trip back to load, the total throughput is <syntaxhighlight lang="lua">items per train / (2 * travel time)</syntaxhighlight><br />
<br />
=== Capacity ===<br />
<br />
Basically items per transport-unit. This depends in many cases on the item-type you use. A [[Cargo wagon]] has a capacity for 1000 items for ore, or 2000 for steel- or copper-plates.<br />
<br />
==== ... in stacks ====<br />
A [[Cargo wagon]] has for example 20 stacks. The capacity of the wagon is 20 stacks. But the capacity of a stack depends on, what type of item you put into, so when stacks come into play, you need to say "Capacity of 20 stack iron-ore".<br />
<br />
=== Density === <br />
<br />
Is measured in items per tile. <br />
<br />
An item, that lays on ground has the size of 0.28 tiles<sup>2</sup>. On one tile we can place 12.752041 items, which means, that we can put in the best case 12 items on one tile.<br />
See also [[Transport belts/Physics|physic of transport belts]] for more information.<br />
<br />
==== ... for Belts ====<br />
<br />
For belts this is the same: We have two lanes on a belt, 3.571 items per lane or 7.143 item on one belt. <br />
<br />
On belts there comes also another thing into play: '''Compression.''' Good compression is, when you fill a belt so, that you come to the maximum density and so to the maximum '''throughput'''.<br />
<br />
=== ... for stacks/chests ===<br />
<br />
On the first glance, it is simple: A chest has the size of one tile. You have X number of stack in a chest, where you can put Y numbers of items into each, so the density is simply X × Y.<br />
<br />
The thing changes, if you use mods, that add chest-like transport boxes, which enables to pack/box items.<br />
<br />
== See also ==<br />
<br />
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5316&start=20#p54495 about calculation of throughput on a belt]<br />
(Missing here: Capacity, which is either the volume of something or Productive capacity; Load, which is a measurement about the tightest bottleneck (waiting or running items))</div>TwoPizzas