https://wiki.factorio.com/api.php?action=feedcontributions&user=Winseven4lyf&feedformat=atomOfficial Factorio Wiki - User contributions [en]2024-03-29T10:29:05ZUser contributionsMediaWiki 1.38.2https://wiki.factorio.com/index.php?title=Logistic_robot&diff=173139Logistic robot2019-05-09T07:50:50Z<p>Winseven4lyf: grammar ("spend" -> "spent")</p>
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<div>{{Languages}}<br />
{{:Infobox:Logistic robot}}<br />
<br />
'''Logistic robots''' are autonomous floating devices capable of transporting resources in a [[logistic network]]. They are one of two types of floating robotic devices, the other being [[construction robot]]s.<br />
<br />
The basic movement speed of logistic robots is 0.05 tiles/tick (3 tiles per second) when they have enough power. When out of power, robots move at 20% of their current normal travel speed. This movement speed can be increased infinitely by the [[worker robot speed (research)]].<br />
<br />
Logistic robots are priority targets of [[enemies]], meaning biters/spitters will engage them even if there are [[pollution]]-producing buildings around. Logistic robots have no means of defending themselves and do not run when they encounter enemies. Despite being a floating entity, ground units using melee are still capable of destroying them.<br />
<br />
By default, each robot can only carry one item. This limit can be increased up to four items by the [[worker robot cargo size (research)]]. Robots consume power per tile traveled, additionally to consuming power per second spent in the air. When they run out of power, they have to recharge at a [[roboport]]. Alternatively, they can be mined out of the air by the player which restores their internal power buffer, allowing the player to redeploy them immediately.<br />
<br />
== Achievements ==<br />
{{Achievement|you-have-got-a-package}}<br />
{{Achievement|delivery-service}}<br />
<br />
== History ==<br />
{{history|0.15.0|<br />
* Added warning for situation when robots don't have storage place to put items in the logistics network.}}<br />
<br />
{{history|0.12.27|<br />
* Logistic robots now prefer items at the end of the inventory and ignore inventory limits.}}<br />
<br />
{{history|0.12.2|<br />
* Logistic robots no longer extract from chests belonging to other forces.}}<br />
<br />
{{history|0.11.2|<br />
* New Graphics.}}<br />
<br />
{{history|0.10.3|<br />
* Improved the AI of the logistic robots.}}<br />
<br />
{{history|0.10.1|<br />
* Logistic robots will not insert items that would exceed the requested count.}}<br />
<br />
{{history|0.9.3|<br />
* Logistic robots now need a [[flying robot frame]] to craft.}}<br />
<br />
{{history|0.8.0|<br />
* Logistic robots take items on the way to chests into consideration when trying to keep separate chests for separate items.}}<br />
<br />
{{history|0.7.5|<br />
* Increased stack size of robots from 16 to 32.}}<br />
<br />
{{history|0.7.3|<br />
* Logistic robots delivery is evenly distributed between provider/requester chests.}}<br />
<br />
{{history|0.7.1|<br />
* Power of the logistic robot speed upgrade technology has been increased. (25% of basic speed cumulative.)<br />
* Removed the limit of one logistic robot order per tick.<br />
}}<br />
<br />
{{history|0.7.0|<br />
* Logistic robots try not to mix different items in storage chests, if possible.}}<br />
<br />
{{history|0.6.0|<br />
* Player can directly request supplies from logistic robots.<br />
* New Graphics.<br />
}}<br />
<br />
{{history|0.3.0|<br />
* New Graphics.}}<br />
<br />
{{history|0.2.1|<br />
* Technologies added to increase the stats of the logistic robot.}}<br />
<br />
{{history|0.2.0|<br />
* Introduced}}<br />
<br />
== See also ==<br />
* [[Robots]]<br />
* [[Logistic network]]<br />
* [[Robotic network]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Logistic network}}</div>Winseven4lyfhttps://wiki.factorio.com/index.php?title=Damage&diff=172586Damage2019-04-20T20:45:00Z<p>Winseven4lyf: Axes have been removed from the game and clarify "shotgun".</p>
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<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 shells ([[Shotgun shells|regular]]/[[Piercing shotgun shells|piercing]]), [[Enemies#Biters|biters]], [[Defender_capsule|defender robots]]<br />
|-<br />
| Impact || Collision (of [[Locomotive|train]]/[[car]]/[[tank]])<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 much 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 />
=== Percentage resistance ===<br />
<br />
Percentage 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/Percentage resistance (Damage type)<br />
<br />
So, an entity that displays 10/20% resistance to fire has 10 flat resistance and 20% percent 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 />
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== 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>Winseven4lyfhttps://wiki.factorio.com/index.php?title=Map_editor&diff=172557Map editor2019-04-18T17:44:21Z<p>Winseven4lyf: Fix command line parameters link</p>
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<div>{{Languages}}<br />
<br />
== Overview ==<br />
<br />
Factorio includes a fully featured map editor. You can access it by selecting "Map editor" on the Factorio main menu.<br />
<br />
The editor allows the player full creative control and one can create a map with as much or as little resources as they wish. Movement uses the same controls as you have in game but no player appears, similar to the sandbox scenario.<br />
<br />
== Loading a Map From a Game ==<br />
<br />
Scenarios can be created from pre-existing maps by using the <code>--map2scenario</code> runtime parameter along with the save to use when running the game from command line. For more info on runtime parameters, see [[Console#Command_line_parameters]].<br />
<br />
== Saving your Scenario ==<br />
<br />
Maps created with the map editor are saved as [[Scenario system|Scenarios]] via the in-game escape menu. These scenarios are saved to the [[Application directory|User data directory]]. The scenario may then be played from selecting Play->Custom Scenario from the Main Menu. When saved and loaded, the game will load the map that was created by the map editor. If one wishes to add scripting to the scenario, they may do so by modifying the control.lua file created inside the scenario file.<br />
<br />
== Placing Entities ==<br />
<br />
To place an entity (labs, powerlines, transport belts, mining drills, etc...), select "Entities" from your toolbox, select a tool, select what you want to place down, then click somewhere to place that item down.<br />
<br />
You have three tools.<br />
=== Cursor ===<br />
<br />
Appropriate for most situations. Places one of the selected entity at the current cursors position. Much like the normal in-game mechanics.<br />
<br />
'''Tip:''' Pressing "Q" on your keyboard will put the item you're holding away. Also see [[Keyboard bindings]].<br />
<br />
=== Spray ===<br />
<br />
Good for resource piles and trees. You can select a size, intensity and speed, the larger the size, the more area that the spray places entities, the higher the intensity, the more often entities get placed, the higher the speed, the more rapidly the spray continues spraying while holding down the left mouse button.<br />
<br />
=== Paintbrush ===<br />
<br />
The paintbrush is virtually the same as the spray, only difference is that if you hold down the mouse button, the tool won't continue to place entities. Also good for resource piles and trees. Whether you use spray or paintbrush is personal preference, but for rapid controlled placement of resources and other items the Spray option is the best choice.<br />
<br />
== Deleting Entities ==<br />
=== Cursor ===<br />
When using the cursor tool, you can hover over the entity you wish to delete, and press "X" on your keyboard.<br />
<br />
=== Spray/Paintbrush ===<br />
When using either the spray or the paintbrush, right click to "unspray".<br />
<br />
== Placing Items ==<br />
You can place items for the player to pick up in the editor. To do this, select the "Items" tab. From there, select what you wish to place down, then hover your mouse to where you wish to place the item down and right-click.<br />
<br />
== Removing Items ==<br />
To delete items that you've placed, just like when placing entities, press "X" on your keyboard while hovering over the item you want to delete. The spray option is the fastest method for deleting items (you need to make sure you have intensity and speed at the maximum setting, and adjust size for the area you wish to clear). On the largest Size setting you can clear all items of one type fairly quickly using this method.<br />
<br />
<br />
== Placing Items Inside Chests (and other entities) ==<br />
<br />
Press Q to deselect everything you currently hold in hand. After that left click on an entity to open its inventory. Now you can place items in that inventory. Based on your game settings you might need to use another event, see in the game-options.<br />
<br />
== Set up research ==<br />
<br />
For information on setting up research in your scenario, see [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=6219 this forum post.]<br />
<br />
== See also ==<br />
<br />
* [[Mods]]<br />
* [[Modding Tutorial]]<br />
* [[Campaign]]</div>Winseven4lyfhttps://wiki.factorio.com/index.php?title=Artillery_wagon&diff=172549Artillery wagon2019-04-16T13:00:10Z<p>Winseven4lyf: Included "special" in link to Artillery targeting remote page</p>
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<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 isn't moving, 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>Winseven4lyfhttps://wiki.factorio.com/index.php?title=File_talk:Perfect_Flamethrower_Ammo.png&diff=172548File talk:Perfect Flamethrower Ammo.png2019-04-16T12:48:01Z<p>Winseven4lyf: Added question about newer recipe</p>
<hr />
<div>== New flamethrower ammo recipe ==<br />
This image shows an older version of the flamethrower ammo recipe, using iron instead of steel. Does it need to be updated? --[[User:Winseven4lyf|Winseven4lyf]] ([[User talk:Winseven4lyf|talk]]) 12:48, 16 April 2019 (UTC)</div>Winseven4lyfhttps://wiki.factorio.com/index.php?title=Flamethrower_ammo&diff=172022Flamethrower ammo2019-04-07T07:48:03Z<p>Winseven4lyf: Changed "are using" to "use".</p>
<hr />
<div>{{Languages}}{{:Infobox:Flamethrower ammo}}<br />
This ammunition is used for the [[flamethrower]]. Currently this is the only available type of flamethrower ammunition.<br />
<br />
Note that [[flamethrower turret]]s use [[oil]] directly instead of this ammo.<br />
<br />
== Production ==<br />
[[File:Perfect_Flamethrower_Ammo.png|300px|thumb|left|The refinery is running basic oil processing and its heavy and light oil outputs are directly connected to a chemical plant producing flamethrower ammo.]]<br />
<br />
[[Basic oil processing]] has the perfect output ratio for flamethrower ammo (1 light oil : 1 heavy oil), so a refinery can be dedicated to producing it, generating excess [[petroleum gas]]. Since the chemical plant produces faster than the refinery, it will not produce ammo the entire time.<br />
<br />
{{clear}}<br />
<br />
== See also ==<br />
* [[Flamethrower]]<br />
* [[Enemies]]<br />
* [[Damage|Damage & resistances]]<br />
* [[Defense]]<br />
<br />
{{CombatNav}}<br />
{{C|Ammo}}</div>Winseven4lyf