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Additionally, you can click a letter below to be taken to that letter in the list, if you wish to search manually. | Additionally, you can click a letter below to be taken to that letter in the list, if you wish to search manually. | ||
[[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] | [[##|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] | ||
== # == | |||
;1-1, 1-2-1, 2-4, 4-8-4 and similar : A somewhat ambiguous shorthand notation for train configurations. The first number is usually the number of locomotives at the head of the train, followed by the number of cargo wagons or fluid wagons, and optionally followed by the number of tail locomotives if it's a double-headed train. In general, the smaller numbers are the number of locomotives. | |||
== A == | == A == | ||
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;Blackout : When your factory completely loses power. This typically happens at night when relying on solar+accumulator power, or after a prolonged brownout when using electric mining drills and/or electric inserters (instead of their burner variants). | ;Blackout : When your factory completely loses power. This typically happens at night when relying on solar+accumulator power, or after a prolonged brownout when using electric mining drills and/or electric inserters (instead of their burner variants). | ||
;Bob's mods : A term referring to the mods made by user ''bobingabout'', a popular modder who makes extremely popular difficulty/complexity mods that complement Angel's mods. | ;Bob's mods : A term referring to the mods made by user ''bobingabout'', a popular modder who makes extremely popular difficulty/complexity mods that complement Angel's mods. | ||
;Bootstrap factory : A factory that's made at the start of a new game in order to jump-start automation of basic equipment, climb the tech tree, and ultimately produce construction materials for a bigger, more organized factory, such as a megabase. The purpose of this factory is to allow you to grow your production to a decent size and then have a fresh start with all of the tech at your disposal, rather than building a giant factory from the ground up and then having to refactor parts of it. | |||
;Bots : Shorthand version for [[Construction robot]] or [[Logistic robot]]. | ;Bots : Shorthand version for [[Construction robot]] or [[Logistic robot]]. | ||
;Bottleneck : A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything. | ;Bottleneck : A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything. | ||
;BP : Short for [[Blueprint]]. | |||
;Brownout : When your factory's machines are running slower than normal because you're not generating enough electricity. | ;Brownout : When your factory's machines are running slower than normal because you're not generating enough electricity. | ||
;Buffer: A place where a stockpile of items is stored to be available when the production stops. Typically a chest. | ;Buffer: A place where a stockpile of items is stored to be available when the production stops. Typically a chest. | ||
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;Main bus : The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation. | ;Main bus : The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation. | ||
;Mall: Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts. | ;Mall: Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts. | ||
;Map exchange string : A long piece of text that encodes the settings used to generate a map. See [[World generator#Map Exchange String]]. | |||
;Mats : Shorthand for materials. | ;Mats : Shorthand for materials. | ||
;Megabase : A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of rockets per minute, or "RPM". A base typically is considered a megabase when it can maintain 1 RPM. | ;Megabase : A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of rockets per minute, or "RPM". A base typically is considered a megabase when it can maintain 1 RPM. | ||
;Mod : This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc. | ;Mod : This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc. | ||
;Modpack : A community term referring to a collection of mods that work well together. | ;Modpack : A community term referring to a collection of mods that work well together. | ||
== N == | |||
;Night steam : The strategy of relying on solar panels to generate electricity during the day and steam engines during the night. | |||
== P == | == P == | ||
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== U == | == U == | ||
;UPS : Internal clock speed. | ;UPS : Internal clock speed, "Updates Per Second". The game tries its best to maintain the ideal 60 UPS, but it is affected by the size and complexity of the game world and your computer hardware. A lower UPS means that the simulation runs slower. At 30 UPS everything would take twice as long as under ideal conditions. This is a common concern on megabases or when playing with many mods active. It can be set to more than 60 UPS by changing the game speed via script, processing power permitting. | ||
== W == | == W == | ||
;Wube : The company based in the Czech Republic that develops Factorio. | ;Wube : The company based in the Czech Republic that develops Factorio. |
Revision as of 21:33, 14 May 2017
This page acts as a general glossary of all terms used in Factorio and its community. We recommend searching the page with CTRL + F to find specific terms. The page is also organized alphabetically.
Additionally, you can click a letter below to be taken to that letter in the list, if you wish to search manually.
# A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
#
- 1-1, 1-2-1, 2-4, 4-8-4 and similar
- A somewhat ambiguous shorthand notation for train configurations. The first number is usually the number of locomotives at the head of the train, followed by the number of cargo wagons or fluid wagons, and optionally followed by the number of tail locomotives if it's a double-headed train. In general, the smaller numbers are the number of locomotives.
A
- Ammo
- Ammunition, used for guns/rocket launchers/turrets, etc.
- Angel's mods
- A term referring to the mods made by user Arch666Angel, a popular modder who makes extremely popular difficulty/complexity mods that complement bob's mods.
- Angelbobs
- A community term that means a game with both Angel's mods and Bob's mods installed.
- Assembly
- Another word for an Assembling machine.
B
- Backed-up
- Refers to a machine having no output, and so the input channel fills up. Can also refer to belts not moving due to being full of items. This is not necessarily a bad thing.
- Belt balancer
- This is a belt setup that balances multiple belts to contain the same amount of resources, to maximize throughput. See Balancers.
- Belt compression
- This term refers to ensuring that all items on a belt are right after each other, to ensure no space is wasted and highest throughput.
- Blackout
- When your factory completely loses power. This typically happens at night when relying on solar+accumulator power, or after a prolonged brownout when using electric mining drills and/or electric inserters (instead of their burner variants).
- Bob's mods
- A term referring to the mods made by user bobingabout, a popular modder who makes extremely popular difficulty/complexity mods that complement Angel's mods.
- Bootstrap factory
- A factory that's made at the start of a new game in order to jump-start automation of basic equipment, climb the tech tree, and ultimately produce construction materials for a bigger, more organized factory, such as a megabase. The purpose of this factory is to allow you to grow your production to a decent size and then have a fresh start with all of the tech at your disposal, rather than building a giant factory from the ground up and then having to refactor parts of it.
- Bots
- Shorthand version for Construction robot or Logistic robot.
- Bottleneck
- A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything.
- BP
- Short for Blueprint.
- Brownout
- When your factory's machines are running slower than normal because you're not generating enough electricity.
- Buffer
- A place where a stockpile of items is stored to be available when the production stops. Typically a chest.
- Bus
- Short for Main bus.
C
- Capacity
- Maximum amount of items/fluid that can exist within something.
- Cracktorio
- A community term referring to the addictive qualities of Factorio, jokingly comparing the game to crack cocaine.
D
- Death world
- A world generation configuration that results in a large quantity of Enemies, to increase the game's difficulty.
- Double header
- This is a term that refers to a train with Diesel locomotives on both ends, making the train capable of driving in both directions. Opposite of a single header, or standard train.
E
- Entity
- Anything that can be manipulated in-game. Nearly everything in factorio is an entity. Any device, items, trees... Even the player is just an entity.
F
- FFF
- The weekly blog that the developers make to talk about the development of Factorio. Expanded, it is Factorio Friday Facts, posted every Friday.
- FPS
- Visual rendering speed, "Frames per second". When this is reduced beneath 60, the game may stutter visually, jitter, or otherwise appear unstable. Low FPS will not necessarily result in low UPS, but they are loosely tied together.
- Factorissimo
- A popular mod that allows for factories to be built within buildings added by the mod.
- Fuel
- Refers to any burnable item that can be used to fuel burner devices, such as wood, coal, etc.
G
- Gigabase
- An even larger megabase, typically has RPM counts > 10.
I
- Inventory
- The ability for an entity to hold items within it. Almost all entities have inventories.
- Item
- An item is another form of entity, representing the un-built version of a machine, tools, etc. Typically, items are found on belts, in the player's inventory, and inside machines. Items can be provided to recipes to create other items.
L
- Lane balancer
- This is a belt setup that balances the two lanes on a belt to be equal, to maximize throughput. See Balancers.
M
- Main bus
- The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation.
- Mall
- Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts.
- Map exchange string
- A long piece of text that encodes the settings used to generate a map. See World generator#Map Exchange String.
- Mats
- Shorthand for materials.
- Megabase
- A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of rockets per minute, or "RPM". A base typically is considered a megabase when it can maintain 1 RPM.
- Mod
- This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc.
- Modpack
- A community term referring to a collection of mods that work well together.
N
- Night steam
- The strategy of relying on solar panels to generate electricity during the day and steam engines during the night.
P
- Priority splitter
- A splitter design that directs as many resources as possible from a bus to an offshoot before letting excess items flow past. This is in contrast to a splitter that always distributes some percentage of items to both sides (depending on how many splitters you use and how you combine them).
Q
- QOL
- Quality of life, often refers to mods that increase ease of play.
R
- RORO
- Abbreviation for "Roll on, roll off" in the context of train station design. It means that trains arrive at the station at one end and leave the station at the other end (driving past the train stop), as opposed to terminus stations.
- Roundabout
- This term refers to a type of path for trains, to allow the trains to enter the circle, and exit onto the exit rail that they path to. Generally recommended against, due to throughput and self collision issues.
- RPM
- Shorthand for rockets per minute, usually used to meassure the size of very big bases, see Megabase and Gigabase.
S
- Scenario
- A map that has been saved via the Map editor. Special scripting can be added to make simple "events".
- Sideloading
- This is a commonly used term that refers to running the end of a Transport belt into the side of another, so that only the lane on the side of the belt that the other belt is on is filled. This is typically done to create a belt that carries two different resources side-by-side on the same belt.
- Spaghetti
- A community term referring to the "spaghetti" look of many belts/entities placed in a disorganized fashion. Typically created by new players to Factorio. Generally, it will be moved away from as soon as the player realizes the logistical problems it causes.
- Speedrun
- A term referring to attempting to quickly finish the game as soon as possible. At the time of this writing, the record is just over an hour.
T
- Terminus
- A train station design where trains come in and leave from the same side, thus requiring double-headed trains, unlike RORO stations.
- Throughput
- A term that refers to the maximum amount of resources that can travel through something (such as a belt) in a certain amount of time. Usually quantified in items per second.
- Tick
- The smallest measurable amount of time in Factorio. There are 60 ticks per second (when running at 60 UPS), and 3600 ticks in a minute.
- Tile
- A piece of map. It is not really known how big it is, but for simplifying things we can assume that a tile is a quadratic with side of 1 meter.
- Time
- Game time is normally identical with real time, one second in the game is one second in reality, but it can be faster or slower. For example, when the calculations for an update takes longer than a tick, the game slows down (aka UPS). Alternatively, a mod can provide ways to let the game run faster.
- TINS
- Abbreviation of "There Is No Spoon", the name of the in-game achievement.
- Turret
- Stationary defense weapon. There are three types of turrets in Factorio, the Laser turret, Gun turret, and Flamethrower turret.
- Turret creep
- The tactic of leap-frogging with turrets into hostile territory. It's very effective due to the strength and range of turrets. Typically done with laser turrets, blueprints and personal roboports, but can also be done by manually placing gun turrets and inserting ammo.
U
- UPS
- Internal clock speed, "Updates Per Second". The game tries its best to maintain the ideal 60 UPS, but it is affected by the size and complexity of the game world and your computer hardware. A lower UPS means that the simulation runs slower. At 30 UPS everything would take twice as long as under ideal conditions. This is a common concern on megabases or when playing with many mods active. It can be set to more than 60 UPS by changing the game speed via script, processing power permitting.
W
- Wube
- The company based in the Czech Republic that develops Factorio.