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  • ...ually or remotely controlled using the [[spidertron remote]]. Furthermore, it has an equipment grid which accepts all [[equipment modules]]. Spidertron's ...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
    4 KB (682 words) - 20:22, 31 October 2024
  • ...ctly linked to the machine's energy consumption, so this applies even when power is produced in a pollution-free way. * <span style="color:#66CC66"> If used with productivity modules, it can increase the efficiency of the machine in terms of items produced per j
    10 KB (1,519 words) - 11:33, 29 October 2024
  • ...b|right|Science packs put into the front lab will be passed to labs behind it.]] ...e#Ticks|tick]] so the productivity bar is simply cosmetic. This means that it does not matter that the productivity bar resets when the research is chang
    4 KB (562 words) - 15:25, 20 June 2023
  • ...to change mod information like the description on the Factorio mod portal. It requires an API key with the <code>ModPortal: Edit Mods</code> usage, which It accepts <code>multipart/form-data</code> HTTP requests and responds with JS
    8 KB (1,126 words) - 09:06, 12 November 2023
  • ...nologies that have infinite continuations are still required (for example, it requires only first 6 levels of [[physical projectile damage (research)|phy | {{Achievement|it-stinks-and-they-dont-like-it}}
    11 KB (1,293 words) - 14:43, 29 October 2024
  • ...pumpjack]]'s output on a depleted well to 0.25 oil per cycle where, alone, it could only reach 0.2 yield. ...color changes depending on which modules are placed into the beacon, or if it contains none at all.
    11 KB (1,657 words) - 21:07, 27 October 2024
  • Mining speed / Mining time = Production rate (in resource/sec) (1 + Mining Speed Modifier) * .5 / Mining time = Production rate (in resource/sec)
    4 KB (643 words) - 00:54, 29 October 2024
  • [[File:pollution_gui.png|300px|thumb|Pollution tab in the production GUI.]] ...every 64 [[Time#Ticks|ticks]] (which is 4 ticks more than a game-second). It is visible on the map if the "pollution" setting is on, and appears as a bl
    9 KB (1,339 words) - 21:39, 18 October 2024
  • ...|center|upright=4|thumb|Here's my personal favourite setup. Even easier to power when medium powerpoles are available.]] 然而,如果你想要关于你的电力产生/消耗的更多细节,可以参考 [[Power production#What_can_be_seen_from_the_electric_network_info.3F|Detailed Electric Networ
    17 KB (1,486 words) - 11:27, 24 August 2020
  • | page ||{an integer}||Page number you would like to show. Makes it so you can see a certain part of the list without getting detail on all ...relative path to the thumbnail of the mod. For mods that have no thumbnail it may be absent or default to <code>"/assets/.thumb.png"</code>. Prepend "ass
    10 KB (1,448 words) - 15:57, 15 October 2024
  • ...making progress as well the fact that pumping oil will gradually decrease it's yield, requiring the need travel further to find even more oil. Also note ...tegories. If you have the ingredients required by a recipe, you can click it multiple times to craft as many as you want. View the crafting progress in
    23 KB (4,044 words) - 20:46, 13 November 2023
  • '''Quality''' is a feature of the [[Space Age]] expansion, it introduces four higher quality levels for all items, structures and equipme * +1 tile reach for power poles
    7 KB (1,092 words) - 18:17, 31 October 2024
  • ...r even large reactor setups and it is now simple to automate nuclear power production control without any tanks since reactors can be wired directly to read thei ...- to end-game power generation and it works well in combination with other power generation techniques.
    18 KB (2,896 words) - 20:56, 25 October 2024
  • ...n't remember the name of said research, and I don't think we've documented it, yet. --> ...[electric system|electric networks]] to be built, as neither roboports nor power poles can be built on the oillands without [[foundation]].
    6 KB (996 words) - 00:39, 30 October 2024
  • [[File:fluids_gui.png|thumb|300px|right|"Fluids" tab on the [[production statistics]] screen.]] ...rcentage 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 flu
    12 KB (1,950 words) - 18:17, 25 October 2024
  • * Open the lamp (left click on it). ...on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.
    27 KB (4,349 words) - 14:34, 1 October 2024
  • | {{Achievement|it-stinks-and-they-dont-like-it}} | {{Achievement|you-are-doing-it-right}}
    11 KB (1,329 words) - 21:05, 26 October 2024
  • ...ch the player has them tracked in game. Some shorts may have a value of 0, it is unknown currently why, but they don't seem to store meaningful data This contains the actual data of each achievement. It's important to note that not every achievement listed in the header has a m
    15 KB (1,962 words) - 14:25, 23 September 2024
  • ...FFF #164: [https://forums.factorio.com/viewtopic.php?f=38&t=37008 Nuclear power]. ...o.com/viewtopic.php?f=38&t=33274 We are able to eat paper, but we don't do it].
    5 KB (725 words) - 10:50, 27 August 2023
  • ...cependant être contourné avec un peu de planification et en utilisant un [[power switch/fr|interrupteur]]. ...a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings sur
    12 KB (1,841 words) - 15:06, 3 October 2019

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