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- .... This way, you can manually wire some of the more complex systems, like [[Power production|making steam engines work only when accumulators are empty.]]913 bytes (124 words) - 04:30, 17 August 2020
- ...pply area. Because of this, big electric poles are ideal for long-distance power lines, as they require the smallest number of entities to be placed to span * Medium and Big power pole recipes now use iron sticks.1 KB (210 words) - 13:11, 14 March 2021
- ...[Electric energy accumulators (research)]], essential for a pollution-less power generating system.393 bytes (46 words) - 12:59, 4 September 2017
- * Medium and Big power pole recipes now use iron sticks. * Electric poles can be opened from the zoomed-to-world view.}}1 KB (178 words) - 02:32, 15 March 2021
- {{:Infobox:Power switch}} The power switch is a machine used to toggle connections between copper cables. The m2 KB (308 words) - 09:22, 15 July 2020
- * For balanced solar power, every 21 accumulators need to have 25 solar panels supporting them (at 50k * When discharged above maximum speed by multiple unconnected poles, energy will not be distributed equally (some loads may get 100% demand, ot6 KB (898 words) - 10:22, 30 November 2022
- The '''Electric system''' is used to power a lot of different machines; the game can hardly be played without using el ...produce electricity. More details about each method are available on the [[Power production]] page.11 KB (1,630 words) - 12:01, 29 September 2023
- === Power plant ===2 KB (284 words) - 11:08, 17 November 2021
- ** [[circuit network]] entities and connections (combinators, lamps, power switches, any entity's signal settings) ...ngle connection between two poles can be added or removed by clicking both poles with a copper cable.6 KB (910 words) - 09:27, 9 July 2018
- To remove all wire connections from a power pole (including copper wire), shift click the affected pole.1 KB (181 words) - 15:10, 8 September 2020
- To remove all wire connections from a power pole (including copper wire), shift click the affected pole.1 KB (181 words) - 15:09, 8 September 2020
- == Steam engine power == ...MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.6 KB (965 words) - 18:31, 19 January 2024
- ...[inserters]], [[assembling machine]]s, [[chests]], [[electric system|power poles]], [[rail signal]]s, [[module]]s, [[furnace]]s and more. | Power poles || [[Small electric pole]] || No10 KB (1,521 words) - 09:43, 28 April 2023
- * +1 tile reach for power poles * Reduced power consumption on beacons4 KB (597 words) - 15:26, 6 December 2023
- ...tricidade. Mais detalhes sobre cada método estão disponíveis na página {{L|Power production}}. ==== Steam tanks as power storage ====12 KB (1,949 words) - 13:11, 29 June 2020
- *50 each of small & medium electric poles, 15 big electric poles, and 10 substations *Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain.}}8 KB (1,165 words) - 13:29, 16 December 2023
- You can power them with either [[Wood]] or [[Coal]]. To collect them, you'll need to cut == Electrical power ==23 KB (4,044 words) - 20:46, 13 November 2023
- * When manually connecting electric poles, limit the distance by the pole with smaller reach. * Correct rounding and SI prefixes for power and energy.6 KB (978 words) - 14:48, 24 September 2023
- * Platforms act as a power transmitter, removing the need for power poles entirely. ...will also take energy from lightning and turn it into electricity for the power network. A bank of accumulators is needed to store it through the daytime.20 KB (3,178 words) - 20:13, 11 May 2024
- | {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network conditi ...be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.21 KB (3,366 words) - 12:39, 4 March 2024
- * Electrical wiring between power poles7 KB (1,168 words) - 19:20, 12 April 2024
- ...sprites, notably walls, gates, turrets, belts, biters, spawners, electric poles, worms, spitters. * Nuclear power7 KB (896 words) - 18:58, 24 September 2023
- ...[[gun turret]], [[laser turret]], all [[Electric_system#Distribution|power poles]] including [[substation]], both types of [[Robots|worker robots]], [[solid7 KB (1,002 words) - 19:33, 26 January 2024
- ...ed bug when enemies would attack neutral objects after distraction (rails, poles, buildings, etc.) ...es only enemies, has increased damage (300%), smaller cooldown and smaller power consumption.18 KB (2,681 words) - 14:48, 24 September 2023
- *** [[Prototype/PowerSwitch]] '''power-switch''' ...the building, this lets the player move between the building and electric poles/inserters etc.23 KB (2,607 words) - 10:43, 21 September 2023
- ...when relying on solar+accumulator power, enemies destroying vital electric poles, or after a prolonged brownout when using electric mining drills and/or ele ...the ground in a square-like fashion. Usually due to accidentally removing power armor when having a full inventory.18 KB (2,917 words) - 19:00, 24 September 2023
- * Fixed electric energy logic, so it is handled properly when the electric poles /electric machines are moved (mod related). * Enemy power poles can't be disconnected.57 KB (8,673 words) - 14:46, 24 September 2023
- ;Power leeching ...pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but w25 KB (3,986 words) - 20:34, 1 May 2024
- ...s everything except [[roboport]]s and [[Electric_system#Distribution|power poles]].]]18 KB (2,686 words) - 09:28, 5 April 2021
- * power-armor * power-armor-mk284 KB (4,767 words) - 20:37, 13 November 2023
- * Fixed crash when trying to connect power switches in map editor. ([https://forums.factorio.com/30260 more]) * Improved performance when building large electric poles in the latency state by click-and-drag. ([https://forums.factorio.com/2910480 KB (11,528 words) - 14:46, 24 September 2023
- * Fixed the shift building of electric poles. * Fixed the crazy flickering of boiler when the power consumption is very low.14 KB (2,085 words) - 14:48, 24 September 2023
- * Area visualizations (for electric poles, roboports, beacons, mining drills) are displayed under the entities. * Optimisation of the building electric poles by dragging (It could get slow for big networks).25 KB (3,880 words) - 14:48, 24 September 2023
- ...ve corruption issue related to large amounts of overlapping small electric poles. ([https://forums.factorio.com/111580 more]) ...disconnect_neighbour called on electric pole would disconnect left side of power switch when requested to disconnect right side. ([https://forums.factorio.c202 KB (28,497 words) - 15:29, 11 April 2024
- ...science packs instead of production science packs, so that working towards power armor mk2 does not require production science packs. * Fixed crash related to removing power switch connected to electric pole in a blueprint.132 KB (18,979 words) - 14:46, 24 September 2023
- ...ic network problems when mod specified irregular number as supply reach of power pole. ([https://forums.factorio.com/23524 more]) * Fixed crash when exiting the map editor while holding power armor on the cursor. ([https://forums.factorio.com/21762 more])100 KB (14,717 words) - 14:46, 24 September 2023
- * Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535. ...fluid_usage</code> which scales the generator's fluid usage to its maximum power output. Default is false.122 KB (17,425 words) - 14:47, 24 September 2023
- * Fixed that electric energy interfaces didn't consume power correctly. ([https://forums.factorio.com/77998 more]) ...ed more information to tooltips, for example to be able to calculate steam power and nuclear ratios.237 KB (33,800 words) - 14:47, 24 September 2023