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  • ...y machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity. ...e electricity. More details about each method are available on the [[Power production]] page.
    11 KB (1,630 words) - 12:01, 29 September 2023
  • ...fluids and using [[module|modules]] to increase the speed or efficiency of production. It can make recipes that include liquids as one of their ingredients (e.g. [[p
    3 KB (333 words) - 17:34, 15 March 2021
  • ...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 (663 words) - 06:32, 28 June 2023
  • ...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
    9 KB (1,363 words) - 08:41, 5 August 2021
  • ...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
  • Mining speed / Mining time = Production rate (in resource/sec) (1 + Mining Speed Modifier) * .5 / Mining time = Production rate (in resource/sec)
    4 KB (513 words) - 20:28, 14 February 2024
  • ...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
  • (Raw output per second * Mining speed) / Mining time = Production rate (in resource/sec) The mining drill or pumpjack will sum the production rate of all tiles below it and show that value in the tooltip.
    4 KB (268 words) - 08:19, 12 May 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.
    10 KB (1,629 words) - 09:37, 31 July 2023
  • ...|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
  • [[File:pollution_gui.png|300px|thumb|Pollution tab in the production GUI.]] ...on the map, when "alt-view" is on (default [[Keyboard bindings|Alt-Key]]). It appears as a red colored blocky cloud.
    9 KB (1,341 words) - 13:22, 29 April 2024
  • | 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 (1,418 words) - 09:07, 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}}
    7 KB (875 words) - 15:58, 5 May 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
  • * 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.
    26 KB (4,139 words) - 13:35, 8 May 2023
  • [[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 (1,934 words) - 14:07, 15 April 2024
  • ...- to end-game power generation and it works well in combination with other power generation techniques. ...tly how nuclear power works, but don't necessarily want all the solutions. It focuses on what you should do and what you should know to get Nuclear up an
    17 KB (2,846 words) - 13:56, 15 October 2023
  • ...setting it <code>enabled = false</code>. If it is enabled (by script etc), it will use the data from the other difficulty. Not setting a difficulty, e.g. Controls whether the technology is shown in the tech GUI when it is disabled (enabled = false).
    7 KB (971 words) - 10:43, 21 September 2023
  • ...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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