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  • {{:Infobox:Solar panel}} ...ing dusk and dawn, and no power is produced at night. This means one solar panel produces an average of 42 kW over one day and night cycle.
    3 KB (448 words) - 11:45, 13 February 2024
  • {{:Infobox:Portable solar panel}} '''Portable solar panels''' are the basic power generating units for [[modular armor]] and th
    1 KB (185 words) - 02:51, 15 August 2020
  • Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are mul == Solar panels and accumulators ==
    6 KB (965 words) - 18:31, 19 January 2024
  • Modules will remain in the armor even if it is removed, stored or dropped on the ground. Modules will only function whe * {{imagelink|Portable solar panel}}
    1 KB (185 words) - 14:26, 27 October 2021
  • ...kind of [[Equipment modules|equipment module]]. It can be used by placing it in the grid that opens by right clicking the armor. ...supply to function. Unfortunately its complementary tech [[portable solar panel]] does not provide energy at night, and the Nightvision's internal buffer o
    1 KB (196 words) - 20:35, 7 October 2019
  • ...ed amount of energy when available production exceeds demand, and releases it in the opposite case. The accumulator can store up to 5 MJ of energy. Its m * It takes 20 accumulators (100MJ) to maintain 1MW through the night, because th
    6 KB (898 words) - 10:22, 30 November 2022
  • ...l HP, it benefits from the armor's damage resistance. A cheaper version of it is the [[energy shield]]. ...only good for a few recharges per day. Because of the high energy demand, it can be useful to complement shields with [[Personal battery|modular]] [[Per
    2 KB (256 words) - 07:55, 6 February 2024
  • * [[Prototype/SolarPanelEquipment]] '''solar-panel-equipment''' How big this equipment should be in the grid and whether it should be one solid rectangle or of a custom shape.
    3 KB (411 words) - 10:43, 21 September 2023
  • ...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. # [[Solar panel]]s – Free energy, but only works during daylight. Usually used with Accum
    11 KB (1,630 words) - 12:01, 29 September 2023
  • The radar reveals the map for the force it belongs to. ...umulators. Seven solar panels and five accumulators is the most efficient; it gives the radar full power all but a short time in the morning, but never d
    6 KB (1,016 words) - 01:15, 6 November 2022
  • ...[[storage]] — it has no input and no output, depending on pressure to fill it, essentially acting as a large [[pipe]]. ...ll only be filled to the same percentage of capacity as pipes that lead to it. A pipe that carries about 50 water will fill the tank to about 50% of its
    3 KB (493 words) - 14:49, 5 February 2024
  • ...science packs, the space science pack is not directly craftable. Instead, it is obtained by launching a rocket from a [[rocket silo]] equipped with a [[ ...wing shows the minimum items required to produce 1000 space science packs. It is calculated using a single rocket silo with no modules or beacons. The cr
    3 KB (383 words) - 18:18, 17 September 2020
  • * <span style="color:#66CC66"> If used with productivity modules, it can increase the efficiency of the machine in terms of items produced per j ...imply speed up the bar. Each time the machine finishes crafting the recipe it is set to, an amount is added to the bar equal to the percentages of the pr
    9 KB (1,363 words) - 08:41, 5 August 2021
  • * Fixed the stuck assembling machines. (It affected saves where assembling machines had items inside, the order of ite * New solar panel graphics
    5 KB (692 words) - 14:47, 24 September 2023
  • * '''Energy''' can be thought of as stored work. It is measured in joules (symbol J). * '''Work''' is the result of converting one type of energy to another. It is also measured in joules. (See the [http://en.wikipedia.org/wiki/Work_%28
    7 KB (1,201 words) - 19:00, 24 September 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
  • | {{Achievement|it-stinks-and-they-dont-like-it}} | {{Achievement|you-are-doing-it-right}}
    6 KB (764 words) - 11:53, 29 June 2020
  • ** [[Prototype/SolarPanel]] '''solar-panel''' ...an array of them. The entities that are spawned in place of this one when it dies.
    9 KB (845 words) - 10:43, 21 September 2023
  • ...ossible to add a NEW type to Factorio, without asking the developers to do it, as these are handled in the closed-source C++ code backbone. For finding the internal name of an item/entity, locate it on the wiki and then press the small arrow in its infobox to see the intern
    84 KB (4,767 words) - 20:37, 13 November 2023
  • * Fixed the steam engine power output indicator (allowing it to have value up to 100%) * Train can find the path backward when it has locomotives in the back
    9 KB (1,459 words) - 14:48, 24 September 2023
  • ** It is possible to run console commands in these games. * Fixed the \n usage (It works in the campaign translation as end-line character again)
    12 KB (1,745 words) - 14:47, 24 September 2023
  • * Fixed bug with car being damaged by shooting shotgun while driving it. ...r putting coal in the furnace that has already picked the coal up will put it there even when there is over 5 items in the furnace. This will avoid stuck
    18 KB (2,681 words) - 14:48, 24 September 2023
  • *** [[Prototype/SolarPanel]] '''solar-panel''' ...has its [[Prototype/Item#place_result|place_result]] set to this entity if it exists.
    23 KB (2,607 words) - 10:43, 21 September 2023
  • ...he sort of action required thousands of times over the course of a game, ''it is heavily recommended to craft an [[iron axe]] as the first action the pla ...''safe'' auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. A green target reticle will be shown b
    13 KB (1,997 words) - 15:37, 3 February 2022
  • ...t*load*downloaded*map", the cause of the error wasn't displayed because of it. ([https://forums.factorio.com/22169 more]) ...e to "Limit the inventory part to be filled by machines.", so it is clear, it limits only input, but not output.
    100 KB (14,717 words) - 14:46, 24 September 2023
  • * Fixed that the Golem, Watch your step and doing it right didn't activate from steam cloud on new factorio installation. * Fixed that unclosable character window was opened when it was ordered to open exactly at the same tick when the character died. ([htt
    80 KB (11,528 words) - 14:46, 24 September 2023
  • ...confirm could delete the wrong save if a different one was selected while it was showing. ([https://forums.factorio.com/110453 more]) ...te when a train stop placed from blueprint was built before a rail next to it. ([https://forums.factorio.com/110572 more])
    202 KB (28,497 words) - 15:29, 11 April 2024
  • Please don't waste your time updating this page, User:Gangsir can do it automatically. ...igration that was supposed to fix rollingStockCounts on rails and it broke it instead.
    132 KB (18,979 words) - 14:46, 24 September 2023
  • * Fixed that having more than 6 products didn't fit the ui, as it wasn't wrapped. ([https://forums.factorio.com/60636 more]) * The system data path is removed from the log when it's automatically uploaded by the crash reporter.
    122 KB (17,425 words) - 14:47, 24 September 2023
  • * Fixed game crashing in NPE if it can't find anywhere to spawn a biter. ([https://forums.factorio.com/77486 m ...ery equipment and accumulator tooltips showing wrong input flow limit when it's unlimited. ([https://forums.factorio.com/77570 more])
    237 KB (33,800 words) - 14:47, 24 September 2023