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  • Equipment modules can be added to [[modular armor]], [[power armor]] and [[power armor MK2]] The only vehicle that can make use of equipment modules is the [[spidertron]].
    1 KB (185 words) - 14:26, 27 October 2021
  • ...b|right|Science packs put into the front lab will be passed to labs behind it.]] '''Labs''' are buildings that perform [[research]] for [[technologies]] by consuming [[science pack]]s. Use of a lab is requ
    4 KB (562 words) - 15:25, 20 June 2023
  • ...including its own recipe. However, unlike higher tier assembling machines, it cannot use [[fluids]] for crafting. ...contain more than the usual stack size when the recipe requirement demands it.}}
    2 KB (227 words) - 02:33, 13 March 2022
  • Quality is a random effect from quality modules, similar to [[Uranium processing]], and not cumulative like [[Module#Produc ...ers have a 0.1 chance multiplier, which is used when crafting with quality modules.
    4 KB (597 words) - 15:26, 6 December 2023
  • {{:Infobox:Mining productivity (research)}} ...no downsides. Any ore that is produced by the productivity bonus is free, it does not deplete the resource under the miner.
    2 KB (243 words) - 09:13, 17 August 2021
  • ...ined for every 10 sulfuric acid consumed. The ore has a green glow, making it easily seen at night. File:Uranium ore glow.png|thumb|right|Uranium ore glows at night, making it easier to see.
    1 KB (209 words) - 10:23, 29 November 2023
  • ...xisting buildings' capabilities. They are expensive, require appropriate [[research]], and are produced slowly, but can eventually greatly improve the efficien ...n efficiency module should be used (except in rare cases when productivity modules are also used - then a speed module might be better).
    9 KB (1,363 words) - 08:41, 5 August 2021
  • ...h''' is used to unlock [[technologies]], offering new recipes and bonuses. Research is performed by [[lab|labs]] consuming different types of [[science pack|sc ...e has its own technology tree and research status, so different forces can research independently in [[Multiplayer#PvP|PvP]] games.
    6 KB (935 words) - 19:21, 13 November 2023
  • ...refinery has three available recipes, out of which one must be set before it can begin processing. ...magelink|Advanced oil processing}}<br>(requires [[Advanced oil processing (research)]])
    2 KB (335 words) - 08:41, 3 July 2023
  • ...ience") is the first tier of [[science pack]]. It is used in [[lab]]s to [[research]] [[technologies]]. * [[Research]]
    1 KB (179 words) - 15:35, 16 September 2019
  • ...urrets, etc. It is the only type of science pack that is optional, in that it is not required to launch a rocket. * [[Research]]
    2 KB (278 words) - 23:21, 17 September 2020
  • ...of modules * Distribution efficiency ) * Bonus from module + Productivity research bonus + 1 ) = Raw output per second 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
  • ...ence") is the second tier of [[science pack]]. It is used in [[lab]]s to [[research]] [[technologies]]. * [[Research]]
    2 KB (224 words) - 15:35, 16 September 2019
  • ...of modules * Distribution efficiency ) * Bonus from module + Productivity research bonus + 1 ) = Raw output per second The mining drill or pumpjack will sum the production rate of all tiles below it and show that value in the tooltip.
    4 KB (513 words) - 20:28, 14 February 2024
  • ...emical plant has twelve available recipes, one of which must be set before it can begin processing. | {{imagelink|Sulfuric acid}} (requires [[Sulfur processing (research)]])
    4 KB (511 words) - 17:58, 9 June 2023
  • ...me size and type. It can be used on both placed structures and [[ghost]]s. It can also modify the contents of a [[blueprint]]. While most commonly used t ...|20px]] ) on the [[shortcut bar]] (available once [[Construction robotics (research)|construction robotics]] has been researched in at least one game.)
    10 KB (1,521 words) - 09:43, 28 April 2023
  • ...is a large part of Factorio. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or t ...il refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]] || basic-oil-processing
    12 KB (1,690 words) - 18:59, 24 September 2023
  • ...ience") is the third tier of [[science pack]]. It is used in [[lab]]s to [[research]] advanced [[technologies]]. * [[Research]]
    2 KB (286 words) - 14:38, 8 April 2022
  • ...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 [[ The [[space science pack (research)]] is required for the satellite, which, in combination with the [[rocket s
    3 KB (383 words) - 18:18, 17 September 2020
  • ...serter]] and [[Worker robot cargo size (research)|robot]] stack size bonus research topics.) | 20 || Some [[equipment modules]], [[pumpjack]]s.
    7 KB (1,002 words) - 19:33, 26 January 2024
  • '''Technologies''' are [[Research|researched]] in [[lab]]s using [[science pack]]s. ...science pack]]s to be placed in labs while the technology is selected for research.
    12 KB (1,611 words) - 13:30, 29 May 2023
  • * Player lost one item when right clicked on full stack, now it does nothing. * New furnace recipes are now available only after the corresponding research is done.
    6 KB (978 words) - 14:48, 24 September 2023
  • ...nt fournir des impulsions au-delà des limites normales des emplacements de modules internes, comme l'augmentation de la puissance d'un puits épuisé à 0,25 ...es, ce qui permet au joueur d'économiser les matériaux de fabrications des modules.
    12 KB (1,841 words) - 15:06, 3 October 2019
  • ...box, which is 0.01 (the middle of the entity); making it 2.5 and 1.0 gives it another block radius. ...allowed, however the sum of the resulting effect together with modules and research is limited to be at least 0%, see [[Types/Effect#productivity]].
    5 KB (728 words) - 10:43, 21 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
  • * Removed the iron working research * Decreased the unit count for automation research (15->10).
    18 KB (2,681 words) - 14:48, 24 September 2023
  • == Energy costs and modules == ...ill be used as-is for producing solid fuel. Light oil is not cracked since it takes twice as much petroleum gas to make one solid fuel.
    25 KB (3,001 words) - 11:11, 13 July 2021
  • ...change. It's a great solution for middle- 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
  • ...nus de l'[[#Armor|armure de puissance]], [[Character_logistic_trash_slots_(research)/fr|emplacements de corbeille logistique]], ni la [[#Quickbar|barre rapide] ...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
    13 KB (1,997 words) - 15:37, 3 February 2022
  • * The planned price is $30.00 because it is "as big an addition as the whole vanilla game.". [https://factorio.com/b ...date is around August 2024 [https://factorio.com/blog/post/fff-373], with it being October 2024 at the latest [https://www.reddit.com/r/factorio/comment
    20 KB (3,178 words) - 20:13, 11 May 2024
  • :''For the research see [[Railway (research)]]'' ...ork can be complicated and requires a large amount of resources and space, it is faster and more efficient than [[Belt transport system|belts]] and [[Log
    16 KB (2,647 words) - 13:11, 15 April 2024
  • ** Change the way it works * Research Revolution
    7 KB (896 words) - 18:58, 24 September 2023
  • Note, that we also updated the scenario pack to version 0.9.7 so it is now compatible with current version. * Belt to be deconstructed doesn't accept new items, so it can be deconstructed.
    25 KB (3,880 words) - 14:48, 24 September 2023
  • | Chaotic. When jammed it can happen that the most important items are unreachable in the air. ...er long distance. Best used in main factory area for complex products like modules and advanced circuits. Also best used for products needed in smaller quanti
    13 KB (2,172 words) - 15:59, 19 January 2021
  • ...ered (blank) to remove all entities or tiles within its selection area, or it can be filtered to specific targets. ...25px]] ) in the [[shortcut bar]]. (Available once [[Construction robotics (research)|construction robotics]] is researched in at least one game.)
    18 KB (2,686 words) - 09:28, 5 April 2021
  • * 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
  • * Fixed that it wasn't possible to use the for message confirmation for something else at t * Fixed that it wasn't possible to insert ammo into tank ammo slots from cursor.
    57 KB (8,673 words) - 14:46, 24 September 2023
  • ...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
  • ...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
  • 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
  • ...icons. (Flipped underground belt in Logistics, and graphical artifacts in modules) * Selecting first entity filter switches tile mode to never when it has the default normal mode and no filters.
    89 KB (12,579 words) - 14:47, 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 a desync related to changing in-progress infinite research levels. ([https://forums.factorio.com/111127 more]) ...confirm could delete the wrong save if a different one was selected while it was showing. ([https://forums.factorio.com/110453 more])
    202 KB (28,497 words) - 15:29, 11 April 2024
  • * Fixed game crashing in NPE if it can't find anywhere to spawn a biter. ([https://forums.factorio.com/77486 m * Fixed tooltip not showing max consumption correctly when using modules. ([https://forums.factorio.com/77570 more])
    237 KB (33,800 words) - 14:47, 24 September 2023