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  • ...'' is produced in [[nuclear reactor]]s by burning a [[uranium fuel cell]]. It can be [[Nuclear fuel reprocessing|reprocessed]] into [[uranium-238]]. * [[Power production#Nuclear power|Power production]]
    419 bytes (51 words) - 21:20, 17 July 2018
  • * [[Tutorials/it|Tutorial]] ** [[Tutorial:Quick start guide/it|Guida Veloce]]
    493 bytes (59 words) - 20:56, 10 March 2023
  • {{:Infobox:Power armor MK2}} ...ed resistances over the [[power armor]] and a 10×10 equipment grid, making it larger than the grid of the [[spidertron]]. Access the equipment grid by ri
    1 KB (164 words) - 10:42, 14 May 2024
  • The '''steam turbine''' consumes [[steam]] to create electric energy. It is usually used together with [[heat exchanger]]s and a [[nuclear reactor]] ...nt than using two steam engines. Unless saving space within a large build, it is not necessary to use the more costly turbines for boiler steam.
    2 KB (255 words) - 12:01, 26 October 2020
  • ...odular armor]] and the [[spidertron]]. They provide only a small amount of power, and only during the daytime. ...]. (It could store one, but there would be no room for anything to use the power.)
    1 KB (186 words) - 10:43, 14 May 2024
  • ...ore electricity. This means the energy that was put into the steam to heat it to a higher temperature is wasted. ...heir current power production ('''Performance''') and their possible power production ('''Available Performance'''), in a display on the right.
    2 KB (325 words) - 11:27, 16 February 2022
  • ...] e non possono essere usati in altri dispositivi a carburante o [[vehicle/it|veicoli]]. Una cella di carburante rifornisce un singolo [[nuclear reactor/it|reattore nucleare]] per 200 secondi. A differenza delle turbine a vapore, u
    952 bytes (133 words) - 16:15, 10 March 2023
  • == Calculating steam production rate == ...7 MJ</code> of energy. A heat exchanger produces 10 MJ a second, therefore it produces <code>10MJ / 0.097MJ = 103.0927835</code> steam per second.
    2 KB (303 words) - 23:48, 13 September 2019
  • ...However, because temperature needs a drop of greater than 1 degree before it will "flow," you can't raise them all the way to 1000°C or drain them all ...ith lower the temperature by <code>1 + (P / 15) °C</code> with P being the power going through this entity expressed in MW.
    3 KB (476 words) - 11:55, 10 March 2024
  • ...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
  • Il '''cavo di rame''' è un prodotto intermedio fatto dalle [[copper plate/it|piastre di rame]]. I cavi di rame sono molto importanti nella produzione di ...mente connettere alcuni dei sistemi più complessi. come [[Power production/it|far andare le turbine a vapore solamente quando gli accumulatori sono vuoti
    951 bytes (139 words) - 16:11, 10 March 2023
  • {{Prototype TOC|dont-use-entity-in-energy-production-achievement}} ..., if this entity is placed, and you have received any amount of power from it.
    2 KB (245 words) - 10:42, 21 September 2023
  • ...object that accepts liquids]]. It produces 1200 units of water per second. It does not require [[electric system|electricity]] or [[fuel]] to operate. ...am engines. For more information, see [[Power_production#Steam power|power production]].
    2 KB (263 words) - 09:14, 5 March 2020
  • ...des graphs to show how this information has changed over time. By default, it is accessed by pressing {{Keybinding|P}} in-game or via a button above the == Production, Fluids and Buildings ==
    2 KB (404 words) - 18:01, 13 December 2022
  • ...nerated power will increase/decrease linearly during dusk and dawn, and no power is produced at night. This means one solar panel produces an average of 42 ...ll. [[Accumulator]]s can be charged up with solar panels during the day to power the base at night.
    3 KB (448 words) - 11:45, 13 February 2024
  • ...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
  • Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are mul == Steam engine power ==
    6 KB (965 words) - 18:31, 19 January 2024
  • An entity that produces power from fluids, for example a [[steam engine]]. ...an effectivity of 0.5 means that half of the consumed energy is output as power.
    4 KB (650 words) - 10:43, 21 September 2023
  • ...of load or the temperature of the reactor. To prevent wasting fuel, excess power can be stored in [[accumulator]]s, excess steam can be stored in [[storage .... Splitting the row, while possibly logistically beneficial, reduces total power output by 160 MW per split.
    4 KB (704 words) - 19:37, 12 April 2024
  • Used in the production of orbital rockets. It is the second-most long-lasting of all the fuel types, beat only by [[Nucle * [[Tutorial:Producing power from oil]]
    1 KB (142 words) - 04:07, 16 September 2019
  • ...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
  • ...3 Cheatsheet [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=7299 Production flow graph tool]. ...31 FFF #58: [http://www.factorioforums.com/forum/viewtopic.php?f=38&t=6299 It is here].
    18 KB (2,612 words) - 10:50, 27 August 2023
  • * 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
  • This contains the actual data of each achievement. It's important to note that not every achievement listed in the header has a m ...otype/DontUseEntityInEnergyProductionAchievement|dont-use-entity-in-energy-production-achievement]]
    6 KB (853 words) - 22:25, 6 February 2024
  • ...fluid wagons, and optionally followed by the number of tail locomotives if it's a double-headed train. In general, the smaller numbers are the number of ...s power. This typically happens at night when relying on solar+accumulator power, enemies destroying vital electric poles, or after a prolonged brownout whe
    18 KB (2,917 words) - 19:00, 24 September 2023
  • ...ket fuel), which when used to produce power will result in a net profit of power at the cost of oil. ...results will be worked out in reverse, with the result that gives the most power being used for each step thereafter.
    25 KB (3,001 words) - 11:11, 13 July 2021
  • ** Change the way it works * Nuclear power
    7 KB (896 words) - 18:58, 24 September 2023
  • ...rget inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s, and [[turret]]s. ...hare of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to
    20 KB (2,989 words) - 09:29, 10 November 2023
  • ...y that funnels attackers into a narrow, movement-constricting area, making it more difficult for them to breach fortifications. Examples: peninsulas with ;Contaminated : A belt with incorrect items on it (such as coal on an iron belt). Can also refer to pipes with mixed liquids.
    18 KB (2,942 words) - 14:20, 8 June 2020
  • ...ered (blank) to remove all entities or tiles within its selection area, or it can be filtered to specific targets. ...e dropped into the player's inventory for later use. Once in the inventory it can be pinned to a [[quickbar]] slot.
    18 KB (2,686 words) - 09:28, 5 April 2021
  • ...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
  • {{Achievement|it-stinks-and-they-dont-like-it}} ...pit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters' predictive aiming, the acid stream ca
    22 KB (3,224 words) - 15:45, 7 December 2023
  • * Bonus production of assembling machine is reset when the player changes the recipe. ...es only enemies, has increased damage (300%), smaller cooldown and smaller power consumption.
    18 KB (2,681 words) - 14:48, 24 September 2023
  • [[File:pollution_gui.png|300px|thumb|Pollution tab in the production GUI.]] ! Structure !! Pollution per minute at full power
    8 KB (1,049 words) - 09:39, 22 June 2020
  • Inherited from [[PrototypeBase]]. It is also the name for the event that is raised when they key (combination) i POWER
    9 KB (1,124 words) - 10:42, 21 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
  • ...instance of crash when player closed the container while moving away from it. * Fixed crash when player closed the container while moving away from it.
    14 KB (2,085 words) - 14:48, 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
  • * Fixed that it wasn't possible to use the for message confirmation for something else at t * Fixed wrong probability calculation of bonus production of mining drill. ([https://forums.factorio.com/9378 more]).
    57 KB (8,673 words) - 14:46, 24 September 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
  • * Unified the electric network statistics production/consumption values to be average of the shown timeframe. ([https://forums.f ...ic network problems when mod specified irregular number as supply reach of power pole. ([https://forums.factorio.com/23524 more])
    100 KB (14,717 words) - 14:46, 24 September 2023
  • ...m of the screen; type your message or command and hit '''Return''' to send it (this will also close the console). ...lt-clicking the map or ground will automatically insert a GPS tag and post it into the console. Shift-clicking most things with the console open will ins
    35 KB (5,000 words) - 13:18, 29 April 2024
  • * 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
  • ...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
  • * Selecting first entity filter switches tile mode to never when it has the default normal mode and no filters. * Improved layering of rocket in rocket silo, so it occludes inserter hands. ([https://forums.factorio.com/83615 more])
    89 KB (12,579 words) - 14:47, 24 September 2023
  • * Fixed that electric energy interfaces didn't consume power correctly. ([https://forums.factorio.com/77998 more]) * Fixed game crashing in NPE if it can't find anywhere to spawn a biter. ([https://forums.factorio.com/77486 m
    237 KB (33,800 words) - 14:47, 24 September 2023