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  • {{:Infobox:Productivity module 3}} ...ng buildings and labs. It fills by 10% per crafting cycle for this tier of module. When the production bar reaches 100% one extra set of outputs is produced.
    2 KB (190 words) - 18:50, 25 December 2020
  • {{:Infobox:Productivity module 2}} ...ing buildings and labs. It fills by 6% per crafting cycle for this tier of module. When the production bar reaches 100% one extra set of outputs is produced.
    2 KB (195 words) - 18:50, 25 December 2020
  • {{:Infobox:Productivity module}} ...ing buildings and labs. It fills by 4% per crafting cycle for this tier of module. When the production bar reaches 100% one extra set of outputs is produced.
    2 KB (194 words) - 18:49, 25 December 2020
  • {{: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
  • *For more products per second a speed module should be used. *For more products per input resource a productivity module should be used.
    9 KB (1,363 words) - 08:41, 5 August 2021
  • ...Uranium processing]], and not cumulative like [[Module#Productivity_module|productivity]]. * +30% positive module effects (rounded down for at least quality modules)
    4 KB (597 words) - 15:26, 6 December 2023
  • ...meno che non si creino prodotti extra utilizzando i [[Productivity module/it|moduli di produttività]]. ...e, sono necessarie 50 unità di combustibile per razzi per ogni [[satellite/it|satellite]].
    1 KB (153 words) - 17:02, 24 March 2023
  • ...il [[nuclear reactor/it|reattore nucleare]] e in vari tipi di [[ammunition/it|munizioni]]. ...vity module/it|modulo di produttività]] o [[mining productivity (research)/it|produttività dell'estrazione]]. per esempio con un bonus del 20% alla prod
    2 KB (240 words) - 11:16, 10 March 2023
  • ...b|right|Science packs put into the front lab will be passed to labs behind it.]] ...t matter that the productivity bar resets when the research is changed, no productivity bonus is lost. [https://forums.factorio.com/26860]
    4 KB (562 words) - 15:25, 20 June 2023
  • ...10 [[solid fuel]]s unless extra products are created using [[productivity module]]s.
    1 KB (142 words) - 04:07, 16 September 2019
  • ...ns * ( Number 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
  • ...ns * ( Number 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
  • ...achine, the assembling machine 2 supports crafting with 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
  • ...astest [[crafting]] speed of all three. Like the [[assembling machine 2]], it can use liquids in crafting. * It is the only assembling machine capable of crafting faster than the player (
    2 KB (274 words) - 17:35, 15 March 2021
  • If a technology requires other types of science packs, it cannot be researched in this lab. Sets the module effects that are allowed to be used on this lab.
    2 KB (338 words) - 10:43, 21 September 2023
  • ...chine]]s, [[chests]], [[electric system|power poles]], [[rail signal]]s, [[module]]s, [[furnace]]s and more. ...must be placed in the inventory before a filter can be applied and before it can be pinned to a [[quickbar]] slot.
    10 KB (1,521 words) - 09:43, 28 April 2023
  • ...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. This table shows the results of various module combinations for a single cycle of the chemical plant for either light oil
    25 KB (3,001 words) - 11:11, 13 July 2021
  • The time ''T'' it will take to research a particular technology is given by: ...is the sum of all module effects (Speed modules with <code>+</code> sign, Productivity modules with <code>-</code> sign), expressed as a decimal
    6 KB (935 words) - 19:21, 13 November 2023
  • ...currently the only win condition. Once the silo has been built and placed it can be filled with [[low density structure]]s, [[rocket fuel]], and [[rocke ...ch with cargo", which will immediately, automatically launch the rocket if it is completed ''and'' cargo has been inserted as payload.
    6 KB (898 words) - 02:26, 3 October 2022
  • Note that a crafting machine cannot be rotated unless it has at least one of the following: a fluid box, a heat energy source, a flu ...g recipe take 1 second to craft. 0.5 means it takes 2 seconds, and 2 means it takes 0.5 seconds.
    10 KB (1,436 words) - 10:42, 21 September 2023
  • ...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
  • ...efinery needs to have a recipe set (see above for available recipes). Once it is set and "alt-mode" is active, the input and output locations and the exp ...ery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; an
    12 KB (1,690 words) - 18:59, 24 September 2023
  • ...in powers of 2. Two technologies - [[mining productivity (research)|mining productivity]] and [[follower robot count (research)|follower robot count]] - use an [[W ...h)}} [[Mining productivity (research)|Mining productivity]] || +10% Mining Productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|C
    12 KB (1,611 words) - 13:30, 29 May 2023
  • ...h/it|ricercate]] in [[lab/it|laboratorio]] con l'ausilio di [[science pack/it|pacchi scientifici]]. ...[Logistics (research)/it|Logistica]] richiede 20 [[automation science pack/it|pacchetti scienza automazione]] da collocare nei laboratori mentre la tecno
    11 KB (1,493 words) - 17:17, 11 March 2023
  • ...istic science pack and one military science pack to begin researching, but it needs this to be input into labs a total of 300 times, raising the research ...1}} + {{icon|Rail|30}} + {{icon|Electric furnace|1}} + {{icon|Productivity module|1}} &rarr; {{icon|Production science pack|3}} || {{icon|Time|153.5}} {{icon
    6 KB (839 words) - 10:11, 28 April 2023
  • ...on the map, when "alt-view" is on (default [[Keyboard bindings|Alt-Key]]). It appears as a red colored blocky cloud. It is produced by many buildings involved in processing items and spreads outw
    9 KB (1,341 words) - 13:22, 29 April 2024
  • ...leur efficacité. Cependant, une balise permet de transmettre l'effet d'un module à plusieurs machines et l'effet de toutes les balises à portée d'une mê Seules les machines qui ont des emplacements de module seront affectées par une balise.
    12 KB (1,841 words) - 15:06, 3 October 2019
  • ...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
  • * 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
  • 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
  • * Restricted usage of productivity modules in beacons. * Fixed bug with car being damaged by shooting shotgun while driving it.
    18 KB (2,681 words) - 14:48, 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
  • * 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
  • ...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
  • * Show how module energy consumption is applied more clearly in the tooltips. ([https://forum * 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