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Template_SpaceNav
Template:SpaceNav - Factorio Wiki
[]
Template:SpaceNav - Factorio Wiki Jump to navigation Jump to search [ Create ] Documentation | Space | Space | | -------------------- | ------------------------------------------------------------------------------------------- | | Planetside buildings | Rocket siloCargo landing pad | | Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub | | Rocket cargo | SatelliteSpace platform starter pack | | Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk | | Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet | | Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment | List of all templates
wiki
https://wiki.factorio.com/Template:SpaceNav_-_Factorio_Wiki
Tile
Tile - Factorio Wiki
[]
Tile - Factorio Wiki Jump to navigation Jump to search This article is about placeable tiles. For the area and distance unit, see map structure . An example of using refined concrete and refined hazard concrete for aesthetic design and to improve walking speed around a mining outpost. A tile is an item that can be placed by the player to modify the 'floor' of the game world. Ground tiles are tiles that modify whether terrain can be buildable or walkable. For example, landfill places a ground tile that converts water to buildable ground. Path tiles improve walking and driving speeds and can be used for decorative purposes, at the cost of significantly reducing the absorption of pollution . Contents 1 List of tiles 2 Paths 3 Usage 3.1 Placing 3.2 Removing paths 3.3 Swapping paths 3.4 Blueprints, deconstruction planners and construction robots 4 History 5 See also List of tiles | Name | Type | Walking speed modifier | Placement restrictions | | ------------------------- | ------ | ---------------------- | ----------------------------------------------------------------------------------------- | | Stone brick | Path | +30% | | | Concrete | Path | +40% | | | Hazard concrete | Path | +40% | | | Refined concrete | Path | +50% | | | Refined hazard concrete | Path | +50% | | | Landfill | Ground | N/A | Only on tiles containingwater(shallow or deep) | | Artificial yumako soil | Ground | N/A | Only on yumako wetland onGleba | | Overgrowth yumako soil | Ground | N/A | Only in yellow biome tiles onGleba | | Artificial jellynut soil | Ground | N/A | Only on jellynut wetland tiles onGleba | | Overgrowth jellynut soil | Ground | N/A | Only on purple biome tiles onGleba | | Ice platform | Ground | N/A | Only on ammonical sea tiles onAquilo | | Space platform foundation | Ground | N/A | Only onSpace platforms | | Foundation | Ground | N/A | Only on water, all Gleba marsh and wetland,oil oceantiles onFulgoraorlavatiles onVulcanus | Paths Path tiles apply bonuses to the walking speed of the player and reduce rolling resistances for cars and tanks , improving their acceleration and top speed. They do not increase the speed of enemies . Paths effectively prevent the absorption of pollution by the underlying terrain, which can lead to an increased number of attacks from enemies. In addition to the practical benefits to walking and driving speed, paths are often used for decorative purposes and to visually highlight important areas of the base. Usage A demonstration of first placing then removing refined concrete. The building area is adjusted several times. Placing Tiles are placed by holding them in the hand and clicking Left mouse button . The mouse can be dragged while the button is held to 'paint' tiles over a wide area. The building area for tiles can be increased by pressing PAD + and reduced again by pressing PAD - . This allows the player to place a much larger number of tiles at one time, effectively having a larger 'brush' with which to apply tiles to the map. Path tiles can be placed where entities already exist and will appear underneath them. Likewise entities can later be placed on top of constructed tiles, including paths being placed on top of landfill. Landfill can only be placed on water. Removing paths Path tiles can be removed (mined) by holding Right mouse button while holding any type of tile in the hand. As with placing tiles, the mouse can be dragged over an area and the size of the building area can be increased or decreased to control how many tiles will be removed at a time. Mined path tiles will be placed back in the player's inventory. Landfill cannot be removed once placed. Swapping paths Any path tile can be placed over any other path tile to replace it. The original tiles will be placed back into the player's inventory. Blueprints, deconstruction planners and construction robots Tiles are not included in a blueprint unless they are the only eligible object in the selected area, or when the Tiles tick-box is ticked. Within a blueprint it is not currently possible for one tile to exist on top of another; in practice this means that a path tile such as stone brick or concrete cannot exist on top of landfill in a blueprint. If a blueprint is taken of a path tile on top of landfill, only the path tile will be stored in the blueprint. When a filtered deconstruction planner is used tiles are configured separately from entities, appearing under the Tiles tab. Tile ghosts will be constructed by construction robots . As construction robots are limited in the number of objects they can hold at once, and given that paths often involve hundreds or thousands of tiles, placing a large area of path or landfill with bots may take a long time and draw a significant amount of electricity for bot recharging. History 0.17.10 : Landfill is now a separate tile, differentiated from grass-1. 0.17.0 : Landfill can now be included in blueprints and placed by construction robots. Tile construction jobs are now handled separately by construction robots, to prevent entity ghosts not being built due to large number of tile ghosts. 0.16.27 : Refined concrete and refined hazard concrete introduced. 0.13.0 : Landfill introduced. Hazard concrete introduced. 0.12.0 : Concrete introduced. 0.3.0 : Stone brick introduced. See also Blueprint Deconstruction planner Construction robot
wiki
https://wiki.factorio.com/Tile_-_Factorio_Wiki
Combat_shotgun
Combat shotgun - Factorio Wiki
[]
Combat shotgun - Factorio Wiki Jump to navigation Jump to search | | Combat shotgun | Edit | | | -------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | -- | | ---- | | ---- | | ---- | | ---- | | 10+10+5+15+10β†’1 | 10+10+5+15+10β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 12.5+10+10+15+10 | 12.5+10+10+15+10 | | | | | | | | | | | | | | Stack size | 5 | | | | | | | | | | | | | | Rocket capacity | 5 | | | | | | | | | | | | | | Range | 1516.518.019.522.5 | | | | 15 | | 16.5 | | 18.0 | | 19.5 | | 22.5 | | | | | 15 | | | | | | | | | | | | | 16.5 | | 18.0 | | | | | | | | | | | | | 19.5 | | 22.5 | | | | | | | | | | | | Shooting speed | 2/s | | | | | | | | | | | | | | Damage bonus | 20% | | | | | | | | | | | | | | Ammunition | | | | | | | | | | | | | | | Prototype type | gun | | | | | | | | | | | | | | Internal name | combat-shotgun | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 3 | 3 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | An advanced shotgun with good range, damage and higher rate of fire than that of the standard shotgun . The damage bonus of the combat shotgun stacks multiplicatively with physical projectile damage (research) . History 0.7.0 : Introduced See also Damage Shotgun Enemies | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Combat_shotgun_-_Factorio_Wiki
Flammables_(research)
Flammables (research) - Factorio Wiki
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Flammables (research) - Factorio Wiki Jump to navigation Jump to search | | Flammables (research) | Edit | | | --------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011βœ–50 | 3011βœ–50 | | Prototype type | technology | | Internal name | flammables | | Required technologies | Required technologies | | | | | Allows | Allows | | | | Researching Flammables gives the player access to research the Flamethrower . For more information, please see Oil processing . See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Flammables_(research)_-_Factorio_Wiki
Factorio_talk_Wiki_rules
Factorio talk:Wiki rules - Factorio Wiki
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Factorio talk:Wiki rules - Factorio Wiki Jump to navigation Jump to search Contents 1 Translation of Templates 2 Language, Page name capitalization 3 Possible typo? 4 Clarification on a few items Translation of Templates Ssilk added informations for translation pages and naming these pages. How should we handle template pages? The same way like any other page or should we name them in the native language? For example: There is a template page called Template:Machinery and today, someone created a copy of this page but translated to french. See here: Template:Machinerie -- TheGreenkey ( talk ) 23:07, 3 June 2014 (CEST) Of course the same way: Template:Machinery/de for example.Β :) 00:27, 9 June 2014 (CEST)οΏ½ Language, Page name capitalization "Page names should only be capitalized at the first word, with some exceptions. Essentially, Petroleum gas, and not Petroleum Gas. This is both for readability and for the internal code of the wiki to work correctly." I would like to question this policy. I spent several months over on the FTB Wiki (and previously admin'd the now dead GregTech Community Wiki), and on them we had the opposite policy: capitalize all words in page names, on the grounds that each page name is a full proper noun. We had this policy because it would actually improve readability, in that it makes it very clear that the term being discussed is the object that is defined on that other page, rather than the term being a more general word. (For example: "Steam engine" makes Steam significant but the word "engine" could be just an engine powered by steam; whereas "Steam Engine" makes it more clear that the full term is a proper noun that refers to the actual Steam Engine .) PaladinOne ( talk ) 07:37, 30 July 2017 (UTC) The wiki will continue to use "Upper lower lower" for the following reasons: It's consistent with the game which also uses Upper lower lower There should be no "Uppercase Links" or "Uppercase item names" in text (as a style guideline) I also have to disagree with your example, since the wiki is only about the game there should be no confusion there, and even if there is, there is a link to the right item pages to clear it up. -- Bilka ( talk ) - Admin 14:23, 30 July 2017 (UTC) Possible typo? I believe there is a typo in list item 7 of the first numbered list of the section Factorio:Wiki_rules#Page_creation . I believe the following sentence has a typo: If the page is not related to the wiki, it has be related to Factorio, and may not be linked from outside sources, including the general wiki. I believe the following revision fixes the typo: If the page is not related to the wiki, it has to be related to Factorio, and may not be linked from outside sources, including the general wiki. Snayday ( talk ) 18:08, 20 July 2022 (UTC) Thanks for noticing and noting this, fixed! -- Bilka ( talk ) - Admin 19:17, 20 July 2022 (UTC) Clarification on a few items Hello team, I am looking to update the asteroids page with information on spawn rate since it is so obtuse currently. I found this page that includes sudo-code allegidly plulled from reverse engineering factorio code: https://www.reddit.com/r/factorio/comments/1gz08vz/asteroid_spawn_testing/ The spawn rate testing from the OP definitely seems reliably enough to add as a "community testing shows" but I wanted to check if there were rules about linking to the reddit page for further reading or including information gained from reverse engineering the games code.
wiki
https://wiki.factorio.com/Factorio_talk:Wiki_rules_-_Factorio_Wiki
Transport_belts
Transport belts - Factorio Wiki
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Transport belts - Factorio Wiki Jump to navigation Jump to search | | | ------------------------------------------------------------------- | | Multiple pages share the title or description of "Transport belts". | | They are listed below. | Transport belt may refer to: Transport belt Fast transport belt Express transport belt Turbo transport belt For details on transport belt functionality and usage, see the belt transport system page.
wiki
https://wiki.factorio.com/Transport_belts_-_Factorio_Wiki
Fast_transport_belt
Fast transport belt - Factorio Wiki
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Fast transport belt - Factorio Wiki Jump to navigation Jump to search | | Fast transport belt | Edit | | | ------------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+5+1β†’1 | 0.5+5+1β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 3.5+11.5 | 3.5+11.5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 160208256304400 | | | | 160 | | 208 | | 256 | | 304 | | 400 | | | | | 160 | | | | | | | | | | | | | 208 | | 256 | | | | | | | | | | | | | 304 | | 400 | | | | | | | | | | | | Resistances | Fire: 0/50% | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 100 | | | | | | | | | | | | | | Dimensions | 1Γ—1 | | | | | | | | | | | | | | Belt speed | 30 Items/s | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | transport-belt | | | | | | | | | | | | | | Internal name | fast-transport-belt | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 2 | 2 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+5+1β†’1 | 0.5+5+1β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 3.5+11.5 | 3.5+11.5 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Health | 160208256304400 | | | | 160 | | 208 | | 256 | | 304 | | 400 | | | | | 160 | | | | | | | | | | | | | 208 | | 256 | | | | | | | | | | | | | 304 | | 400 | | | | | | | | | | | | Resistances | Fire: 0/50% | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 100 | | | | | | | | | | | | | | Dimensions | 1Γ—1 | | | | | | | | | | | | | | Belt speed | 30 Items/s | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | transport-belt | | | | | | | | | | | | | | Internal name | fast-transport-belt | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 2 | 2 | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fast transport belts are a faster variant of the transport belt , operating at double speed. They are the second tier of transport belts . Other fast belt systems | Fast underground belt | Fast splitter | | --------------------- | ------------- | Other Transport belts | Transport belt | Express transport belt | Turbo transport belt | | -------------- | ---------------------- | -------------------- | Properties | Type | Max. throughput (Items pergame-second)1 | Speed (Tilesper game-second)1 | Max. density (Items per tile)1 | Requiredtechnologies | | ------------------- | --------------------------------------- | ----------------------------- | ------------------------------ | ---------------------- | | Fast transport belt | 30 | 3.75 | 8 | Logistics 2 (research) | (1) See Physics of Transport Belts for more detailed information. History 0.17.0 : Increased throughput from 26.66 to 30 items/second. Consistently holds 8 items per tile. 0.15.0 : Increased stack size from 50 to 100. 0.13.0 : Transport belt is now connectible to the circuit network . Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction. 0.12.0 : Items on transport belts don't go off the belt at the end, so the transport belt has to go directly in front of the required inserter. Optimised the transport belt movement. 0.11.9 : Items marked for deconstruction cannot be moved by belts anymore. Reduced the CPU load caused by big counts of inserters loading/unloading transport belts. 0.11.0 : Fast/express belts are now made from the slower variants. 0.9.7 : Belts to be deconstructed no longer accept items. 0.9.6 : New transport belt graphics. 0.9.0 : Small optimisation. 0.6.0 : Transport belt doesn't pull player out of the edge of it (like items), so player won't be almost trapped on faster transport belts. 0.5.0 : Better movement on transport belts in turns and crossings. 0.2.8 : Cross connections of transport belt of the same type are disabled. 0.2.2 : When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected. 0.2.1 : Small optimisation. 0.1.0 : Introduced. See also Belt transport system Transport belts Underground belts Splitters | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Fast_transport_belt_-_Factorio_Wiki
Pistol
Pistol - Factorio Wiki
[]
Pistol - Factorio Wiki Jump to navigation Jump to search | | Pistol | Edit | | | ------ | ---- | | Stack size | 5 | | | | | | | | | | | | | | --------------- | ---------------- | | ---- | | -- | | ---- | | -- | | ---- | | ---- | | Rocket capacity | 10000 | | | | | | | | | | | | | | Range | 1516.51819.522.5 | | | | 15 | | 16.5 | | 18 | | 19.5 | | 22.5 | | | | | 15 | | | | | | | | | | | | | 16.5 | | 18 | | | | | | | | | | | | | 19.5 | | 22.5 | | | | | | | | | | | | Shooting speed | 4/s | | | | | | | | | | | | | | Ammunition | | | | | | | | | | | | | | | Prototype type | gun | | | | | | | | | | | | | | Internal name | pistol | | | | | | | | | | | | | The Pistol is the most basic weapon in Factorio. In Freeplay mode, the player starts with a pistol and 10 firearm magazines . The Pistol can only handle the smallest of enemy threats and the player will frequently take damage when trying to use it for self-defense. It is recommended to upgrade to the Submachine gun as soon as possible. History 2.0.7 : Removed the crafting recipe. | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Pistol_-_Factorio_Wiki
Tungsten_ore
Tungsten ore - Factorio Wiki
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Tungsten ore - Factorio Wiki Jump to navigation Jump to search | | Tungsten ore | Edit | | | ------------ | ---- | | Map color | | | ----------------- | ----------------- | | Stack size | 50 | | Mining time | 5 | | Prototype type | resource | | Internal name | tungsten-ore | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recycling results | Recycling results | | 0.25 | 0.25 | Space Age expansion exclusive feature. Tungsten ore is an ore unique to the planet Vulcanus . Due to its extreme hardness, it can only be mined with a big mining drill , and takes five times as long as regular ore to mine. It usually spawns inside demolisher territories, forcing the player to defeat the creature. It can be crafted into tungsten carbide or smelted at a foundry into tungsten plate . It can also be found in volcanic rocks , as well as the rocky remains left behind by a dead demolisher. History 2.0.7 : Introduced in Space Age expansion. See also Calcite Coal | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Tungsten_ore_-_Factorio_Wiki
Lithium_plate
Lithium plate - Factorio Wiki
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Lithium plate - Factorio Wiki Jump to navigation Jump to search | | Lithium plate | Edit | | | ------------- | ---- | | Recipe | Recipe | | --------------------- | --------------------- | | 6.4+1β†’1 | 6.4+1β†’1 | | Total raw | Total raw | | 6.4+1 | 6.4+1 | | Stack size | 100 | | Rocket capacity | 500 (5 stacks) | | Prototype type | item | | Internal name | lithium-plate | | Required technologies | Required technologies | | | | | Produced by | Produced by | | | | | Consumed by | Consumed by | | | | | Recycling results | Recycling results | | 0.25 | 0.25 | Space Age expansion exclusive feature. Lithium plates are a material made from smelting lithium in a furnace. Plates are used to create the cryogenic plant , as well as several other key materials such as the cryogenic science pack . History 2.0.7 : Introduced in Space Age expansion. See also Lithium brine | Intermediate products | Intermediate products | | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() | | Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() | | Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() | | Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part | | Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process | | Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate | | Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor | | Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg | | Aquilo | LithiumLithium plateQuantum processorFusion power cell | | Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() | | Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
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https://wiki.factorio.com/Lithium_plate_-_Factorio_Wiki
Cluster_grenade
Cluster grenade - Factorio Wiki
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Cluster grenade - Factorio Wiki Jump to navigation Jump to search | | Cluster grenade | Edit | | | --------------- | ---- | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------------- | | ---- | | -- | | ---- | | -- | | ---- | | ---- | | 8+5+7+5β†’1 | 8+5+7+5β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 64+70+5+35+5 | 64+70+5+35+5 | | | | | | | | | | | | | | Cluster size: 7 | Cluster size: 7 | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 25 (0.25 stacks) | | | | | | | | | | | | | | Range | 2022242630 | | | | 20 | | 22 | | 24 | | 26 | | 30 | | | | | 20 | | | | | | | | | | | | | 22 | | 24 | | | | | | | | | | | | | 26 | | 30 | | | | | | | | | | | | Shooting speed | 2/s | | | | | | | | | | | | | | Damage | 3545.55666.587.5(explosion) | | | | 35 | | 45.5 | | 56 | | 66.5 | | 87.5 | | | | | 35 | | | | | | | | | | | | | 45.5 | | 56 | | | | | | | | | | | | | 66.5 | | 87.5 | | | | | | | | | | | | Area of effect size | 11 | | | | | | | | | | | | | | Prototype type | projectile | | | | | | | | | | | | | | Internal name | cluster-grenade | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | 4 | 4 | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The cluster grenade is an advanced grenade which has a slightly better range than the basic grenade , and splits into 7 basic grenades when impacting its target. Its damage can be increased further with research . Compared to the basic grenade, its increased blast radius makes it much better for clearing out dense areas, as well as swarms of enemies and enemy nests. Gallery Slowed animation of a cluster grenade being used. History 0.13.0 : Introduced Damage upgrade tech introduced See also Damage Enemies | Combat items | Combat items | | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower | | Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() | | Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule | | Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() | | Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() | | Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote | | Defense | WallGateRadarLand mine | | Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() | | Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
wiki
https://wiki.factorio.com/Cluster_grenade_-_Factorio_Wiki
Replay_system
Replay system - Factorio Wiki
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Replay system - Factorio Wiki Jump to navigation Jump to search Contents 1 Overview 2 Creating & playing a replay 2.1 The replay GUI 2.2 Multiplayer 3 Limitations 4 Advanced features 5 See also Overview A replay is a file stored within the game save, containing any information needed to repeat (replay) a game from start, in a movie-like fashion. This feature is to allow players to view how their world came to be. Creating & playing a replay Replays can be automatically generated as the map is played, behind the scenes. To enable this, the "Record replay" option needs to be checked when starting a new game. This setting is in the top right when selecting game modes (freeplay, scenarioes, etc.) before map settings. Replays have rather strong limitations, see below. Playing a replay will play back in chronological order the actions taken in the world, as if the player was recording. The speed of playback can be increased or decreased to fine-tune the viewing experience. To view a replay, from the main menu go to Single player β†’ Load game, then find the β–Ά Start replay button in the upper right. The replay GUI A simple control GUI is available to control replay playback: The top bar shows the position in the replay out of the total time of the replay. The buttons allow to: Pause/play the replay Slow down playback Speed up playback In multiplayer replays it is also possible to change the viewpoint player via the dropdown. Furthermore, F10 can be used to switch to the next viewpoint player in the list. Multiplayer Creating a save with replay enabled must be done within the GUI. When hosting the game locally: Main menu β†’ Multiplayer β†’ Host new game β†’ Check "Record replay" in the top right β†’ Select the game mode β†’ Next Change map settings if desired β†’ Next Change multiplayer server settings if desired β†’ Play When hosting the game on a dedicated server: Main menu β†’ Single player β†’ New game β†’ Check "Record replay" in the top right β†’ Select the game mode β†’ Next Change map settings if desired β†’ Play Enter the Game menu β†’ Save game β†’ Quit game Copy the created save game to the dedicated server save directory Launch the server with the copied file Limitations Replays for worlds created in older versions cannot be played. Downgrading is needed to view the replay. Adding/removing mods to the save will also break the replay. Playback view is locked to the character in singleplayer. There is no way to skip ahead, the entire replay must be watched up until the point of interest. Re-winding (A.K.A. Going backwards in time ) is not possible. The save file needs to be created within the GUI. The headless version cannot enable replay. Advanced features The game can be saved at any time during playback, thus it is possible to play again from any time during the replay. This also allows to inspect the state at that point in time without zoom or movement limitations. Changing the script files inside the save will not invalidate the replay. This can be used to add scripts that do not affect the game state, such as taking screenshots in the background as the replay runs. Scripts that affect the game state (e.g. creating entities) will break the replay. Converting a save to a scenario and then starting a new game from that scenario restarts the replay at that point. This can be used to begin recording from a point after initial save creation, e.g. after mod or version changes have invalidated the previous replay. These are the steps to convert a save to a scenario and then start a new save game with replay enabled: Main menu β†’ Map editor β†’ Convert save β†’ Select the save file β†’ Convert Main menu β†’ Single player β†’ New game β†’ Select the scenario with the save name in the "User scenarios" β†’ Check "Record replay" in the top right β†’ Play See also Multiplayer Application directory
wiki
https://wiki.factorio.com/Replay_system_-_Factorio_Wiki
Types_EntityPrototypeFlags
Types/EntityPrototypeFlags - Factorio Wiki
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Types/EntityPrototypeFlags - Factorio Wiki Jump to navigation Jump to search The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/EntityPrototypeFlags.html This wiki page is no longer updated and will be removed at some point in the future , so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums .
wiki
https://wiki.factorio.com/Types/EntityPrototypeFlags_-_Factorio_Wiki
Automobilism_(research)
Automobilism (research) - Factorio Wiki
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Automobilism (research) - Factorio Wiki Jump to navigation Jump to search | | Automobilism (research) | Edit | | | ----------------------- | ---- | | Cost | Cost | | --------------------- | --------------------- | | 3011βœ–100 | 3011βœ–100 | | Prototype type | technology | | Internal name | automobilism | | Required technologies | Required technologies | | 2 | 2 | | Allows | Allows | | | | | Effects | Effects | | | | Automobilism is the first technology speeding up travel for long distances. It enables crafting cars . See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Automobilism_(research)_-_Factorio_Wiki
Virtual_signals
Circuit network - Factorio Wiki
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Circuit network - Factorio Wiki Jump to navigation Jump to search Circuit networks are built using red or green wire , and enable the control of receivers, based upon information broadcast onto the network by connected senders. Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains. Each circuit network contains a channel for every kind of item, as well as 48 extra virtual signals which act as user-definable channels. ' Everything ', ' Anything ' and ' Each ' are also available wildcards. Two circuit networks shared over one small electric pole . Contents 1 Usage 1.1 Send information 1.2 Control devices 2 Devices 3 Physical network structure 4 Combinators 5 Virtual signals 5.1 Logic signals 5.1.1 Everything 5.1.2 Anything 5.1.3 Each 6 Tutorials 7 Logistic network 8 History Usage Send information Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a 'channel' corresponding to the item. For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel. The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero. Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000. All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other. For example, if two red wires are connected to the same combinator input, each wire receives the content from the other. This can result in feedback if care is not taken; see Feedback (under arithmetic combinator , below) for discussion. Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in two's complement representation . The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [1] Control devices Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value. Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates. Multiple wires of the same color will share & sum their signals. For example, 3 chests A, B and C connected in a row (A -> B -> C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal. Devices Each device that is able to be connected to a circuit network has a icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message "not connected" will display instead). Clicking the icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set. Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND. The following devices can be connected to a circuit network: | Icon | Name | Possible output signals | Possible circuit control | Possible logistic network control | | ---- | --------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------- | | | Transport belts | Transport belts can send their content to the circuit network.Pulse mode: The signal is sent for only 1 tick when the item enters the belt.Hold mode: The signal is sent continuously as long as the items are on the belt.Hold mode(All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading. | Transport belts can be enabled on a condition. | Transport belts can be enabled on a logistic network condition. | | | Inserters | All inserters can send their held items to the circuit network.Pulse mode: The signal is sent for only 1 tick when the item is picked up.Hold mode: The signal is sent continuously as long as the inserter is holding the item. | All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal. | All inserters can be enabled on a logistic network condition. | | | Assembling machines,Oil refinery,Chemical plant,Centrifuge,Crusher,Foundry,Electromagnetic plant,Biochamber,Cryogenic plant | All crafting machines can output:Their contents, including fluids, in all slotsOptionally, can include the items within the current crafting jobIf the machine has fuel, can optionally include the current fuel, including the unit of fuel currently being burnedThe ingredients of the set recipeA control signal, for 1 tick, when the recipe finishes craftingA control recipe, when the building is working | All crafting machines can enable on a condition and set their recipe based on a signal | | | | Furnacesand theRecycler | Furnace-style crafting machines can output:Their contents, including fluids, but not fuel, in all slotsOptionally, can include the items within the current crafting jobIf the machine requires fuel, can optionally include the current fuel, including the unit of fuel currently being burnedThe ingredients of automatically determined recipeA control signal, for 1 tick, when the recipe finishes craftingA control signal, when the building is working | All furnace-style crafting machines can enable on a condition | | | | Chests | All chests can send their contents to the circuit network. Logistic chests automatically send their contents to thelogistic network. | Logistics chests can be enabled on a condition. | | | | Cargo landing pad | The landing pad can send its contents to the circuit network. | The landing pad can have its requests set by the circuit network. | | | | Rocket silo | The rocket silo can output its contents or requests from space platforms. | | | | | Space platform hub | Can output its contents, destination and source planet, current speed, and damage takenDefault: Read Speed = SignalVDefault: Read Damage Taken = SignalD | Platform hub can be sent the contents of the circuit network to use for wait conditions | | | | Asteroid collector | Can output its contents to the circuit network | Can enable on a condition and set filters on a signal | | | | Requester chest,Buffer chest,Storage chest,Passive provider chest,Active provider chest | Can send its contents to the circuit network. | Buffer and requester chests can have their requested items set by the circuit network.Can be enabled/disabled via a circuit network condition. When disabled, chests that provide items to the logistics network no longer provide those items. When disabled, chests that request items from the logistics network no longer request those items. | | | | Storage tank | The storage tank can send its fluid content to the circuit network. | | | | | Gate | Gates can send a signal to the circuit network.Default: Player detected = | Gates can be opened on a condition. | | | | Nuclear reactor,Heating tower | The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperatureDefault: Read temperature = | | | | | Agricultural tower | Can output any seeds and harvested plants in its inventory | Agricultural tower can be enabled on a condition | Can be enabled on a logistic network condition | | | Gun turret,Laser turret,Flamethrower turret,Rocket turret,Tesla turret,Railgun turret | Can send their respective ammunition to the circuit networkLaser and tesla turrets will not send any signal if this option is selected, due to not using ammo | Can enable, set priorities, and ignore priorities on a condition | Can be enabled on a logistic network condition | | | Artillery turret | Can send its ammunition to the circuit network | Can be enabled on a condition | Can be enabled on a logistic network condition | | | Rail signal | Rail signals can send their state to the circuit network.Default:Note: If red due to circuit network, does NOT output red signal | Rail signals can be set to red on a condition. | | | | Rail chain signal | Rail chain signals can send their state to the circuit network.Default: | | | | | Train stop | Train stops can output:The contents, except fuel, of a stopped trainAny fluid amounts are rounded down to the nearest full number, except when the fluid is < 1, then it is rounded to 1.The unique Train ID of a stopped train, defaulting toThe number of trains en-route to the current stop, including the currently stopped train, defaulting to | Send the signal to the train, to use in wait conditionsEnable the stop on a conditionDisabled stops act as if their train limit = 0. Trains attempting to go here will enter the "Destination Full" state.Set the stop's train limit to the value of a control signal, defaulting toSet the stop's priority to the value of a control signal, defaulting to "P" | Train stops can be enabled on a logistic network condition. | | | Accumulator | It can send its charge level in percent to the circuit network.Default: ChargeΒ % = | | | | | Roboport | It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable.Default: Available Logistics Bots =Default: Total Logistics Bots =Default: Available Construction Bots =Default: Total Construction Bots =Default: Roboports in Network = | | | | | Radar | Radars will transmit any signals passed into it to all other radars on the same planet.Unlike other machine outputs, signals from red and green wires are transmitted separately. | | | | | Display panel | | Can display a label and/or custom message on a condition | | | | Mining drills | All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. | Mining drills can be enabled on a condition. | Mining drills can be enabled on a logistic network condition. | | | Pumpjack | It can output the current oil mining rate. | It can be enabled on a condition. | It can be enabled on a logistic network condition. | | | Power switch | | Power switches can connect power networks on a condition. | It can be enabled on a logistic network condition. | | | Programmable speaker | | Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes. | | | | Lamp | | The lamp can be enabled on a condition.Color mapping: The color is set based on the provided color signalsColor components: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255Packed RGB: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215 | The lamp can be enabled on a logistic network condition. | | | Offshore pump | | The offshore pump can be enabled on a condition. | The offshore pump can be enabled on a logistic network condition. | | | Pump | | The pump can be enabled on a condition and set its filter on a signal | The pump can be enabled on a logistic network condition. | Physical network structure A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection. Note that each connected set of wires forms a separate network. For example, it's entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity. To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole. To erase a wire or cable connection, place the same color wire over an existing connection. You don't get the wire/cable back. To remove all connections from a power pole, shift-click on the pole. The first shift-click will remove all electrical connections, and the second will remove all red and green wires. When connecting to a arithmetic combinator or decider combinator , take care to connect the wire to the correct input or output side. Use "Show details" mode to see the orientation of the combinator. Hovering the mouse cursor over an item will highlight all wires which connect to the item. Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over. Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections. Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn't happen when the power pole is destroyed, though its ghost remains connected. Combinators Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network. The constant combinator broadcasts up to 20 values on any of the channels for whatever networks it is connected to. (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.) You can use any item channel or any of the virtual signal channels. Note that using two of the 20 slots to broadcast values on the same channel is the same as broadcasting the sum of the two values from one slot. The arithmetic combinator performs arithmetic operations on input values and broadcasts the result to the specified output channel. The input and output channels can be any item channel or any of the virtual signal channels. Connecting: The arithmetic combinator connects to a red or green network on its input side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its output side (the output wires appear to stretch out a bit from the body of the device). Feedback: Note that the input network and the output network are not the same network . Connecting the output network back to the input network will result in a feedback loop. For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input. The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see Combinator Tutorial for advanced techniques. Each: This combinator can use the 'Each' signal for both input and output, in which case all non-zero input channels will have the combinator's operation performed and broadcast on the output side. Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a 'one-way' wire; all the information from the input network is copied to the output network, but the reverse is not true. Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs. The decider combinator functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above. In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks. See the decider combinator page for more details on how to use this. The selector combinator has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If Space Age is enabled, it has three more functions for detecting an item's rocket capacity, and filtering/transferring quality grades. Virtual signals Some of the Virtual Signals available for use in the circuit network in the base game Virtual signals are special signals that do not correspond to game items or fluids. Other than the three logic signals, virtual signals do not behave differently from item signals. There are 177 virtual signals available (or 241 in Space Age ) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines & arrows, information icons, every enemy variant, environmental features, and the signal for the planet Nauvis . Additionally, if the "Show parameters in selection lists" option is enabled under game Settings > Interface > Interaction, the Unsorted tab receives 10 special purple "parameter" icons which can be used for blueprint parameterisation . Logic signals The icons of the three logic signals Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals. Everything Everything can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the everything signal behaves as universal quantification . If a signal (rather than a constant number) is used on the right side of the comparison with everything , it is implicitly excluded from the set of signals that everything checks, so the signal is not matched against itself. That means it is meaningful test e.g. everything > X , without getting a trivially false result on X > X . The output of a decider combinator may also use everything , unless the input is set to each . When used, the combinator will output signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting. Anything Anything can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the anything signal behaves as existential quantification . If a signal (rather than a constant number) is used on the right side of the comparison with anything , it is implicitly excluded from the set of signals that anything checks, so the signal is not matched against itself. That means it is meaningful test e.g. anything >= X , without getting a trivially true result on X >= X . When used in both the input and output of a decider combinator, anything will return the first matching signal following the order of precendence as they appear in Factoriopedia, wooden chest being first in line. Each Each can only be used in left input side and output of decider and arithmetic combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input. A combinator using each is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals "copper" and "iron" present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire. Unlike everything and anything above, if a signal is used on the right hand side of an each operation, it is NOT implicitly excluded. So if you e.g. have each * X then you will also get X multiplied with itself in the output. Each as an input will only be processed on signals that have a non-zero value. If you have a decider condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value. Tutorials Tutorial:Circuit network cookbook - Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network. Tutorial:Combinator tutorial - Mainly textual and detailed tutorials. Logistic network The logistic network used by logistic robots is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by roboports . Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network: Agricultural tower Crafting machines Inserters Lamp Mining drills Offshore pump Power switch Pump Pumpjack Train stop Transport belts Turrets See the logistic network and roboport articles for more information. History 2.0.35 : Furnaces can be connected to circuit network. 2.0.34 : Extended the virtual signals, and unified/changed graphics of some of the existing ones. 2.0.7 : Added selector combinator. It allows to select one of the signals, or the signal count from an input. Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network. Added editable description to combinator entities. Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator. Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface. All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them. Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network. 0.15.0 : Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage. Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs. Train Stop can output the contents of the stopped train's cargo. Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control. Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources. Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate. Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator. Added additional operators to the Decider Combinator and Circuit Conditions. 0.13.0 : Many machines are now connectible to the circuit network. Wire disconnecting is incorporated into the latency hiding. Wires are now highlighted on entity mouseover. Reduced memory usage of circuit network. 0.12.33 : Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network. 0.12.1 : One can copy paste circuit network conditions between the inserter , lamp , pump and offshore pump . 0.12.0 : Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity. The lamp , storage tank , pump and offshore pump can be connected to the circuit network. 0.10.0 : Blueprints copy circuit network connections. 0.8.3 : Circuit network contents info has colored slots to specify the network it represents. 0.1.0 : Introduced
wiki
https://wiki.factorio.com/Circuit_network_-_Factorio_Wiki
Pipe
Pipe - Factorio Wiki
[]
Pipe - Factorio Wiki Jump to navigation Jump to search | | Pipe | Edit | | | ---- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+1β†’1 | 0.5+1β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.5+1 | 0.5+1 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | 100 | | | | | | | | | | | | | | Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 | | | | | 100 | | | | | | | | | | | | | 130 | | 160 | | | | | | | | | | | | | 190 | | 250 | | | | | | | | | | | | Resistances | Fire: 0/80%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 200 (2 stacks) | | | | | | | | | | | | | | Dimensions | 1Γ—1 | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | pipe | | | | | | | | | | | | | | Internal name | pipe | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- | | 0.5+1β†’1 | 0.5+1β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 0.5+1 | 0.5+1 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | 100 | | | | | | | | | | | | | | Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 | | | | | 100 | | | | | | | | | | | | | 130 | | 160 | | | | | | | | | | | | | 190 | | 250 | | | | | | | | | | | | Resistances | Fire: 0/80%Impact: 0/30% | | | | | | | | | | | | | | Stack size | 100 | | | | | | | | | | | | | | Rocket capacity | 200 (2 stacks) | | | | | | | | | | | | | | Dimensions | 1Γ—1 | | | | | | | | | | | | | | Mining time | 0.1 | | | | | | | | | | | | | | Prototype type | pipe | | | | | | | | | | | | | | Internal name | pipe | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The pipe is the most basic method of distribution of fluids. It is commonly used to provide water from offshore pumps to boilers and steam to steam engines for power generation, and later on, crude oil and oil products . Unlike transport belts , players and enemies can't walk over them. Comprehensive information on fluid distribution can be found on the fluid system page. Attempting to build a pipe that would potentially mix two liquids will fail, as the pipe won't be placed. Undesired fluid can be flushed from the pipe system by opening the pipe GUI and clicking the trash button next to the fluid. Fluids that are flushed from pipes are deleted permanently. Contents 1 Alternative recipes 2 Gallery 3 History 4 See also Alternative recipes Space Age expansion exclusive feature. | Process | Input | Output | Made in | Required technology | | ------------ | ----- | ------ | ------- | ------------------- | | Casting pipe | 1+10 | 1 | | Foundry (research) | Gallery Failed attempt to mix fluids. GUI of a pipe inside a fluid system containing water. The GUI of liquids going through pipes when ready to place more pipes. History 2.0.7 : Reworked the fluid system flow logic. ( https://factorio.com/blog/post/fff-416 ) Contiguous sections of pipes and storage tanks are merged into segments. Each segment contains a single fluid, and throughput is proportional to how full a segment is. 0.15.0 : Increased stack size from 50 to 100. 0.13.0 : Underground pipes and belts are placed at max connecting distance apart when built by dragging. 0.11.6 : The Oil refinery and chemical plant are disconnected from pipes if the recipe is reset. 0.10.1 : Added new icons 0.10.0 : Unused pipe connections are passive and do not connect to pipes. 0.9.1 : Pipes now refresh their connection to storage tanks when rotated. Small quantities of fluid can be pushed/destroyed by larger quantities in pipes. 0.9.0 : New graphics. All terminating pipes now have visuals. Pipes now show fluid inside when ALT mode is enabled. Optimized bounding boxes. 0.5.1 : The boiler is now fast-replaceable with pipes, and vice versa. New graphics. 0.2.0 : Visualization of connection to a pipe to ground. 0.1.0 : Introduced See also Pump Pipe to ground Fluid system | Logistics | Logistics | | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Storage | Wooden chestIron chestSteel chestStorage tank | | Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() | | Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() | | Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump | | Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon | | Transport | CarTankSpidertronSpidertron remote | | Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport | | Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel | | Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives | | Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Pipe_-_Factorio_Wiki
Steel_axe_(research)
Steel axe (research) - Factorio Wiki
[]
Steel axe (research) - Factorio Wiki Jump to navigation Jump to search | | Steel axe (research) | Edit | | | -------------------- | ---- | | Researched by | Researched by | | --------------------- | --------------------- | | Craft50 | Craft50 | | Prototype type | technology | | Internal name | steel-axe | | Required technologies | Required technologies | | | | Steel axe (research) increases the player 's mining speed by 100%, from 0.5 to 1.0. See also Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Steel_axe_(research)_-_Factorio_Wiki
Electric_mining_drill
Electric mining drill - Factorio Wiki
[]
Electric mining drill - Factorio Wiki Jump to navigation Jump to search | | Electric mining drill | Edit | | | --------------------- | ---- | Base game Space Age mod | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | ---- | | --- | | --- | | --- | | --- | | 2+3+5+10β†’1 | 2+3+5+10β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 8.25+4.5+23 | 8.25+4.5+23 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | 200 | | | | | | | | | | | | | | Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 | | | | | 300 | | | | | | | | | | | | | 390 | | 480 | | | | | | | | | | | | | 570 | | 750 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 3Γ—3 | | | | | | | | | | | | | | Energy consumption | 90 kW (electric) | | | | | | | | | | | | | | Mining time | 0.3 | | | | | | | | | | | | | | Mining speed | 0.5 | | | | | | | | | | | | | | Mining area | 5Γ—5 tiles | | | | | | | | | | | | | | Resource drain | 100%83%66%50%16% | | | | 100% | | 83% | | 66% | | 50% | | 16% | | | | | 100% | | | | | | | | | | | | | 83% | | 66% | | | | | | | | | | | | | 50% | | 16% | | | | | | | | | | | | Pollution | 10/m | | | | | | | | | | | | | | Module slots | 3 slots | | | | | | | | | | | | | | Prototype type | mining-drill | | | | | | | | | | | | | | Internal name | electric-mining-drill | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Recipe | Recipe | | | | | | | | | | | | | | --------------------- | --------------------- | | ---- | | ---- | | --- | | --- | | --- | | --- | | 2+3+5+10β†’1 | 2+3+5+10β†’1 | | | | | | | | | | | | | | Total raw | Total raw | | | | | | | | | | | | | | 8.25+4.5+23 | 8.25+4.5+23 | | | | | | | | | | | | | | Map color | | | | | | | | | | | | | | | Fluid storage volume | 200 | | | | | | | | | | | | | | Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 | | | | | 300 | | | | | | | | | | | | | 390 | | 480 | | | | | | | | | | | | | 570 | | 750 | | | | | | | | | | | | Stack size | 50 | | | | | | | | | | | | | | Rocket capacity | 50 | | | | | | | | | | | | | | Dimensions | 3Γ—3 | | | | | | | | | | | | | | Energy consumption | 90 kW (electric) | | | | | | | | | | | | | | Mining time | 0.3 | | | | | | | | | | | | | | Mining speed | 0.5 | | | | | | | | | | | | | | Mining area | 5Γ—5 tiles | | | | | | | | | | | | | | Resource drain | 100%83%66%50%16% | | | | 100% | | 83% | | 66% | | 50% | | 16% | | | | | 100% | | | | | | | | | | | | | 83% | | 66% | | | | | | | | | | | | | 50% | | 16% | | | | | | | | | | | | Pollution | 10/m | | | | | | | | | | | | | | Module slots | 3 slots | | | | | | | | | | | | | | Prototype type | mining-drill | | | | | | | | | | | | | | Internal name | electric-mining-drill | | | | | | | | | | | | | | Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | | | | | The electric mining drill mines out iron ore , copper ore , uranium ore , stone and coal , and places it in front of the output tile, on a belt or in a machine or chest that covers the output tile. The machine is 3Γ—3, but mines in a 5Γ—5 area, extending 1 tile away on each side. Mines copper ore, iron ore, coal, or stone at a rate of 0.5/s and uranium ore at a rate of 0.25/s. When placed over uranium ore , which requires sulfuric acid to mine, three fluid connectors will appear on the mining drill. The mining drills will pass excess sulfuric acid to each other when these connectors are aligned, allowing multiple drills to be placed right next to each other with only one pipe input necessary to feed all of them. Contents 1 Indicators 2 History 3 Trivia 4 See also Indicators There is a light attached to the front of the mining drill that will change colors depending on its status: Green light = The drill is currently functioning without issues. Yellow light = The drill's ability to dispense resources is blocked, it is low on power, it is disabled by the circuit network or it is missing the fluid required to mine the current resource. Red light = The drill has completely run out of resources to mine. History 0.18.46 : Electric mining drill graphics now fill bounding box more accurately. 0.18.44 : Reworked Electric mining drill graphics, removing their vertical structure - to fix tile overlapping and other issues introduced with redesign. 0.18.31 : New electric mining drill graphics. 0.17.0 : Unified and rounded mining speed and times for ores and drills. 0.15.2 : Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps. 0.15.0 : Mining drill now has fluid input when placed over uranium ore . Mining drills can be turned on and off using the circuit network . They can also output the remaining expected resources. 0.8.1 : Mining drill now ignores resources that can't be mined because of the higher hardness. 0.7.3 : Shows area of effect when highlighted. Mining drill evenly mines from every tile in its area. 0.7.0 : Pollution mechanic introduced. Added support for modules to electric mining drills. Mining drills deactivate when out of resources. 0.5.1 : Show output arrows when alt mode is on. 0.5.0 : New Graphics. 0.2.0 : Shows count of available resources. 0.1.0 : Introduced Trivia From 0.15.7 to 0.17.0, it was a component of the chemical science pack . See also Mining Electric system | Production items | Production items | | ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book | | Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() | | Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack | | Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() | | Agriculture | Agricultural towerBiochamberCaptive biter spawner | | Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() | | Environmental protection | Lightning rodLightning collectorHeating tower | | Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() | | Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
wiki
https://wiki.factorio.com/Electric_mining_drill_-_Factorio_Wiki
Types_ItemCountType
Types/ItemCountType - Factorio Wiki
[]
Types/ItemCountType - Factorio Wiki Jump to navigation Jump to search The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/ItemCountType.html This wiki page is no longer updated and will be removed at some point in the future , so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums .
wiki
https://wiki.factorio.com/Types/ItemCountType_-_Factorio_Wiki
Nuclear_power_(research)
Nuclear power (research) - Factorio Wiki
[]
Nuclear power (research) - Factorio Wiki Jump to navigation Jump to search | | Nuclear power (research) | Edit | | | ------------------------ | ---- | | Cost | Cost | | --------------------- | --------------------- | | 30111βœ–800 | 30111βœ–800 | | Prototype type | technology | | Internal name | nuclear-power | | Required technologies | Required technologies | | | | | Allows | Allows | | | | | Effects | Effects | | | | The nuclear power research allows the basic construction of nuclear reactors which are complex to set up but have a high energy density. See also Nuclear power Tutorial:Nuclear power Research Technologies | Technologies | Technologies | | ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) | | Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) | | Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) | | Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) | | Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) | | Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) | | Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) | | Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) | | Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() | | Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
wiki
https://wiki.factorio.com/Nuclear_power_(research)_-_Factorio_Wiki
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