Pump. Вода factorio
Pump - Factorio Wiki
Recipe | |
2 +1 +1 +1 →1 | |
Total raw | |
2.5 +1 +1 +1 |
Recipe | |
2 +1 +1 +1 →1 | |
Total raw | |
2.5 +1 +2 +1 |
Storage size | 200 |
Health | 180 |
Stack size | 50 |
Dimensions | 1×2 |
Energy consumption | 30 kW (electric) |
Pollution | 0.12 |
Internal name | pump |
Prototype type | pump |
Required technologies | |
Produced by | |
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This article is about the Pump, formerly known as the small pump. For the lake water extraction device, see offshore pump. For the oil extraction device, see pumpjack.
Overview
A Pump is a multipurpose fluid handling device which can be used to move fluids, perform flow control, prevent back-flow and load/unload trains. The pump can be seen as the inserter for liquids.
When connected to pipes on both ends of the pump and powered, the pump will transfer fluid from the source side to the output side if it will fit. This will occur even if the input side has significantly lower fluid levels.
Note that the pump can't mix different kinds of liquids.
Use as a Valve
The pump works as a controllable valve:
- When powered, the pump will let liquids through, but only in its set direction.
- If un-powered, the pump doesn't let anything through.
- If the pump is powered but has a circuit condition, it will only let fluids through when the condition is met.
Loading/unloading fluid wagons
Pumps can load and unload fluid wagons at train stops. When a pump is placed with one end facing a rail track and the other end connected to a pipe, it will visually change. When a fluid wagon is stopped adjacent, the pump head will connect to the top of the nearest tank and begin transferring fluids. It will not connect if a circuit condition is preventing it, or it is unpowered.
Throughput
Pumps can move 200 units of fluid per tick, or 12000 per second. This is further limited by the input fluid container: the pump can never move more fluid than is available and it is therefore generally beneficial to have a pressurized storage tank directly at its input. More information on pump and pipe throughput can be found on the forums
Animations and visuals
History
- 0.15.0:
- Graphics changed, now has a nice animation
- Size changed to 2×1 tiles
- Recipe changed, now requires engine units rather than electric engine units.
- Throughput massively increased.
- Renamed from Small Pump to Pump
- 0.12.1:
- Copy pasting settings now works for small pumps.
- 0.10.0:
- Changed collision box logic
See also
wiki.factorio.com
Centrifuge - Factorio Wiki
You can help this wiki by expanding it. |
Recipe | |
4 +100 +100 +100 +50 →1 | |
Total raw | |
1k +100 +500 +400 +200 +50 |
Recipe | |
4 +100 +100 +100 +50 →1 | |
Total raw | |
1.5k +100 +1.4k +800 +400 +50 |
Health | 350 |
Stack size | 50 |
Dimensions | 3x3 |
Energy consumption | 350 kW (electric) |
Drain | 11.6 kW (electric) |
Crafting speed | 0.75 |
Pollution | 5.6 |
Module slots | 2 slots |
Internal name | centrifuge |
Prototype type | assembling-machine |
Required technologies | |
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Produced by | |
The Centrifuge processes Uranium ore and splits it into Uranium-235 and Uranium-238. Centrifuges can also be used to reprocess used nuclear fuel or enrich extra uranium-235 to get more out of the available uranium.
History
See also
wiki.factorio.com
Lab - Factorio Wiki
Recipe | |
2 +10 +10 +4 →1 | |
Total raw | |
21.5 +15 +36 |
Recipe | |
2 +10 +10 +4 →1 | |
Total raw | |
39 +50 +70 |
Health | 150 |
Stack size | 10 |
Dimensions | 3x3 |
Energy consumption | 60 kW (electric) |
Module slots | 2 slots |
Internal name | lab |
Prototype type | lab |
Required technologies | |
None required | |
Produced by | |
Labs are buildings that perform research for technologies by consuming science packs. Use of a lab is required to progress in Factorio.
The player can only research one technology at a time, but can use multiple labs for faster results. The speed bonus of labs when Lab research speed is researched and modules are present can be calculated using this formula: research_bonus * module_bonus = speed_bonus; the percentage bonuses have to be converted to decimals (e.g. +140% = 2.4) before the formula is used.
When productivity modules are used in labs, the productivity bonus is directly calculated and applied each tick so the productivity bar is simply cosmetic. This means that it does not matter that the productivity bar resets when the research is changed, no productivity bonus is lost. [1]
Production requirements
Calculating the number of science packs needed per second is straightforward:
- Effective Lab Research Speed = 1 + <in-game Lab Research Speed bonus %>/100
- Adjusted Cycle Time = <in-game Cycle Time> /<Effective Lab Research Speed>
- Packs per Second = 1 / (Adjusted Cycle Time / <# of labs>)
Thus, for a 10 lab setup, researching Nuclear Power (30 second cycle time) with Lab Research Speed 4 (140% bonus), the math would be:
- ELRS = 1 + 140/100
- ACT = 30 / 2.4
- = 12.5 seconds, adjusted cycle time
- PPS = 1 / (12.5 / 10)
This means 0.8 science packs per second, of each type, would need to be produced to continuously supply the labs.
Equation simplification
The above calculations can be combined into one equation provided all labs have the same <in-game Lab Research Speed Bonus>.
- Packs per Second = <# of labs> * ((<in-game Lab Research Speed Bonus %> / 100) + 1) / <in-game Cycle Time>
- PPS = 10 * (1 + (140/100)) / 30
- = 10/30 * (1 + 1.4)
- = 1/3 * 2.4
- = 0.8 packs per second
History
- 0.12.6:
- The research speed of a lab is now not dependent on its electricity consumption, and can be scripted.
- 0.12.0:
- Lab research is now continuous; Science packs now have progress bars.
- 0.9.2:
- Labs are now named after early access backers when built from blueprints.
- 0.7.2:
- Changed the recipe of Lab to require 4 transport belts, down from 5.
- 0.2.7:
- Contents of the Lab is now shown in the entity info.
See also
wiki.factorio.com