Overview


A summary of common Factorio facts, based on Factorio version 2.0.7.
Please report any errors or suggestions on GitHub or Discord.

The ratios on this site assume:
  • Plain assemblers. No modules in the assemblers or in beacons affecting your assemblers.
  • The assemblers are crafting continuously.
The ratios are a baseline. For precise ratios, please use a calculator.

A huge thank you to:

This cheat sheet summarizes the important info about Factorio. For more details, please use the sources listed above.

Cheat Sheets


List of common ratios between machines to produce various products optimally (without stalling)
For example: To make "rails", the right ratio is 1 "iron stick" assembler feeding 2 "rail" assemblers.
If there is no machine mixing (assemblers/chemical plants/furnaces) then ratios stay the same between assembly tiers.

Machine speedsAssembling Machine 1

0.5/s
Assembling Machine 2
0.75/s
Assembling Machine 3
1.25/s
Chemical Plant
1/s
Oil Refinery
1/s

Go to the links section of this page, for blueprints and calculators.

Note: Rates are rounded to 2 decimal points

Rocket Components

  • A Rocket needs 100 Rocket Parts.
  • To get Space Science (no productivity modules in the silo);
    a rocket needs 1000 (100*10) of each component of the rocket part + the requirements for the satellite.
  • This is a ratio of (1100i * 10s) : (1050i * 15s) : (1100i * 15s) = 11000 : 15750 : 11000 or if divided by 250 then simplified to 44 : 63 : 44.
  • Where 20s and 30s are the respective crafting speeds of recipes.
  • Note: This produces 2.5 science/min, however the silo is capable of 2.9 science/min
  • Module Ratio is approximate with lvl 3 productivity modules and lvl 1 speed modules in 1 beacon then silo is capable of 3.9 science/min

See Belt Transport System for all relevant belt information.

Transport Belt Throughput - Items per second (i/s) passed over one belt tile.
Transport Belt Density - Maximum items that fit in one tile: 8 items for all belts.

Throughput
(Both Sides)
Underground
Spacing
Transport BeltUnderground BeltSplitter 15 i/s 4 tiles
Fast Transport BeltFast Underground BeltFast Splitter 30 i/s 6 tiles
Express Transport BeltExpress Underground BeltExpress Splitter 45 i/s 8 tiles
Turbo Transport BeltSpace Age OnlyTurbo Underground BeltSpace Age OnlyTurbo SplitterSpace Age Only 60 i/s 10 tiles

All belts can hold up to 8 items on each tile.

Transport Belt Signal

Its common to stack belts to form a Main Bus.
To learn more about the main bus concept, you can watch these playlists: Xterminator, JDplays and Nilaus .

Main Bus

Underground belts can be side loaded
Side Load Underground
Splitters can filter items
Splitter Filter
Belts can be woven
Woven Belts

Balancers are used to evenly distribute items over multiple belts, they are commonly used at ore patches or the Main Bus.

  • Balancers that are input balanced take evenly from input belts.
  • Balancers that are output balanced distribute evenly to output belts.
  • Balancers that are output balanced under back pressure, keep an even distribution even if one or more output belts are blocked.
  • Balancers that are throughput limited may not provide the maximum throughput due to bottlenecks.

4x4 belt balancer
4x4 belt balancer

Tips
  • Don't overuse balancers, use them when needed.
  • Make a build that's inherently balanced, by letting the assembly machines consume a full belt of items.
  • Balancers can still be useful regardless; most common are the 44 and 88 throughput unlimited.
  • Being throughput unlimited, the input/output amount can vary, thus those two cover most cases.
  • There are more designs available online such as the Balancer Book by Raynquist.

Balancer tool by tzwaan.
Balancer Guides by CptTrifonius and EX_plode .

General Formula: Machines needed = Belt Throughput / Material Consumption Rate

Machines needed^ toEmpty input belt
WithInputTransport BeltFast Transport BeltExpress Transport BeltTurbo Transport BeltSpace Age Only
Stone FurnaceCopper OreIron OreIron Plate4896144192
Steel FurnaceElectric Furnace24487296
Stone FurnaceStone24487296
Steel FurnaceElectric Furnace12243648
CentrifugeUranium Ore18365472
Machines needed^ toFill output belt
WithOutputTransport BeltFast Transport BeltExpress Transport BeltTurbo Transport BeltSpace Age Only
Stone FurnaceCopper PlateIron PlateStone Brick4896144192
Steel FurnaceElectric Furnace24487296
Stone FurnaceSteel Plate240480720960
Steel FurnaceElectric Furnace120240360480
CentrifugeUranium-235Uranium-238180360540720

^Machines are rounded up to the nearest whole number.


Smelting Facts

  • Smelting iron, copper, and stone each take a base 3.2 seconds to finish.
    Smelting steel takes a base 16 seconds.
  • Stone Furnaces have a crafting speed of 1.
    Both Steel and Electric Furnaces have a crafting speed of 2.
  • One furnace making iron can support one furnace making steel.
  • Stone and Steel Furnaces consume 0.0225 coal/second.
  • Common Smelter Arrangements.
Furnaces supplied by a belt of Coal
CoalTransport BeltFast Transport BeltExpress Transport BeltTurbo Transport BeltSpace Age Only
Stone FurnaceSteel Furnace6671,3342,0002,667

Uranium Facts

  • Uranium processing has a 99.3% chance to produce 1 uranium-238 and a 0.7% chance to produce 1 uranium-235 from 10 ore.
  • It's recommended to save up 40 U-235 to kick off the Kovarex Enrichment Process in order to speed up U-235 production.

Uranium Ore

10000
Uranium-235
7
Uranium-238
993
**

Uranium-235

40
Uranium-238
5
Uranium-235
41
Uranium-238
2


** 10000 not 1000 ore, as Uranium processing takes 10 ore and produces 1 product on average.

To mine uranium ore, you must supply the mining drill with sulfuric acid.

Per 10 uranium ore mined, 10 sulfuric acid are consumed.
Uranium Ore

10
Sulfuric Acid
10

Miners needed to fill a belt *
Mining Productivity (Research)
0
Prod lvl
Productivity 0%
Ore Drill Transport BeltFast Transport BeltExpress Transport BeltTurbo Transport BeltSpace Age Only Mine Rate
Copper Ore
1s
Iron Ore
1s
Coal
1s
Stone
1s
Calcite
1s
Space Age Only
Big Mining DrillSpace Age Only
6 12 18 24 2.50 i/s
Electric Mining Drill
30 60 90 120 0.50 i/s
Burner Mining Drill
60 120 180 240 0.25 i/s
Uranium Ore
2s
Big Mining DrillSpace Age Only
12 24 36 48 1.25 i/s
Electric Mining Drill
60 120 180 240 0.25 i/s
Scrap
0.5s
Space Age Only
Big Mining DrillSpace Age Only
3 6 9 12 5.00 i/s
Electric Mining Drill
15 30 45 60 1.00 i/s
Burner Mining Drill
30 60 90 120 0.50 i/s
Tungsten Ore
5s
Space Age Only
Big Mining DrillSpace Age Only
30 60 90 120 0.50 i/s

Miners = Belt Throughput / (Mining Rate * Productivity)
* Assuming no mining productivity bonus


Mining Direct FeedTip: Mining drills will output resources directly without the need of inserters.
  • Research is balanced in the number of different science packs required, so optimally all science should be produced at the same rate.
  • Science Packs have various crafting times and outputs; you'll need different number of assemblers making each type to prevent bottlenecks.
Number of assemblers needed to produce science equally
Rocket SiloSpace Science Pack 1R/13m
Assembling Machine 3
75/m
Assembling Machine CombinedAutomation Science Pack 5
Assembling Machine CombinedLogistic Science Pack 6
Assembling Machine CombinedMilitary Science Pack 5
Assembling Machine CombinedChemical Science Pack 12
Assembling Machine CombinedProduction Science Pack 7
Assembling Machine CombinedUtility Science Pack 7
Assembling Machine 2
45/m
Rocket SiloSpace Science Pack 1R/22m

Space Science

For 1 space science pack per second you need to launch a rocket with a satellite every 16.67 minutes.

Rockets launch interval (in minutes) = (1000 science / (assembler speed * ratio multiplier)) * (1min/60sec)

Rocket launch everyMinutes
Science Per Launch
Assembler Speed
Ratio Multiplier

Number of Labs required

Labs Needed
=
Packs Per Minute
Seconds
x
Research cycle seconds
1 + (Lab Speed Bonus % / 100)

Calculates how many labs satisfy a target production rate of science packs per minute.

Research Cycle Time - Time in seconds to complete one research cycle, this is usually 60 seconds for all infinite tech.
Lab Speed Bonus - Speed bonus as reported by the lab, including modules and beacons.
Default numbers assume a 12 beacon setup, which is researching a 60 second infinite tech.


Steam Power Build Ratio
Offshore Pump

1
Boiler
200
Steam Engine
400
Electric Mining Drill
180
Transport Belt
6
360MW


  • An offshore pump provides 1200 units of water per second.
  • A steam boiler can convert up to 6 units of water into 60 units of steam per second, providing 1.8MJ of steam (at 165 °C).
  • A steam boiler consumes 1.8MJ of fuel per second.
  • A steam engine can convert 30 units of steam (at 165 °C) per second into 0.9MW of electric power.
  • 400 steam engines will provide 360MW of power.
Boiler Boilers supported by a full belt of fuel
(Rounded up to nearest whole number)
Wood
2MJ
Coal
4MJ
Solid Fuel
12MJ
Rocket Fuel
100MJ
Nuclear Fuel
1.21GJ
Transport Belt173410083410084
Fast Transport Belt3467200166720167
Express Transport Belt50100300250030250
Turbo Transport BeltSpace Age Only67134400333440334

Boilers supported by belt of fuel = Belt Throughput(i/s) * [Fuel Energy(MJ) / Boiler Energy(1.8MJ)]

Nauvis Solar Power (Usable) Build Ratio
Solar Panel

25
Accumulator
21
1.05MW

Solar Total to Usable (Planet Surface)
Solar Panel

10MW
7MW


  • Solar panels only provide energy during the day.
    ( 60KW Max, 42KW average per solar panel, ratio of 70% "usable" to total)
  • 10MW worth of solar panels will power a factory of 7MW on the planet surface (50% day and 10% night).
  • During the day, excess power generated is stored in accumulators, during the night, accumulators release their charge to power your factory.
  • As Needed a.k.a YOLO placement:
    • Place accumulators until they can keep your factory powered through the night.
    • Add some extra accumulators to account for burst consumption, such as firing a lot of lasers.
    • Then place solar panels until those accumulators are fully charged by the end of the day.
Nauvis Nauvis Solar Calculator
Solar Panel Solar Panels
Accumulator Accumulators
Usable Power MW

Planet

Effective Ground Power
Solar Panel

1
42KW

Ground Build Ratio
Solar Panel

23.81
Accumulator
20.16
1MW

Ground Sol/Acc Ratio
Solar Panel

1
Accumulator
0.85

Effective Space Power
Solar Panel

1
180KW

Space Build Ratio
Solar Panel

5.56
1MW


References:

Simple Build Ratio
Nuclear Reactor

1
Offshore Pump
1
Heat Exchanger
4
Steam Turbine
7
40 MW

Common Build Ratio ^
Nuclear Reactor

4
Offshore Pump
1
Heat Exchanger
48
Steam Turbine
84
480 MW

Pump Ratio ^
Offshore Pump

1
Heat Exchanger
116.5
Steam Turbine
200
1160 MW

^Note: Pumps, Steam Turbines and Power are approximate for easier build ratios. See table below for precise numbers.


Summary

  • One uranium fuel cell will always last 200 sec, even if the produced heat does not get consumed, so the rest of the energy is wasted if not used.
  • To prevent energy waste, unused energy could be buffered and the nuclear reactor setup switched off before the energy buffer, such as steam tanks or accumulators, are full.
  • A nuclear reactor buffers 500 °C worth of energy after it fully heated up. Heat pipes, steam pipes and heat exchangers also buffer energy.
  • A Storage tank holding 25k units of Steam at 500 °C contains 2.425 GJ of energy, which is equal to 485 fully charged Accumulators!
  • Reactors experience a 100% increase in energy output when placed directly next to another reactor.
  • One Offshore pump can fully supply 116.5 Heat Exchangers driving 200 Steam Turbines producing 1160 MW .

You will need 1 centrifuge to produce U-235 to make fuel for 1 Reactor continuously.
3 uranium ore miners will sustain production.

It takes 1 U-235 and 19 U-238 to create 10 fuel cells, but you can reprocess 10 used up uranium fuel cells to get 6 U-238, which results in a ratio of 13 U-238 to 1 U-235.

Nuclear Reactor

Centrifuge
1
Electric Mining Drill
3
Chemical Plant
0.1

Uranium Fuel Cell

10
Uranium-235
1
Uranium-238
13


SRE Diagrams

Single Reactor Equivalence: Because of the neighbor bonus ; 1 reactor can be equivalent to up to 5 stand-alone reactors.
12 Reactor: 2x6 Configuration
3*4 + 4*8 = 44 SRE
producing 44 * 40MW = 1760MW
344443
344443
12 Reactor: 3x4 Configuration
3*4 + 4*6 + 5*2 = 46 SRE
producing 46 * 40MW = 1840MW
3443
4554
3443
Note: SRE of 5 is inaccessible by inserters as the reactor is completely surrounded by other reactors
See SRE App by Fangyi Zhou for more.

Most efficient setup**: a series of repeating 2x1 reactors

2x3 Reactor Setup

**That gives access to every reactor

Nuclear Ratio Table
Reactor Table Count
Even OnlyRound Up
Nuclear Reactor
Count
Nuclear Reactor
Config
Offshore PumpHeat ExchangerSteam TurbineSteam
^Tanks
Efficiency Module 3
Efficiency
1 1 1 4 7 4 40 MW 100%
2 2x1 1 16 28 14 160 MW 200%
4 2x2 1 48 83 40 480 MW 300%
6 2x3 1 80 138 66 800 MW 333%
8 2x4 1 112 193 93 1.12 GW 350%

^Note: This is steam tanks per 1 effective (neighbor bonus) nuclear reactor using 1 fuel rod not including the reactor warmup, or heat stored in the reactor or pipes (both heat and steam).

Formulas

See this Reddit post about Nuclear Ratios and, Nuclear Guide Wiki for more details.

UnknownFormulaExpanded Formula
Heat Exchangers Per Reactor4Reactor Power(40MW) / H.E. Power(10MW)
Power (even config)160 * [Reactors - 1][Reactor Power(40MW) * 4 * Reactors] - [Reactor Power * 4]
Heat Exchangers (even config)16 * [Reactors - 1][H.E. Per Reactor * 4 * Reactors] - [H.E. Per Reactor * 4]
Turbines1.718 * Heat ExchangersHeat Exchangers * H.E. Power(10MW) / Turbine Power(5.82MW)
Pumps0.005 * TurbinesTurbines * Water Per Turbine(6) / Water Per Pump(1200)

Steam Tanks: 1 uranium fuel cell creates 8 GJ per reactor (eg. 2 reactors put out 4 solo reactors worth of energy = 32 GJ).
Each tank can hold 2.425 GJ worth of steam, or 3.29 tanks per reactor.

Basic Oil

To research Advanced Oil Processing Need
Crude Oil
6250
Petroleum Gas
2813
Plastic Bar
225
Sulfur
38
to make Chemical Science Pack
75
required .

When starting oil, it is beneficial to rush Advanced Oil Processing research.
This unlocks Light/Heavy Oil, and enables more efficient oil processes by converting the Light and Heavy Oil into Petroleum Gas.


Advanced Oil

Simple Cracking Ratio

Oil RefineryAdvanced Oil Processing 8
Chemical PlantHeavy Oil Cracking 2
Chemical PlantLight Oil Cracking 7

Accurate Cracking Ratio

Oil RefineryAdvanced Oil Processing 20
Chemical PlantHeavy Oil Cracking 5
Chemical PlantLight Oil Cracking 17

Moduled Cracking Ratio *

Oil RefineryAdvanced Oil Processing 15
Chemical PlantHeavy Oil Cracking 6
Chemical PlantLight Oil Cracking 22

If you want to convert all refinery products to petroleum: for every 20 refineries you have running Advanced Oil Processing, you need 5 chemical plants cracking heavy oil into light oil and 17 chemical plants cracking light oil into petroleum.

This YouTube video for the 0.16 version of Factorio, that explains the setup and calculations in detail. The ratios have changed but the concept and build style are still relevant.

You can supply ~106 refineries + respective cracking from 1 pipeline at 1200 oil/s.
You can supply ~23 moduled refineries + respective cracking from 1 pipeline at 1200 oil/s.

Default water input for Refineries is after Oil going clockwise.
Default water input for Chemical Plants is the opposite.
The inputs can be flipped with H or V

Refinery Plant IO
Chemical Plant IO
Rates for 1 Refinery and Cracking
Liquids NeededLiquids Produced
Crude OilWaterHeavy OilLight OilPetroleum Gas
Oil RefineryBasic Oil Processing 1
20/s - - - 9/s
Oil RefineryAdvanced Oil Processing 1
20/s 10/s 5/s 9/s 11/s
Oil RefineryAdvanced Oil Processing 1
Chemical PlantLight Oil Cracking 0.6
20/s 19/s 5/s - 17/s
Oil RefineryAdvanced Oil Processing 1
Chemical PlantHeavy Oil Cracking 0.25
20/s 13.75/s - 12.75/s 11/s
Oil RefineryAdvanced Oil Processing 1
Chemical PlantHeavy Oil Cracking 0.25
Chemical PlantLight Oil Cracking 0.85
20/s 26.5/s - - 19.5/s
Chemical PlantHeavy Oil Cracking 1
- 15/s 20/s 15/s -
Chemical PlantLight Oil Cracking 1
- 15/s - 15/s 10/s

Coal Liquefaction

Ratios to convert everything into Petroleum Gas.

Simple Cracking Ratio

Oil RefineryCoal Liquefaction 12
Chemical PlantHeavy Oil Cracking 8
Chemical PlantLight Oil Cracking 11

Accurate Cracking Ratio

Oil RefineryCoal Liquefaction 60
Chemical PlantHeavy Oil Cracking 39
Chemical PlantLight Oil Cracking 55

Moduled Cracking Ratio*

Oil RefineryCoal Liquefaction 8
Chemical PlantHeavy Oil Cracking 9
Chemical PlantLight Oil Cracking 15


Solid Fuel Production

Use light oil to produce the most amount of solid fuel per unit of crude oil.

Best
Heavy Oil
40
Light Oil
30
Solid Fuel
3
OK
Heavy Oil
40
Solid Fuel
2
Worst
Heavy Oil
40
Light Oil
30
Petroleum Gas
20
Solid Fuel
1

* Moduled cracking ratio is based on this spreadsheet for Factorio v0.15 from Reddit; but modified to use v2.0.7 recipe data with 1.3 productivity and 5.55 craft speed for Refineries (10 beacons) and 5 craft speed for Chemical Plants (8 beacons).
Caution: If you use the original spreadsheet as is, it will not produce correct results for version v2.0.7. You would need to make the same modifications to get the same results.
Also double checked with kirk's calculator for standard and moduled oil ratios.

  • Fluid wagons require at least one pump and at most 3 pumps per fluid wagon.
  • If more than 3 pumps can be active on the fluid wagon, only 3 will “latch on” and be in use with the remaining pumps inactive.
  • Pumps and Storage Tanks have a maximum throughput of 1,200 fluid/s.
  • Pipelines are limited to a 320x320 area before needing a pump
  • Using underground pipes counts as less entities then if straight pipe for same distance.
  • Fluid wagons can hold 50,000 units of fluids which is equal to 2 Storage Tanks.
    Fluid Wagon
    1
    Storage Tank
    2
    Pipe
    320x320
    Pump
    1
Direct connection (no pipes)
PumpLoading & Unloading Times for 50,000 fluid
1 41.667s
2 20.833s
3 13.889s


Tanker-Pump Alignment *

*Trains snap into position when placed at train stations.

The table shows how long it takes to load, or unload, chests to a Cargo Wagon. The transfer times shown are for 6 fast (or stack inserters) to 1 wagon. If you use 12 fast (or stack inserters), the transfer time is halved. The table ignores Inserter capacity bonus (research).

Time to transfer items between wagon and chests (theoretical)
Fast InserterStack Inserter
Items
per swing
BarrelCrude Oil Barrel
* 10 items
per stack
Copper OreIron Ore
50 items
per stack
Copper PlateIron Plate
100 items
per stack
Electronic CircuitAdvanced Circuit
200 items
per stack
12 2.9 s 12 s 24.1 s 48.1 s
10 2.9 s 14.4 s 28.9 s 57.7 s
8 3.6 s 18 s 36.1 s 72.2 s
6 4.8 s 24.1 s 48.1 s 96.2 s
5 5.8 s 28.9 s 57.7 s 115.4 s
4 7.2 s 36.1 s 72.2 s 144.3 s
3 9.6 s 48.1 s 96.2 s 192.4 s
2 14.4 s 72.2 s 144.3 s 288.6 s
1 28.9 s 144.3 s 288.6 s 577.2 s
Cargo Loading Setup
Wagon Load
Notes:
  • The transfer times listed are worse than the real transfer times! This is because inserters grab the next item(s) from the chest after a wagon leaves. When the next wagon arrives, the inserter already did the first swing (to load, or unload).
  • The times shown are for wagon to chest, or chest to wagon. Transferring from belt to wagon, or wagon to belt is slower.
  • * The barrel transfer rate does not increase when you unlock 12 items per swing, because inserters can only move a full stack (10).

The next table shows how much would chests fill up with the contents of a fully loaded cargo wagon.
Numbers showing resulting items in each chest, and numbers in [brackets] take those rounded up to the nearest stack size.

Items per chest from 1 cargo wagon's worth
Steel Chest
Chests
per wagon
Steel Chest
Slots
per chest
Barrel
10 items
per stack
Iron Ore
50 items
per stack
Iron Plate
100 items
per stack
Electronic Circuit
200 items
per stack
12 3.3 [4] 34i [40i]167i [200i]334i [400i]667i [800i]
6 6.7 [7] 67i [70i]334i [350i]667i [700i]1,334i [1,400i]
3 13.3 [14] 134i [140i]667i [700i]1,334i [1,400i]2,667i [2,800i]
Notes:
  • Cargo wagon slots can be filtered with MMB and limited just like a chest.
  • Cargo wagon configuration can be copied with Shift+RMB/Shift+LMB on wagon, as well as on individual slots.

Inserter Throughput - Items per second (i/s) moved by the inserter between targets (chests, belts, assemblers, trains, etc...)
Inserter capacity research is used to increase the throughput.

The inserter throughput displayed in the tables below can be used to calculate the exact number of inserters needed for your task.
Inserters Required = (Target Item Rate) / (Inserter Throughput)

Inserter Throughput (i/s)
Inserter Bonus Level
Stack SizeSteel ChestSteel ChestSteel ChestTransport BeltSteel ChestFast Transport BeltSteel ChestExpress Transport Belt
Burner Inserter3 1.80 i/s 1.67 i/s 1.73 i/s 1.76 i/s
Inserter3 2.50 i/s 2.25 i/s 2.37 i/s 2.43 i/s
Long-handed Inserter3 3.60 i/s 3.10 i/s 3.33 i/s 3.46 i/s
Fast InserterFilter Inserter3 6.92 i/s 5.29 i/s 6.00 i/s 6.43 i/s
Stack InserterStack Filter Inserter12 27.69 i/s 6.79 i/s 10.91 i/s 13.85 i/s

  • Taking items from belts is slightly slower than placing them.
  • It takes 1.625 stack inserters (exclusive swinging time) to fill half a blue belt.
  • As always check the Wiki for more in depth information.

Inserter capacity research is used to increase the stack size of the inserters.

The bonus is more effective when moving from stack to stack (chests, wagons, machines) than when moving from stack to belt or belt to stack as inserters must wait to collect a full stack from a belt, but can instantly grab a stack from containers.

Grabbed Items
LabBurner InserterInserterLong-handed InserterFast InserterBulk InserterStack InserterSpace Age Only
Inserter Capacity Bonus (Research)1 (base)2 (base)6 (base)
Inserter Capacity Bonus (Research)
1
3 (+1)7 (+1)
Inserter Capacity Bonus (Research)
2
2 (+1)4 (+1)8 (+1)
Inserter Capacity Bonus (Research)
3
5 (+1)9 (+1)
Inserter Capacity Bonus (Research)
4
6 (+1)10 (+1)
Inserter Capacity Bonus (Research)
5
8 (+2)12 (+2)
Inserter Capacity Bonus (Research)
6
10 (+2)14 (+2)
Inserter Capacity Bonus (Research)
7
3 (+1)12 (+2)16 (+2)
  • Modules allow to change how fast, efficient, or productive your machines are working.
  • Beware of Diminishing Returns with beacons and with productivity.
  • Also see Beacon Arrangement Power Efficiency.
  • Having faster machines with Speed Module 3 Speed Modules means you'll need less to fill a belt than you did before.
    • While generally space is infinite, this becomes very useful in bot networks to minimize flight distance.
    • You can also speed up Pumpjacks to counteract the diminishing yields on patches, or Mining Drills to speed up patch depletion.
    • Speed Modules increase the energy consumption especially with beacons so be wary.
  • Putting Productivity Module 3 Productivity Modules in your machines means you'll use less raw resources.
    • This is absolutely critical for late game with big factories, especially when doing infinite research.
    • Be wary, Productivity Modules increase the energy consumption and pollution, while decreasing machine speed.
    • Use speed moduled beacons to compensate for the speed penalty.
  • Efficiency Module 3 Efficiency Modules reduce power usage.
    • Best to put in energy hogs.
    • Reducing Energy = Reducing pollution
    • Tier 1 are superb in mining drills. Because you'll have lots of mining drills, you can save a lot of energy.
  • Quality Module 3Space Age Only Quality Modules increase the change to get higher quality items (SA only).
    • Speed modules counteract this effect so do no mix or use "speed beacons"
    • Use quality machines to save on space esp useful on space platforms
    • Quality Wiki
Formula Diagram

Machines Needed
=
Item Production Rate
*
Recipe Base Craft Time
Items per Craft
*
Machine Craft Speed
*
Machine Productivity

Calculates how many machines satisfy a target production rate of items.

How long it takes for the use of modules with the given setup to "pay for itself"
Based on MadZuri's ROI Calculations
Shorter times are the best things to invest productivity modules into.

ProductSpeed Module 3
1
Productivity Module 3
3
Productivity Module 3
4
Beacon
4||4
Beacon
(12)
Rocket Part 1m 19s 2m 36s 1m 13s 1m 43s
Lab 36m 4s 34m 47s 10m 34s 26m 45s
Utility Science Pack 44m 41s 1h 27m 58s 12m 10s 24m 39s
Production Science Pack 46m 45s 1h 32m 3s 12m 44s 25m 48s
Processing Unit 1h 27m 50s 2h 52m 55s 23m 54s 48m 28s
Sulfuric Acid 1h 30m 5s 2h 11m 2s 26m 50s 59m 50s
Electronic Circuit 2h 4m 28s 4h 5m 2s 33m 53s 1h 8m 41s
Military Science Pack 2h 7m 0s 4h 10m 2s 34m 34s 1h 10m 5s
Rocket Control Unit 2h 20m 0s 4h 35m 38s 38m 6s 1h 17m 15s
Iron Gear Wheel 2h 35m 35s 5h 6m 18s 42m 21s 1h 25m 51s

Notes:
  • For the costs, all minerals count as 1 and all oil liquids as 0.1, water is free.
  • You can actually see how each cost is calculated in the spreadsheet, in the columns R and S.
  • Fuel affects train max speed and how fast trains accelerate.
  • The braking force research affects how fast trains slow down.
  • The faster a train can slow down, the longer it can stay at higher speeds.
  • A single locomotive can go 31,176.5 blocks on 1 rocket fuel.

Fuel Bonuses
FuelStack EnergyAcceleration BonusSpeed BonusTrain Top Speed
Wood
2MJ
200MJ +0% +0% 259.2 km/h
Coal
4MJ
200MJ +0% +0% 259.2 km/h
Solid Fuel
12MJ
600MJ +20% +5% 272.2 km/h
Rocket Fuel
100MJ
1GJ +80% +15% 298.1 km/h
Nuclear Fuel
1.21GJ
1.21GJ +150% +15% 298.1 km/h
Max speed per fuel type and number of wagons
for a single locomotive
Cargo WagonWoodCoalSolid FuelRocket FuelNuclear Fuel
0 259.2 km/h 272.2 km/h 298.1 km/h
1 258 km/h 272.2 km/h 298.1 km/h
2 244 km/h 272.2 km/h 298.1 km/h
3 229 km/h 272.2 km/h 298.1 km/h
4 214 km/h 272.2 km/h 298.1 km/h
5 198 km/h 257 km/h 298.1 km/h
6 186 km/h 242 km/h 298.1 km/h
7 170 km/h 228 km/h 298.1 km/h
15 50 km/h 105 km/h 285 km/h

Additional information and discussion on Reddit.

Suggested Locomotive/Stop colors based on cargo
Trains will match the color of the destination stop, unless overridden.
Also see Train Painter Mod .
Train TypeRGB StringColor
Iron Ore Iron Ore 0, 140, 255
Copper Ore Copper Ore 255, 55, 0
Coal Coal 0, 0, 0
Stone Stone 150, 100, 80
Uranium Ore Uranium Ore 100, 180, 0
Iron Plate Iron Plate 180, 200, 255
Copper Plate Copper Plate 255, 125, 85
Steel Plate Steel 255, 200, 180
Iron Gear Wheel Gears 150, 150, 150
Uranium-238 Uranium 40, 100, 50
Electronic Circuit Electronic Circuit 0, 255, 0
Advanced Circuit Advanced Circuit 255, 0, 0
Processing Unit Processing Unit 0, 0, 255
Crude Oil Oil 0, 0, 30
Lubricant Lubricant 0, 170, 0
Sulfuric Acid Acid 255, 255, 0
Plastic Bar Plastic 255, 255, 255
Explosives Explosives 165, 60, 15
Automation Science Pack Red Science 255, 50, 50
Logistic Science Pack Green Science 100, 255, 100
Chemical Science Pack Blue Science 80, 180, 255
Military Science Pack Grey Science 50, 50, 50
Production Science Pack Purple Science 255, 80, 255
Utility Science Pack Yellow Science 255, 180, 80
Space Science Pack Space Science 200, 200, 200
Solar Panel Solar 0, 100, 150
Rocket Part Rocket Supply 255, 0, 100
Power Armor PAX Shuttle 255, 0, 255
Repair Pack Supply/Trash/etc. 0, 255, 255

This section is a work in progress, if you would like, you can add/recommend suggestions on GitHub or Discord.

Everything including data and layout is subject to change, so be mindful when deep linking.


You can start on any planet with the Any Planet Start Mod



Space Platforms

  • Starting planet (Nauvis) has no asteroids to worry about, so orbital platforms do not need defenses
  • You can connect asteroid collectors to circuit network to set filters on what they can grab so you don't overflow on material
  • The inner planet space has medium asteroids that needs shooting apart.

    Electric FurnaceIron Plate 8

  • While you cannot bring anything in your inventory, you can definitely load up the space platform with starter items for next planet

Vulcanus

Planet Start
  • Recommended items to bring to Vulcanus for faster bootstrapping:
    • Construction Robot
      >20
      Logistic Robot
      >50
      Roboport
      >10
      Storage Chest
      >20
      Requester Chest
      >20
      Passive Provider Chest
      >20
    • Accumulator
      >50
      Solar Panel
      >50
      Pipe
      >50
      Pipe To Ground
      >50
      Fast Inserter
      >50
      Medium Electric Pole
      >50
    • Electric Mining Drill
      >4
      Pumpjack
      >2
      Oil Refinery
      >2
      Chemical Plant
      >10
      Electric Furnace
      >10
      Assembling Machine 3
      >20
  • Use robots (vs mining by hand) to gather rocks to get tungsten ore easily before getting access to patches
  • Rush the Foundry asap and set it as the building to build more Foundries; because it includes built in productivity, you will get a free Foundry for every 2 crafts!
  • You can use inserters to dump (destroy) items into lava (like excess stone).
  • 1 ore = 15 molten fluid

Vulcanus Solar Ratio
Solar Panel

1
Accumulator
1
240 kW


Fulgora

Planet Start
  • Recommended items to bring to Fulgora for faster bootstrapping:
    • Construction Robot
      >20
      Logistic Robot
      >50
      Roboport
      >10
      Storage Chest
      >20
      Requester Chest
      >20
      Passive Provider Chest
      >20
      Active Provider Chest
      >20
    • Big Mining Drill
      >2
      Offshore Pump
      >1
      Chemical Plant
      >5
      Electric Furnace
      >1
      Assembling Machine 3
      >10
      Foundry
      >1
    • Pipe
      >50
      Pipe To Ground
      >50
      Fast Inserter
      >50
      Substation
      >50
      Accumulator
      >50
      Productivity Module
      >50
      Quality Module
      >50
  • Space is can be limited, and scrap recycling yield a lot of products, thus using robots can be very convenient to sort everything out, and craft starter items
  • Setup filters on Storage Chest
    12
    (12 recycled items from scrap) + 1 generic storage to start
  • Use Active Provider ChestRecyclerFast InserterRequester Chest to process recycling
Recycling
Scrap Recycler Scrap Percent Chance Ratios
Iron Gear Wheel
20%
Solid Fuel
7%
Concrete
6%
Ice
5%
Steel Plate
4%
Battery
4%
Stone
4%
Advanced Circuit
3%
Copper Cable
3%
Processing Unit
2%
Low Density Structure
1%
Holmium Ore
1%

  • Items that have no recipe (ores, etc..) cannot be recycled
  • Items that have irreversible recipe (smelted, etc..) will have a 75% chance of being destroyed
  • The time it takes to recycle an item is 1/16th (0.0625) of the time it takes to craft that item multiplied by recycler crafting speed.
  • Recycler (non moduled) takes in 2.5 scrap/s and spits out 1.47 items/s

Base Resources Conversion
Heavy OilOffshore Pump
Holmium OreScrap
StoneScrap
Iron PlateIron Gear WheelBatteryScrap
Iron PlateElectronic Circuit
Copper PlateLow Density StructureBatteryCopper CableScrap
Plastic BarLow Density StructureAdvanced CircuitScrap
WaterIceScrap
Stone BrickConcreteScrap
Iron OreConcreteScrap

How many Recyclers are needed to work with belts of scrap and its outputs
RecyclerTransport BeltFast Transport BeltExpress Transport BeltTurbo Transport Belt
Consume Scrap6121824
Produce Items10203040

Gleba

WIP...


Aquilo

WIP...

Shortcuts (Most Used)

  • Alt - reveal detailed information on entities, you can also use the shortcut bar (click on the ALT button).
  • MMB - clear an item in the quick bar, and can set filters in cargo wagons and your inventory. (CMD+RMB on macOS)
  • R - rotate entities, even when already placed, Shift+R for the opposite.
  • CTRL-LMB - Put/Take All Items, CTRL-RMB - Put/Take Half Items.
  • Z Drop 1 Item (can do it directly into machines)
  • F Pick up items from ground
  • Hold Shift while building to place a ghost of the item (single entity blueprint).
  • Shift+RMB will copy entity configurations, Shift+LMB will paste them.
    • This works for: filter inserters, assemblers, requester chests, combinators, etc...
    • You can paste across multiple entities by dragging.
    • You can copy from assemblers into requester chests (requests the required amount to craft 30 seconds worth of the item production).
    • You can copy individual slots (inventory, cargo wagon).
  • Q while hovering over anything to quick-select it from your inventory.
    • Press Q on ores to select miners.
  • CTRL+C, CTRL+V, CTRL+X, CTRL+Z, CTRL+Y - copy, paste, cut, undo and redo your builds. (CMD vs CTRL on macOS.)
  • Numpad- / Numpad+ - increase / decrease the size of any placed tile (such as landfill or concrete).
  • Shift+RMB - clear Blueprint or Deconstruction Planner Filters.
  • Shift+LMB - ping the ground/map.
  • ` (tilde key) - Open chat/command line.

Commands (These do not disable achievements)

  • /permissions, disable Craft - Useful for Lazy Bastard Achievement .
  • /screenshot [x resolution] [y resolution] [zoom] - Useful for large/HD screenshots.
    (Resolution is optional and defaults to the current window size and zoom is optional and defaults to 1).
  • [item=iron-plate] / [fluid=crude-oil] - part of Rich text, will display as an icon! Useful for blueprints/station names.
    To quickly get a rich text tag for an item: open the console, then Shift+LMB on the item (eg. in your inventory, a chest, etc.)
    A rich text tag for that item appears in the console and can be copied.

Debug Menu (F4 also F5 )

Some useful options to enable:

  • show-fps - FPS/UPS
  • show-multiplayer-statistics - Latency
  • show-tile-grid, show-raw-tile-transitions - Precision construction
  • show-rail-paths - Less likely to get run over
  • show-transport-line-gaps - Identify unsaturated belts
  • show-player-robots - Makes it clear if there are stragglers
  • allow-increased-zoom

Misc

  • Combat : Weapon Range Comparison Diagram.
  • Inserters will always place items on the furthest side of the belt, and prioritize taking items from the closest.
  • Placing over ghosts will preserve the recipes.
  • Fluids can move through boilers, tanks, and electric mining drills (only when mining uranium).
  • Blueprints can be used from map view.
Updated 2025/3/23