A summary of common Factorio facts, based on Factorio version 2.0.7.
Please report any errors or suggestions on GitHub or Discord.
If you find the cheat sheet useful, you can:
A huge thank you to:
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 speeds
Go to the links section of this page, for blueprints and calculators.
Rocket Comp. Ratio
Rocket Comp. Ratio w/ Sat
Rocket Comp. Module Ratio w/ Sat
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 | |
---|---|---|
![]() ![]() ![]() | 15 i/s | 4 tiles |
![]() ![]() ![]() | 30 i/s | 6 tiles |
![]() ![]() ![]() | 45 i/s | 8 tiles |
![]() ![]() ![]() ![]() ![]() ![]() | 60 i/s | 10 tiles |
All belts can hold up to 8 items on each tile.
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 .
Balancers are used to evenly distribute items over multiple belts, they are commonly used at ore patches or the Main Bus.
4x4 belt balancer
General Formula: Machines needed = Belt Throughput / Material Consumption Rate
Machines needed^ to | Empty input belt | ||||
---|---|---|---|---|---|
With | Input | ![]() | ![]() | ![]() | ![]() ![]() |
![]() | ![]() ![]() ![]() | 48 | 96 | 144 | 192 |
![]() ![]() | 24 | 48 | 72 | 96 | |
![]() | ![]() | 24 | 48 | 72 | 96 |
![]() ![]() | 12 | 24 | 36 | 48 | |
![]() | ![]() | 18 | 36 | 54 | 72 |
Machines needed^ to | Fill output belt | ||||
---|---|---|---|---|---|
With | Output | ![]() | ![]() | ![]() | ![]() ![]() |
![]() | ![]() ![]() ![]() | 48 | 96 | 144 | 192 |
![]() ![]() | 24 | 48 | 72 | 96 | |
![]() | ![]() | 240 | 480 | 720 | 960 |
![]() ![]() | 120 | 240 | 360 | 480 | |
![]() | ![]() ![]() | 180 | 360 | 540 | 720 |
^Machines are rounded up to the nearest whole number.
![]() | ![]() | ![]() | ![]() | ![]() ![]() |
---|---|---|---|---|
![]() ![]() | 667 | 1,334 | 2,000 | 2,667 |
** 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.
Ore | Drill | ![]() | ![]() | ![]() | ![]() ![]() | Mine Rate |
---|---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() | ||||||
![]() ![]() | 6 | 12 | 18 | 24 | 2.50 i/s | |
![]() | 30 | 60 | 90 | 120 | 0.50 i/s | |
![]() | 60 | 120 | 180 | 240 | 0.25 i/s | |
![]() | ||||||
![]() ![]() | 12 | 24 | 36 | 48 | 1.25 i/s | |
![]() | 60 | 120 | 180 | 240 | 0.25 i/s | |
![]() ![]() | ||||||
![]() ![]() | 3 | 6 | 9 | 12 | 5.00 i/s | |
![]() | 15 | 30 | 45 | 60 | 1.00 i/s | |
![]() | 30 | 60 | 90 | 120 | 0.50 i/s | |
![]() ![]() | ||||||
![]() ![]() | 30 | 60 | 90 | 120 | 0.50 i/s |
Miners = Belt Throughput / (Mining Rate * Productivity)
* Assuming no mining productivity bonus
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)
Number of Labs required
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
![]() | ![]() | ![]() | ![]() | ![]() | |
---|---|---|---|---|---|
![]() | 17 | 34 | 100 | 834 | 10084 |
![]() | 34 | 67 | 200 | 1667 | 20167 |
![]() | 50 | 100 | 300 | 2500 | 30250 |
![]() ![]() | 67 | 134 | 400 | 3334 | 40334 |
Boilers supported by belt of fuel = Belt Throughput(i/s) * [Fuel Energy(MJ) / Boiler Energy(1.8MJ)]
Solar Total to Usable (Planet Surface)
Effective Ground Power
Ground Build Ratio
Ground Sol/Acc Ratio
Effective Space Power
Space Build Ratio
^Note: Pumps, Steam Turbines and Power are approximate for easier build ratios. See table below for precise numbers.
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.
3 | 4 | 4 | 4 | 4 | 3 |
3 | 4 | 4 | 4 | 4 | 3 |
3 | 4 | 4 | 3 |
4 | 5 | 5 | 4 |
3 | 4 | 4 | 3 |
Nuclear Ratio Table Reactor Table Count Even OnlyRound Up | |||||||
---|---|---|---|---|---|---|---|
![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | |
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).
See this Reddit post about Nuclear Ratios and, Nuclear Guide Wiki for more details.
Unknown | Formula | Expanded Formula |
---|---|---|
Heat Exchangers Per Reactor | 4 | Reactor 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] |
Turbines | 1.718 * Heat Exchangers | Heat Exchangers * H.E. Power(10MW) / Turbine Power(5.82MW) |
Pumps | 0.005 * Turbines | Turbines * 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.
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.
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
Liquids Needed | Liquids Produced | ||||
---|---|---|---|---|---|
![]() | ![]() | ![]() | ![]() | ![]() | |
![]() ![]() | 20/s | - | - | - | 9/s |
![]() ![]() | 20/s | 10/s | 5/s | 9/s | 11/s |
![]() ![]() ![]() ![]() | 20/s | 19/s | 5/s | - | 17/s |
![]() ![]() ![]() ![]() | 20/s | 13.75/s | - | 12.75/s | 11/s |
![]() ![]() ![]() ![]() ![]() ![]() | 20/s | 26.5/s | - | - | 19.5/s |
![]() ![]() | - | 15/s | 20/s | 15/s | - |
![]() ![]() | - | 15/s | - | 15/s | 10/s |
Ratios to convert everything into Petroleum Gas.
Use light oil to produce the most amount of solid fuel per unit of crude oil.
* 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.
![]() | Loading & Unloading Times for 50,000 fluid |
---|---|
1 | 41.667s |
2 | 20.833s |
3 | 13.889s |
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).
![]() ![]() Items per swing | ![]() ![]() * 10 items per stack | ![]() ![]() 50 items per stack | ![]() ![]() 100 items per stack | ![]() ![]() 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 |
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.
![]() Chests per wagon | ![]() Slots per chest | ![]() 10 items per stack | ![]() 50 items per stack | ![]() 100 items per stack | ![]() 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] |
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)
Stack Size | ![]() ![]() | ![]() ![]() | ![]() ![]() | ![]() ![]() | |
---|---|---|---|---|---|
![]() | 3 | 1.80 i/s | 1.67 i/s | 1.73 i/s | 1.76 i/s |
![]() | 3 | 2.50 i/s | 2.25 i/s | 2.37 i/s | 2.43 i/s |
![]() | 3 | 3.60 i/s | 3.10 i/s | 3.33 i/s | 3.46 i/s |
![]() ![]() | 3 | 6.92 i/s | 5.29 i/s | 6.00 i/s | 6.43 i/s |
![]() ![]() | 12 | 27.69 i/s | 6.79 i/s | 10.91 i/s | 13.85 i/s |
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.
![]() | ![]() ![]() ![]() ![]() | ![]() | ![]() ![]() |
---|---|---|---|
![]() | 1 (base) | 2 (base) | 6 (base) |
![]() | 3 (+1) | 7 (+1) | |
![]() | 2 (+1) | 4 (+1) | 8 (+1) |
![]() | 5 (+1) | 9 (+1) | |
![]() | 6 (+1) | 10 (+1) | |
![]() | 8 (+2) | 12 (+2) | |
![]() | 10 (+2) | 14 (+2) | |
![]() | 3 (+1) | 12 (+2) | 16 (+2) |
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.
Product | ![]() ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|
![]() | 1m 19s | 2m 36s | 1m 13s | 1m 43s |
![]() | 36m 4s | 34m 47s | 10m 34s | 26m 45s |
![]() | 44m 41s | 1h 27m 58s | 12m 10s | 24m 39s |
![]() | 46m 45s | 1h 32m 3s | 12m 44s | 25m 48s |
![]() | 1h 27m 50s | 2h 52m 55s | 23m 54s | 48m 28s |
![]() | 1h 30m 5s | 2h 11m 2s | 26m 50s | 59m 50s |
![]() | 2h 4m 28s | 4h 5m 2s | 33m 53s | 1h 8m 41s |
![]() | 2h 7m 0s | 4h 10m 2s | 34m 34s | 1h 10m 5s |
![]() | 2h 20m 0s | 4h 35m 38s | 38m 6s | 1h 17m 15s |
![]() | 2h 35m 35s | 5h 6m 18s | 42m 21s | 1h 25m 51s |
Fuel | Stack Energy | Acceleration Bonus | Speed Bonus | Train Top Speed |
---|---|---|---|---|
![]() | 200MJ | +0% | +0% | 259.2 km/h |
![]() | 200MJ | +0% | +0% | 259.2 km/h |
![]() | 600MJ | +20% | +5% | 272.2 km/h |
![]() | 1GJ | +80% | +15% | 298.1 km/h |
![]() | 1.21GJ | +150% | +15% | 298.1 km/h |
![]() | ![]() ![]() | ![]() | ![]() ![]() |
---|---|---|---|
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.
Train Type | RGB String | Color |
---|---|---|
![]() | 0, 140, 255 | |
![]() | 255, 55, 0 | |
![]() | 0, 0, 0 | |
![]() | 150, 100, 80 | |
![]() | 100, 180, 0 | |
![]() | 180, 200, 255 | |
![]() | 255, 125, 85 | |
![]() | 255, 200, 180 | |
![]() | 150, 150, 150 | |
![]() | 40, 100, 50 | |
![]() | 0, 255, 0 | |
![]() | 255, 0, 0 | |
![]() | 0, 0, 255 | |
![]() | 0, 0, 30 | |
![]() | 0, 170, 0 | |
![]() | 255, 255, 0 | |
![]() | 255, 255, 255 | |
![]() | 165, 60, 15 | |
![]() | 255, 50, 50 | |
![]() | 100, 255, 100 | |
![]() | 80, 180, 255 | |
![]() | 50, 50, 50 | |
![]() | 255, 80, 255 | |
![]() | 255, 180, 80 | |
![]() | 200, 200, 200 | |
![]() | 0, 100, 150 | |
![]() | 255, 0, 100 | |
![]() | 255, 0, 255 | |
![]() | 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
Vulcanus Solar Ratio
![]() | ![]() | ![]() | ![]() | ![]() |
---|---|---|---|---|
Consume Scrap | 6 | 12 | 18 | 24 |
Produce Items | 10 | 20 | 30 | 40 |
WIP...
WIP...
Some useful options to enable: