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rewrote the UPS part — updates per second is what you want to keep high, not low


*** Belt Balancer: Evenly distributes the contents of a number of incoming belts onto a number of outgoing belts.

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*** Belt Balancer: Evenly evenly distributes the contents of a number of incoming belts onto a number of outgoing belts.



** Bus: The main belt or belts that carry your produced items through the factory.

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** Bus: The main belt or belts that carry your produced items through the factory. See Main Bus.



** Spaghetti: Players love to refer to the horrible, tangled maze of cramped, twisting, overlapping, and mashed-together pipes, wiring, and conveyor belts as such. New players naturally create spaghetti, while some experienced players [[SelfImposedChallenge deliberately enjoy trying to make spaghetti work at large scales.]]

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** Spaghetti: Players love to refer to the horrible, The tangled maze of cramped, twisting, overlapping, and mashed-together conveyor belts, pipes, wiring, and conveyor belts as such.assembling machines with their inserters. New players naturally create spaghetti, while some experienced players [[SelfImposedChallenge deliberately enjoy trying to make spaghetti work at large scales.]]



** UPS: Updates Per Second, a measure of how many distinct calculations the game must keep track of. Sufficiently large megabases will start to have such a large UPS that the game begins to slow down to a crawl even on very powerful computers. Thus, a large part of late-game gameplay is optimizing the design of everything to minimize the UPS for each component and enable a larger base with the same computer hardware.

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** UPS: Updates Per Second, a measure of how many distinct calculations the Second. As internal game must keep logic is intentionally separated from graphics rendering for stability, it necessitates a different term to refer to game performance analogous to Frames Per Second. Player's actual IRL machine still needs to track of. Sufficiently large megabases will start to have such a large UPS that and process every single machine, item and biter in the whole game, which can't be dealt with by just looking away like one would avoid looking at graphically intensive special effects in other games. The game begins by default seeks to slow down achieve a tickrate of 60 UPS, but it can be set higher in Transport Belt Madness and Tight Spot campaigns or in regular game by scripts. With massive bases, avoiding operationally intensive designs and machines gains a lot of importance. For example, nuclear power is avoided because it requires a lot of fluid processing in heat pipes and steam turbines, while solar power is favored thanks to being a crawl even on very powerful computers. Thus, a large part mere multiplication of late-game gameplay is optimizing ('''Number of solar panels''') times ('''Power generation in a single panel''') times ('''State of the design of everything to minimize the UPS for each component and enable a larger base with the same computer hardware.
in-game day-night cycle''').

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Added example(s)


%% The FanSpeak list has been alphabetized, please add new examples in alphabetical order.



** Balancer: A set of splitters that are laid out to ensure that unequal loads of items incoming from different sources are distributed evenly across the outputs after some splitting and merging.
** Bootstrap Base: An early to mid game factory designed to get the player enough resources to build a much larger megabase, usually using a different factory style.

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%% This FanSpeak list has been alphabetized, please add new examples in alphabetical order.
** Balancer: A set of splitters that are laid out to ensure that unequal loads of items incoming from different sources are distributed evenly across the outputs after some splitting and merging.
merging. Comes in two flavors:
*** Lane Balancer: evenly distributes the contents of the two lanes on a single incoming belt onto an outgoing belt.
*** Belt Balancer: Evenly distributes the contents of a number of incoming belts onto a number of outgoing belts.
** Bootstrap Base: An early to mid game factory designed to get the player enough resources to build a much larger megabase, usually often using a different factory style.



** City Block: The newer of the two most popular factory layouts. A grid of train tracks is laid out, typically in a rectangle or square, with stations on the sides. Each block inside the grids is dedicated to a single task: mining, smelting, production of a particular intermediate, production of a particular end product, electrical generation, a mall, and so on. Belts and pipes are only used to move things inside each block; all movement between blocks is done with trains. When more of a particular thing is required, another block is simply slapped down on the edge of the existing grid using blueprints and bots. This decouples the various steps of production, allows for easy expansion, and prevents spaghetti. The heavy reliance on blueprints makes this in some ways an easier strategy than a main bus, but it comes with the disadvantage of requiring some mid-to-late game technologies--primarily trains and bots--to be viable, and thus a "starter" or "bootstrap" base is required. Still, with a good layout, very high [=SPMs=] are possible.
** Main Bus: The older of the two most popular factory layouts, a main bus is a style of organized factory building involving a set of parallel belts that run down one side of the factory. Resources are gathered from various outposts and brought to the factory, by belt or train. All resource processing from raw material into intermediates is done at one end and fed to the bus. All assembly is done on one side of the bus using belts that are "tapped off" of the main bus belts. This decouples raw resource gathering from resource processing from end-product assembly, preventing Spaghetti, and also gives visual feedback when a particular resource or intermediate product is running low. There is some debate on exactly which resources to bus and which to not, but the general layout is fairly universally agreed upon. Compared to City Blocks, this factory style can be maintained all the way from the early to late game, but is sometimes considered "boring" and for truly gigantic factories, the slower throughput of belts vs. trains may become a limiting factor.

to:

** City Block: The newer of the two most popular factory layouts. A grid of train tracks is laid out, typically in a rectangle or square, with stations on the sides.sides and intersections at the corners. Each block inside the grids is dedicated to a single task: mining, smelting, production of a particular intermediate, production of a particular end product, electrical generation, a mall, and so on. Belts and pipes are only used to move things inside each block; all movement between blocks is done with trains. When more of a particular thing is required, another block is simply slapped down on the edge of the existing grid using blueprints and bots. This decouples the various steps of production, allows for easy expansion, and prevents spaghetti. Using blueprints, each type of block only needs to be designed once, and once the base grows large enough, outposts for raw materials will no longer be needed as the factory expands on top of them. The heavy reliance on blueprints makes this in some ways an easier strategy than a main bus, but it comes with the disadvantage of requiring some mid-to-late game technologies--primarily trains and bots--to be viable, and thus a "starter" or "bootstrap" base is required. Still, with a good layout, very high [=SPMs=] are possible.
** Dragon's Teeth: separately from or in conjunction with conventional walls, this is an arrangement of disconnected wall segments designed to allow enemies to advance towards a factory's defenses while slowing them down so that they can be easily taken out. This takes advantage of biter behavior and pathfinding to make them easier to kill. Biters and spitters will prioritize miltiary targets, then pollution generators, and will ignore inert objects like walls, power lines, and train tracks, unless they are blocking a path towards their target and it would take too long to go around. Dragon's Teeth take advantage of this by forcing biters to path around them, but don't make the path so long that they attack the obstacles, allowing plenty of time for defenses, and particularly slow-spraying flamethrowers, to engage them. Named after the RealLife anti-tank obstacle.
** Main Bus: The older of the two most popular factory layouts, a main bus is a style of organized factory building involving a set of parallel belts that run down one side of the factory. Resources are gathered from various outposts and brought to the factory, by belt or train. All resource processing from raw material into intermediates is done at one end and fed to the bus. All assembly is done on one side of the bus using belts that are "tapped off" of the main bus belts. This decouples raw resource gathering from resource processing from end-product assembly, preventing Spaghetti, and also gives visual feedback when a particular resource or intermediate product is running low. There is some debate on exactly which resources to bus and which to not, but the general layout is fairly universally agreed upon. Compared to City Blocks, this factory style can be maintained all the way from the early to late game, and doesn't technically require any blueprints, but is sometimes considered "boring" and for "boring". For truly gigantic factories, the slower throughput of belts vs. trains may become a limiting factor.



** Spaghetti: Players love to refer to the horrible, tangled maze of cramped, twisting, overlapping, and mashed-together pipes, wiring, and conveyor belts as such.

to:

** Spaghetti: Players love to refer to the horrible, tangled maze of cramped, twisting, overlapping, and mashed-together pipes, wiring, and conveyor belts as such. New players naturally create spaghetti, while some experienced players [[SelfImposedChallenge deliberately enjoy trying to make spaghetti work at large scales.]]



** Sushi: Belts that are sorted and filled with many different items to feed many different assemblers on the same line, akin to the looping conveyor belts used in some sushi restaurants to deliver a constant parade of platters past prospective diners.

to:

** Sushi: Belts that are sorted and filled with many different items to feed many different assemblers on the same line, akin to the looping conveyor belts used in some sushi restaurants to deliver a constant parade of platters past prospective diners. This is very efficient in terms of materials and space used, but requires precise timing and/or complex circuit arrangements to properly execute, and is not strictly necessary to create a functioning factory, making it more of a SelfImposedChallenge for experienced players.

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Added example(s), Alphabetizing example(s)


%% The FanSpeak list has been alphabetized, please add new examples in alphabetical order.



** Balancer: A set of splitters that are laid out to ensure that unequal loads of ore incoming from different sources are distributed evenly across the outputs after some splitting and merging.

to:

** Balancer: A set of splitters that are laid out to ensure that unequal loads of ore items incoming from different sources are distributed evenly across the outputs after some splitting and merging.merging.
** Bootstrap Base: An early to mid game factory designed to get the player enough resources to build a much larger megabase, usually using a different factory style.
** Bus: The main belt or belts that carry your produced items through the factory.
** City Block: The newer of the two most popular factory layouts. A grid of train tracks is laid out, typically in a rectangle or square, with stations on the sides. Each block inside the grids is dedicated to a single task: mining, smelting, production of a particular intermediate, production of a particular end product, electrical generation, a mall, and so on. Belts and pipes are only used to move things inside each block; all movement between blocks is done with trains. When more of a particular thing is required, another block is simply slapped down on the edge of the existing grid using blueprints and bots. This decouples the various steps of production, allows for easy expansion, and prevents spaghetti. The heavy reliance on blueprints makes this in some ways an easier strategy than a main bus, but it comes with the disadvantage of requiring some mid-to-late game technologies--primarily trains and bots--to be viable, and thus a "starter" or "bootstrap" base is required. Still, with a good layout, very high [=SPMs=] are possible.
** Main Bus: The older of the two most popular factory layouts, a main bus is a style of organized factory building involving a set of parallel belts that run down one side of the factory. Resources are gathered from various outposts and brought to the factory, by belt or train. All resource processing from raw material into intermediates is done at one end and fed to the bus. All assembly is done on one side of the bus using belts that are "tapped off" of the main bus belts. This decouples raw resource gathering from resource processing from end-product assembly, preventing Spaghetti, and also gives visual feedback when a particular resource or intermediate product is running low. There is some debate on exactly which resources to bus and which to not, but the general layout is fairly universally agreed upon. Compared to City Blocks, this factory style can be maintained all the way from the early to late game, but is sometimes considered "boring" and for truly gigantic factories, the slower throughput of belts vs. trains may become a limiting factor.
** Mall: A grouping of production machines that manufacture and stockpile things the player needs to expand the factory (assembly machines, belts, inserters, etc.), giving them a centralized hub to gather supplies from.
** Megabase: A very large, late-game factory.



** Bus: The main belt or belts that carry your produced items through the factory.
** Mall: A grouping of production machines that manufacture and stockpile things the player needs to expand the factory (assembly machines, belts, inserters, etc.), giving them a centralized hub to gather supplies from.

to:

** Bus: The main belt or belts that carry your produced items through the factory.
SPM: Science Per Minute, which is one way of characterizing a factory's productivity. Often a goal of megabasing is a specific (large) SPM.
** Mall: A grouping of production machines that manufacture and stockpile things the player needs to expand the factory (assembly machines, belts, inserters, etc.), giving them a centralized hub to gather supplies from.Starter Base: See Bootstrap Base.


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** UPS: Updates Per Second, a measure of how many distinct calculations the game must keep track of. Sufficiently large megabases will start to have such a large UPS that the game begins to slow down to a crawl even on very powerful computers. Thus, a large part of late-game gameplay is optimizing the design of everything to minimize the UPS for each component and enable a larger base with the same computer hardware.
Is there an issue? Send a MessageReason:
None


** Sushi: Belts that are sorted and filled with many different items to feed many different assemblers on the same line, akin to the looping conveyor belts used in some sushi restaurants to deliver a constant parade of platters past prospective diners.

to:

** Sushi: Belts that are sorted and filled with many different items to feed many different assemblers on the same line, akin to the looping conveyor belts used in some sushi restaurants to deliver a constant parade of platters past prospective diners.diners.
* ScienceImitatesArt: The scorpion ''Neobuthus factorio'' was described by František Kovařík, the father of Michal Kovařík, the game's lead designer, who decided to name the new species after his son's game.
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now definition-only


** Sushi: Belts that are sorted and filled with many different items to feed many different assemblers on the same line, akin to the looping converyor belts used in some sushi restaurants to deliver a constant parade of platters past prospective diners.
* TheWikiRule: [[https://wiki.factorio.com/ Official Factorio Wiki]]

to:

** Sushi: Belts that are sorted and filled with many different items to feed many different assemblers on the same line, akin to the looping converyor conveyor belts used in some sushi restaurants to deliver a constant parade of platters past prospective diners.
* TheWikiRule: [[https://wiki.factorio.com/ Official Factorio Wiki]]
diners.
Is there an issue? Send a MessageReason:
Moved from main page, but context is lacking so hiding.

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%%* AscendedFanfic: Quite a few popular mods ended up being eventually included in the game proper.
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None


** Sushi: Belts that are sorted and filled with many different items to feed many different assemblers on the same line, akin to the looping converyor belts used in some sushi restaurants to deliver a constant parade of platters past prospective diners.

to:

** Sushi: Belts that are sorted and filled with many different items to feed many different assemblers on the same line, akin to the looping converyor belts used in some sushi restaurants to deliver a constant parade of platters past prospective diners.diners.
* TheWikiRule: [[https://wiki.factorio.com/ Official Factorio Wiki]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Balancer: A set of splitters that are laid out to ensure that unequal loads of ore incoming from different sources are distributed evenly across the outputs after some splitting and merging.
Is there an issue? Send a MessageReason:
None


** Sushi: Belts that are sorted and filled with many different items to feed many different assemblers on the same line, akin to a platter of sushi.

to:

** Sushi: Belts that are sorted and filled with many different items to feed many different assemblers on the same line, akin to the looping converyor belts used in some sushi restaurants to deliver a platter constant parade of sushi.platters past prospective diners.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Mall: A grouping of production machines that manufacture and stockpile things the player needs to expand the factory (assembly machines, belts, inserters, etc.), giving them a centralized hub to gather supplies from.
Is there an issue? Send a MessageReason:
None


** Spaghetti: Players love to refer to the horrible, tangled maze of cramped, twisting, overlapping, and mashed-together pipes, wiring, and conveyor belts as such.

to:

** Spaghetti: Players love to refer to the horrible, tangled maze of cramped, twisting, overlapping, and mashed-together pipes, wiring, and conveyor belts as such.such.
** Bus: The main belt or belts that carry your produced items through the factory.
** Sushi: Belts that are sorted and filled with many different items to feed many different assemblers on the same line, akin to a platter of sushi.
Is there an issue? Send a MessageReason:
None


** Speghetti: Players love to refer to the horrible, tangled maze of cramped, twisting, overlapping, and mashed-together pipes, wiring, and conveyor belts as such.

to:

** Speghetti: Spaghetti: Players love to refer to the horrible, tangled maze of cramped, twisting, overlapping, and mashed-together pipes, wiring, and conveyor belts as such.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*FanSpeak:
** Speghetti: Players love to refer to the horrible, tangled maze of cramped, twisting, overlapping, and mashed-together pipes, wiring, and conveyor belts as such.

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