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A geração de mundo é, em resumo, uma série de configurações que definem como será o mundo quando gerado. Isso pode alterar dramaticamente a jogabilidade - um novo jogador é aconselhável para começar com as configurações padrão antes de decidir mudar seu mundo.


==Como isso funciona==
{{Languages}}
<center>: [[File:MapGeneratorOverview.png]]</center>
''Para o insersor comum amarelo, veja {{L|Inserter}}.''
Uma explicação mais técnica da mecânica de geração mundial é que o gerador de mapas gera a maior parte do mundo com um algoritmo chamado "Perlin Noise". Em suma, funciona um pouco como as ondas no mar.


'''Inserters''' são dispositivos que são usados para mover itens por curtas distâncias. Quando colocados, eles têm uma direção fixa. Eles podem mover itens por trás e colocá-los na frente deles. Ao fazer isso, eles podem mover itens de uma esteira de transporte para outra, mas também extrair itens de - e inserir itens em - máquinas ou dispositivos de armazenamento.


{{Clear}}
== Tipos de insersores ==
 
Tudo acima de um nível definido define a existência (ou a inexistência) das características de algum tipo de terreno. O jogador também deve saber que o mapa não é gerado no início do jogo. Apenas as partes que vêem são geradas, todo o resto não é. O mapa será gerado gradualmente à medida que o jogador explora mais terreno. Veja abaixo para detalhes mais técnicos.
 
{{Clear}}
 
A seguinte imagem mostra um exemplo de como o gerador mundial pode criar um novo mapa.
 
<center>: [[File:Default_123456789.png|thumb|left| Geração de mundo com as configurações padrão com a seed 123456789]]</center>
 
<div style="clear: both"></div>
 
== Predefinições automáticas ==
 
A partir da versão 0.15, uma configuração pré definida pode ser escolhida em vez de configurar manualmente a geração. Existem várias opções. As diferenças do predefinido "padrão" estão em parênteses em negrito.


{| class="wikitable"
{| class="wikitable"
| {{Imagelink|Burner inserter}} || O único insersor que utiliza {{L|Fuel}}, e o mais lento.
|-
| {{Imagelink|Inserter}} || O insersor elétrico padrão.
|-
|-
! Recipientes/Tecnologia                !! Padrão !! Recursos Ricos !! Maratona !! Perigoso !! Mundo da morte !! Mundo ferroviário
| {{Imagelink|Long handed inserter}} || Capaz de inserir e remover itens em grandes distâncias.
|-
|-
| Dificuldade de pesquisa          || Normal || Normal || Expancivo|| Normal || Expancivo|| Normal
| {{Imagelink|Fast inserter}} || Um insersor mais rápido.
|-
|-
| Dificuldade de tecnologia      || Normal || Normal || Expancivo || Normal || Expancivo|| Normal
| {{Imagelink|Filter inserter}} || Uma variação do insersor rápido que possui filtro de tipos.
|-
|-
| Multiplicador do preço da tecnologia || 1 || 1 || 4'''(+3)''' || 1 || 4'''(+3)''' || 1
| {{Imagelink|Stack inserter}} || Tão rápido quando o insersor rápido, mas ele move mais itens de uma só vez.
|-
|-
| {{imagelink|Stack filter inserter}} || Variante do insersor de pilha que que pode filtrar itens por tipo.
|}
|}
==Mecânica==
O que Insersores '''irá''':
* Pegar itens do chão, de [[Transport belts/pt-br|esteiras]] ou de qualquer objeto que tenha espaço de armazenamento, incluindo [[Chests/pt-br|baús]], [[Furnace/pt-br|fornalhas]] e {{L|Assembling machine}}.
* Colocar o item no chão, em uma esteira ou em qualquer objeto que tenha espaço de armazenamento.
* Funcionar em velocidades mais lentas quando estiver sem energia.
* Pegar quantos itens o seu [[Inserter capacity bonus (research)/pt-br|tamanho da pilha]] permitir de uma só vez, se eles não tiverem que esperar muito tempo para buscá-los.
Insersores '''não farão''':
* Pegar qualquer item que não pode ser inserido em uma entidade adjacente.
* Pegar qualquer item se a entidade adjacente for um blueprint.
* Pegar um item para colocar em uma entidade com o inventário cheio.
* Place more than one item at a time onto the same ground tile.
* Place items into an entity that can not hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s, and [[turret]]s.
If two or more inserters are picking up from the same tile, the inserter who can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.
=== Insertion limits ===
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.


{| class="wikitable"
{| class="wikitable"
! Entity !! Item type !! Automatic insertion limit
|-
|-
! Expanção dos inimigos                !! Padrão!! Recursos Ricos !! Maratona!! Perigoso !! Mundo da Morte !! Mundo Ferroviário
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || align="center" | 5
|-
|-
| Habilitado                        || Sim || Sim|| Sim|| Sim|| Sim|| Não'''(Sim)'''
| [[Gun turret]]s || Bullet Magazines || align="center" | 10
|-
|-
| Pedaços mínimos entre novas bases || 3 || 3 || 3 || 3 || 3 || 3
| [[Artillery turret]]s || [[Artillery shell]]s || align="center" | 5
|-
|-
| Distância máxima das expanções      || 7 || 7 || 7 || 7 || 7 || 7
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft in addition to the ingredients for the number of crafts that can complete during one full inserter swing; but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[https://forums.factorio.com/viewtopic.php?p=309796#p309796]
|-
| Tamanho mínimo do grupo              || 5 || 5 || 5 || 5 || 5 || 5
|-
| Tamanho máximo do grupo              || 20 || 20 || 20 || 20 || 20 || 20
|-
| Cooldown mínimo (Minutos)      || 4 || 4 || 4 || 4 || 4 || 4
|-
| Cooldown máximo (Minutos)      || 60 || 60 || 60 || 60 || 60 || 60
|-
|-
| [[Lab]]s || [[Science pack]]s || Double the number of science packs needed for one research unit.
|}
|}


{| class="wikitable"
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if multiple inserters are used to insert items into one building.
|-
 
! Evolução do inimigo !! Padrão!! Recursos Ricos !! Maratona!! Perigoso!! Mundo da Morte!! Mundo ferroviário
=== Inserters and transport belts ===
|-
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter's perspective or if the belt is going the same or the opposite direction as the inserter the right side from the belt's perspective.
| Fator de destruição  || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000
 
|-
{|
| Habilitado || Sim || Sim || Sim || Sim || Sim || Sim
| style="width:320px;" | [[File:Inserter_dropoff_locations.gif]] || [[File:Inserter_pickup_locations.gif]]
|-
| Fator de Poluição || 0.00001500 || 0.00001500 || 0.00001500 || 0.00002000'''(+0.000005)''' || 0.00002000'''(+0.000005)''' || 0.00001500
|-
| Fator de tempo      || 0.00000400 || 0.00000400 || 0.00000400 || 0.00002000'''(+0.000016)''' || 0.00002000'''(+0.000016)''' || 0.00000200'''(-0.000002)'''
|-
|-
| style="width:320px;" | Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt's perspective. In curves the inserter always places on the far side.
| style="width:320px;" | If the belt is perpendicular to the inserter, inserters '''prefer''' taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter '''prefers''' taking from the left lane, from the belt's perspective. If the left lane is empty it will take from the right lane.
|}
|}


=== Potential issues ===
Inserters may have problems picking up items:


{| class="wikitable"
* From very fast belts, because the items are moving too quickly.
|-
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)
! Poluição !! Padrão !! Recursos Ricos !! Maratona !! Perigoso !! Mundo da Morte !! Mundo Ferroviário
* From turning belts if the item is on the inside of the corner
|-
| Absorção Das Árvores || 500 || 500 || 500 || 500 || 500 || 500
|-
| Tacha de Difusão          || 2% || 2% || 2% || 2% || 2% || 2%
|-
| Tacha de Dissipação          || 1 || 1 || 1 || 1 || 1 || 1
|-
| Habilitada || Sim || Sim || Sim || Sim || Sim || Sim
|-
| Dano mínimo para as árvores  || 3500 || 3500 || 3500 || 3500 || 3500 || 3500
|-
|}


== Power usage ==
* Electric inserters drain energy even when they are not moving, as idle power
* The amount of energy used is the same for every turn
* The [[burner inserter]] does not drain energy when idle, but uses more energy when it is active.


== Inserter speed ==
[[File:all_inserter_speeds.gif|frame|right|Animation showing all inserter speeds at once.]]
{| class="wikitable"
{| class="wikitable"
|-
! Type
! Recurso !! Padrão !! Recursos Ricos !! Maratona !! Perigoso !! Mundo da Morte !! Mundo ferroviário
! Rotation-speed (turns per [[Time#Ticks|tick]])<br/>Extension-speed ([[Map_structure#Tile|Tiles]] per Tick)
|-
! Turns per [[Time#Seconds|Game-second]]
| Frequência de carvão  || Normal || Normal || Normal || Normal || Normal || Muito Baixo
! Game-second per full turn
|-
! Ticks per full turn
| Riqueza do Carvão  || Regular || Muito Boa'''(Regular)''' || Regular || Regular || Regular || Regular
|- align="center"
|-
| align="left"| {{Imagelink|Burner inserter|Burner inserter}} || 0.01<br/>0.0214 || 0.60 || 1.667 || 100
| Tamanho Das Minas De Carvão      || Médio || Médio || Médio || Médio || Médio || Grande'''(Médio)'''
|- align="center"
|-
| align="left"| {{Imagelink|Inserter|Inserter}} || 0.014<br/>0.03 || 0.83 || 1.2 || 72
| Frequência de Cobre || Normal || Normal || Normal || Normal || Normal || Muito Baixa'''(Normal)'''
|- align="center"
|-
| align="left"| {{Imagelink|Long handed inserter|Long handed inserter}} || 0.02<br/>0.0457 || 1.2 || 0.833 || 50
| Riqueza do Cobre  || Regular || Muito Boa'''(Regular)''' || Regular || Regular || Regular || Regular
|- align="center"
|-
| align="left"| {{Imagelink|Fast inserter}}<br/>{{Imagelink|Filter inserter}}<br/>{{Imagelink|Stack inserter}}<br/>{{imagelink|Stack filter inserter}} || 0.04<br/>0.07 || 2.31 || 0.433 || 26
| Tamanho Das Minas De Cobre      || Médio || Médio || Médio || Médio || Médio || Grande'''(Médio)'''
|-
| Frequência Bruta  || Normal || Normal || Normal || Normal || Normal || Muito Baixa'''(Normal)'''
|-
| Riqueza Bruta  || Regular || Muito Boa'''(Regular)''' || Regular || Regular || Regular || Regular
|-
| Tamanhos Das Minas Brutas      || Médio || Médio || Médio || Médio || Médio || Grande'''(Médio)'''
|-
| Frequência das bases inimigas || Normal || Normal || Normal || Muito Alto'''(Normal)''' || Muito Alta'''(Normal)''' || Muito Baixa'''(Normal)'''
|-
| Riqueza das bases inimigas || Regular || Regular || Regular || Regular || Regular || Regular
|-
| Tamanho das bases inimigas || Médio || Médio || Médio || Médio || Médio || Pequena'''(Médio)'''
|-
| Frequência de Ferro  || Normal || Normal || Normal || Normal || Normal || Muito Baixa'''(Normal)'''
|-
| Riqueza do Ferro    || Regular || Muito Boa'''(Regular)''' || Regular || Regular || Regular || Regular
|-
| Tamanho das minas de Ferro        || Médio || Médio || Médio || Médio || Médio || Grande'''(Médio)'''
|-
| Área inicial    || Médio || Médio || Médio || Médio || Médio || Médio
|-
| Frequência de Pedra  || Normal || Normal || Normal || Normal || Normal || Muito baixa'''(Normal)'''
|-
| Riqueza da Pedra  || Regular || Muito Boa'''(Regular)''' || Regular || Regular || Regular || Regular
|-
| Tamanho das minhas de Pedra      || Médio || Médio || Médio || Médio || Médio || Grande'''(Médio)'''
|-
| Frequência de Urânio || Normal || Normal || Normal || Normal || Normal || Muito Baixa'''(Normal)'''
|-
| Riqueza do Urânio || Regular || Muito Boa'''(Regular)''' || Regular || Regular || Regular || Regular
|-
| Tamanho das minas de Urânio    || Médio || Médio || Médio || Médio || Médio || Médio
|-
| Frequência da Água  || Normal || Normal || Normal || Normal || Normal || Muito Baixa'''(Normal)'''
|-
| Tamanho da água      || Médio || Médio || Médio || Médio || Médio || Grande'''(Médio)'''
|-
|-
|}
|}


== Configuração manual ==
'''Note:''' These numbers come directly from the [https://github.com/wube/factorio-data/tree/master/base/prototypes/entity factorio-data github repository].


===Settings on the top row===
===Rotation Speed===
====Frequência====
Convention: 2π rad = 100% of a circle rotation = '''1 turn''' (or one full rotation).


Isto é '''não''', quão frequente é o minério, o carvão, o petróleo, etc., na verdade determina o número de depósitos individuais que o jogador encontrará.
Note: an Inserter doesn't always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.


Isso define o comprimento de onda dos geradores de ondas usados pelo algoritmo Perlin Noise acima, mas não o tamanho total de todas as ondas. Isso significa que a frequência não modifica a quantidade de recursos em um bloco, mas modificando a área de cada depósito e o número de depósitos. Além disso, a alteração da frequência não afeta a quantidade média de recursos em um mapa limitado, apenas sua distribuição.
===Extension Speed===
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.


Se a frequência dos recursos for aumentada, cada um dos depósitos será menor e terá menos recursos no total (porque cobre menos área) e os depósitos são muito comuns. Se a frequência do recurso diminui, os depósitos são maiores, mas mais raros. Isso também faz com que as bases inimigas apareçam com mais freqüência usando as mesmas regras de distribuição que os minérios - no entanto, isso pode levar a uma rápida expansão [[Enemies/pt-br|inimigos]] devido ao número muito maior de grupos de ninhos.
==Inserter Throughput==


====Tamanho====
The following is based on experimental data from [https://docs.google.com/spreadsheets/d/1Q4hxL69qrK3qeEKU8aDkuwM3gJy6I2dJ4FYSs-FQUpI/edit?usp=sharing 0.18].   
Isso define o tamanho das amostras de minério e da água geradas através da definição de "níveis". Aumenta o diâmetro médio de áreas de minério e lagos, permitindo ajustar o tamanho de ambos.
Most of the 0.18 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.


É tão simples quanto parece: tamanho pequeno significaria pequenas manchas de minério e massas de água, grande significa grandes manchas de minério e massas de água. Observe que isso é efetuado pela frequência, embora seja presumivelmente capaz de aumentar o total de minério e água do mundo, onde a frequência simplesmente o reequilibra.
{{BlueprintString|bp-string=0eNrtXO1u2zYUfRcB+zPIG79JGd2APMdQGIrNNMJs2ZDlYEHgd58kp7ZM+Uq8qtyWSFEghSPpijznfvGQzlv0uD7YXZHlZTR/i7LlNt9H83/eon32JU/X9e/K152N5lFW2k0UR3m6qT+lRVY+b2yZLWfL7eYxy9NyW0THOMrylf0vmtNjPGhjv0nX69k63exaD7Lj5ziyeZmVmT2NpPnwusgPm0dbVJYHxhBHu+2+enqb1y+uLM5MHL1W//E/ZPWaVVbY5emqiKNqumWxXS8e7XP6klVPV49czC6qy6vG1L6+8JQV+3LRmdRLVpSH6jeXeTV3zB7qWe1tbaM2tC/TGmNK4mi7s0V6GkP0Z/Xc9lDuDjjLx2Mz+Pw0l2Z4tP5R2FUbtKz6xKs7s2J5yMrmIz1+rp5lwM1UVpePNXkO7AwNu/4xsNt0+dxCHkdXm5lPn0ZQc3o7gh3ZYSeOvhTW5gM0sguNN2+nCiCSo4lUP3P8/Hb3+KEuQ/HVZcYHmGDd+LvFi0DzIj52XlOYvNawdAt2iYad/8prHuyw/qjRYJ5TuDzHBECsQhPLPnaeE/2McTrAhPTLc/o8yq+T7WeFvrNyvM3CU7YubQH0rBAwJGqsHWqgZ5RonXBFmRnoXiFr9MoaN4Iywlmro8UYY1fGEkIITTS9WOMoa7xlrZon14IaJs7GBMqYuBoa1UYmiWhZkyhr8pqDRGjKubhYUyhrqmWNUcGZSdrGNMqYvhqalNQkTBhytmZQ1syVNcWpNIJJdbaWoKwlV9ZY9U9y07JGCcrcw82pXqydgn5sL3udQRK/BGGwiZt87D6IUkwjxCHYEyzs9Fcf5MEO3Oi4vA11OpwBzNUu9z7KlV1mK1v08lYRdmJOXPOmbvP2bvLbSEvz1/I5y7+css3XWCH1h80uLZqBzqO/RxBSQ94Y3b0umjy2eCq2m0WWV1ai+VO63luIrdus8H59hHVIg+j1XPdRtKD1wftUM9CnJgNx5FmGKFrxOgcW9wqsqXh5j4AOM3Xn3Gbm97HRhYsfAma1W+HUudshU3mSdVG1qtkv/51l+d4W1cKgy5LuX098fdtmu7KL7dOihWBLgStsulo8pye8y2owFSplcbCXO5qLzW21pcZNx4MITlvcEtO7a6jkNGeGGYMg0EsvksnGrrLDZmbXlcWiio7ddm3h19PRmhtY+ZTf/M3V/EHOz2E4IgpJf2n7FKGiiPWHBTUQINoPEH1/QOikgNAEmrFBuQC944zZtDNWDukCjIIERfo9IeDTQqBdCCAVlxE/CFRwiQAinVG/GcsxqV9DL2UomO/paWJamInradD2GePY6ifR1U8MNEV+zQHzbA5EaDEh++FhIHXSDxAeWnFkYLwqlAuEUxyZcEiXULfKNIr0cIojky4EYCLwbJFYaImAg6R7dkR0RHGU0AkZTlAwB1Qcjetp0J4rp9jiSNHF0fRnf0/BgPt1MiS0kEgGWgeQOe6FBw2tNHIwWgXGAcKpjNylXEJaAZcYysMpjJy7CEDaAVfjNk7Y99s4OW9v/CR7Jn5bIr36u/LcGOF+nVt4XQsYkAYz4XD6B+7KOAqScXiC7B84XlkeOM6ptZ/0LAhGeico2ctd3AjwzCjFDIIi5X+HNGhZLRhGgSV3dFs5rfrotr0Cap4Exwiw90RATS26OwhA3ZQQGB+4Z+rSkyIgOssLSGoREuMD4XRTwu2mFFS+hMKIw+HkAeb6gAAR0BhNHlUTmFunBNTUCoOh4Z6OaKZ1RHc/TIEIJBgaKHJnxGkXIAlKEoz0GlA0uDRIqEOSFKO8hlMVmesDEvxuCcP4QDhVUbq9oYYaVMkxPhBOVZSdZQMYBQKjCoeTB7jrAxJaH0iJEeNxVdFtUCXUnkmFoSGcqijdtaIGk5HG0ECRWyLOIKCVkjQI1TWgYHBZUGBbkCBE13BqInc9QEEVQRGEBwRUEl2xQENLZUURHhBQRXRTsYbqgWKjVHdyLbqz7ym68w42U4vu9eFhFN6K4U5O95/DVsL3zxD4qveKI8TsgDK9G+cKjHMxys3pD3RzF5u/xn2XY7KdpSEfd7X6oW8o37r/JnUS4bvh9IrKlfI0JGQphdlXwJ0tBUHXGAn5ntt9ybS6lfAVUJXBSMj3ROBhWr/T3W0ETylPJRgxkwVTRpTx1ZQ1wYiZuFCEUNcUo1uFE4qS+ao2mmF0q3BCUdOudumpH2iOUVDCCUXNfIUsLTAKCu5QKaRbaYlYLocTiYr4rha1QiyXAwrEG4KJZ3Om9aiFBfuBCws2wfr5YeTq+ZtWu93TQHGvpf5Vdv3V9PjbliYac0YsoCSsbi+rK7iavxk6b/2Z0jh6scX+dPLSaMaUMYSQ4/F/sZ3s5g==}}


Finalmente, isso faz com que [[Enemies/pt-br|bases inimigas]] apareçam maiores, embora as bases criadas pelo "processo natural" de expansão sigam regras diferentes.
===Chest to chest===
 
A tabela a seguir mostra como as configurações de frequência e tamanho afetam a geração de amostras de minério. Para mais detalhes, abra as imagens em uma nova tab.


'''Note:''' Experimental data from 0.18


{| class="wikitable"
{| class="wikitable"
 
! rowspan=2 | Type
| + Geração de patches de ferro em diferentes configurações de frequência e tamanho
! rowspan=2 | Arm cycles per second
! Frequência \ Tamanho
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)
!Muito pequeno
!Pequeno
!Médio
!Grande
!Muito grande
 
|-
|-
!Muito baixo
! colspan=2 | No capacity bonus
|[[File:Iron_freq_very_low_size_very_small.png|frameless|150x150px]]
! colspan=2 | Capacity bonus 2
|[[File:Iron_freq_very_low_size_small.png|frameless|150x150px]]
! colspan=2 | Capacity bonus 7
|[[File:Iron_freq_very_low_size_medium.png|frameless|150x150px]]
|- align="center"
|[[File:Iron_freq_very_low_size_big.png|frameless|150x150px]]
| align="left"| {{Imagelink|Burner inserter|Burner inserter}} || 0.60 || 0.60 || (1) || 1.20 || (2) || 1.80 || (3)
|[[File:Iron_freq_very_low_size_very_big.png|frameless|150x150px]]
|- align="center"
 
| align="left"| {{Imagelink|Inserter|Inserter}} || 0.83 || 0.83 || (1) || 1.67 || (2) || 2.50 || (3)
|- align="center"
| align="left"| {{Imagelink|Long handed inserter|Long handed inserter}} || 1.20 || 1.20 || (1) || 2.40 || (2) || 3.60 || (3)
|- align="center"
| align="left"| {{Imagelink|Fast inserter|Fast inserter}}<br/>{{Imagelink|Filter inserter|Filter inserter}} || 2.31 || 2.31 || (1) || 4.62 || (2) || 6.92 || (3)
|- align="center"
| align="left"| {{Imagelink|Stack inserter|Stack inserter}}<br/>{{imagelink|stack_filter_inserter|Stack filter inserter}} || 2.31 || 4.62 || (2) || 9.23 || (4) || 27.69 || (12)
|-
|-
!Baixo
|}
|[[File:Iron_freq_low_size_very_small.png|frameless|150x150px]]
|[[File:Iron_freq_low_size_small.png|frameless|150x150px]]
|[[File:Iron_freq_low_size_medium.png|frameless|150x150px]]
|[[File:Iron_freq_low_size_big.png|frameless|150x150px]]
|[[File:Iron_freq_low_size_very_big.png|frameless|150x150px]]
 
|-
!Normal
|[[File:Iron_freq_normal_size_very_small.png|frameless|150x150px]]
|[[File:Iron_freq_normal_size_small.png|frameless|150x150px]]
|[[File:Iron_freq_normal_size_medium.png|frameless|150x150px]]
|[[File:Iron_freq_normal_size_big.png|frameless|150x150px]]
|[[File:Iron_freq_normal_size_very_big.png|frameless|150x150px]]
 
|-
!Alto
|[[File:Iron_freq_high_size_very_small.png|frameless|150x150px]]
|[[File:Iron_freq_high_size_small.png|frameless|150x150px]]
|[[File:Iron_freq_high_size_medium.png|frameless|150x150px]]
|[[File:Iron_freq_high_size_big.png|frameless|150x150px]]
|[[File:Iron_freq_high_size_very_big.png|frameless|150x150px]]


|-
===Chest to belt===
!Muito alto
|[[File:Iron_freq_very_high_size_very_small.png|frameless|150x150px]]
|[[File:Iron_freq_very_high_size_small.png|frameless|150x150px]]
|[[File:Iron_freq_very_high_size_medium.png|frameless|150x150px]]
|[[File:Iron_freq_very_high_size_big.png|frameless|150x150px]]
|[[File:Iron_freq_very_high_size_very_big.png|frameless|150x150px]]


|}
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that have items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.


====Riqueza====
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.


Isso define o conteúdo real de cada remessa de minério e campo de petróleo. A riqueza do campo de recurso aumenta à distância.
'''Note:''' Experimental data from 0.18


{| class="wikitable"
{| class="wikitable"
 
! rowspan=3 | Type
|+ Recursos em manchas de minério em diferentes configurações de riqueza
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)
!Muito pobre
|-
!Pobre
! colspan=4 | No capacity bonus
!Regular
! colspan=4 | Capacity bonus 2
!Rico
! colspan=4 | Capacity bonus 7
!Muito rico
|-
 
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]] ||
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]] ||
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]] ||
|- align="center"
| align="left"| {{Imagelink|Burner inserter|Burner inserter}} || 0.60 || 0.60 || 0.60 || (1) || 1.19 || 1.19 || 1.19 || (2) || 1.67 || 1.73 || 1.76 || (3)
|- align="center"
| align="left"| {{Imagelink|Inserter|Inserter}} || 0.83 || 0.83 || 0.83 || (1) || 1.64 || 1.64 || 1.64 || (2) || 2.25 || 2.37 || 2.43 || (3)
|- align="center"
| align="left"| {{Imagelink|Long handed inserter|Long handed inserter}} || 1.20 || 1.20 || 1.20 || (1) || 2.35 || 2.35 || 2.35 || (2) || 3.10 || 3.33 || 3.46 || (3)
|- align="center"
| align="left"| {{Imagelink|Fast inserter|Fast inserter}}<br/>{{Imagelink|Filter inserter|Filter inserter}} || 2.31 || 2.31 || 2.31 || (1) || 4.44 || 4.44 || 4.44 || (2) || 5.29 || 6.00 || 6.43 || (3)
|- align="center"
| align="left"| {{Imagelink|Stack inserter|Stack inserter}}<br/>{{imagelink|stack_filter_inserter|Stack filter inserter}} || 4.44 || 4.44 || 4.44 || (2) || 5.71 || 7.06 || 7.74 || (4) || 6.79 || 10.91 || 13.85 || (12)
|-
|-
|[[File:Iron_richness_very_poor.png]]
|[[File:Iron_richness_poor.png]]
|[[File:Iron_richness_regular.png]]
|[[File:Iron_richness_good.png]]
|[[File:Iron_richness_very_good.png]]
|}
|}


===The left column===
===Belt to chest (perpendicular)===


* Water: How [[water]] is generated on each map.
'''Note:''' Experimental data from 0.18
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these changes.
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.


===Starting area===
When picking items from a belt, many more factors come into play besides belt fullness:


This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc, from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although the player may choose to make this area small to increase the challenge of the game.
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).
* Whether the belt is perpendicular to the inserter or approaches it head on.
* Whether items are on the near or far lane of a perpendicular belt.
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.


It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it's possible that map generation will have made a situation where it is impossible to beat the game, such as missing [[oil]], too many biters to defend, etc.
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.


{| class="wikitable"
{| class="wikitable"
|+World generations on different starting area settings
! rowspan=4 | Type
!Very small
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)
!Small
|-
!Medium
! colspan=5 | No capacity bonus
!Big
! colspan=5 | Capacity bonus 2
!Very big
! colspan=5 | Capacity bonus 7
 
|-
! colspan=3 | Items at<br/>belt speed
! rowspan=2 | Items<br/>queued<br/>up
! rowspan=2 |
! colspan=3 | Items at<br/>belt speed
! rowspan=2 | Items<br/>queued<br/>up
! rowspan=2 |
! colspan=3 | Items at<br/>belt speed
! rowspan=2 | Items<br/>queued<br/>up
! rowspan=2 |
|-
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]
|- align="center"
| align="left"| {{Imagelink|Burner inserter}} || 0.60 || '''0.65''' || 0.50 || 0.64 || (1) || 1.11 || '''1.20''' || 1.13 || 1.26 || (2) || 1.61 || 1.61 || '''1.65''' || 1.71 /<br/>1.73 /<br/>1.86 * || (3)
|- align="center"
| align="left"| {{Imagelink|Inserter}} || '''0.94''' || '''0.94''' || '''0.94''' || 0.88 || (1) || '''1.67''' || '''1.67''' || 1.50 || 1.74 || (2) || '''2.50''' || 2.25 || 2.33 || 2.37 /<br/>2.37 /<br/>2.54 * || (3)
|- align="center"
| align="left"| {{Imagelink|Long handed inserter}} || 1.18 || 1.18 || '''1.25''' || 1.20 || (1) || 2.20 || 2.31 || '''2.40''' || 2.40 || (2) || 3.21 || 3.21 || '''3.46''' || 3.40 || (3)
|- align="center"
| align="left"| {{Imagelink|Fast inserter}}<br/>{{Imagelink|Filter inserter}} || '''2.50''' || 2.31 || '''2.50''' || 2.50 || (1) || 4.50 || 4.29 || '''5.00''' || 4.80 || (2) || '''6.43''' || 6.00 || '''6.43''' || 6.43 || (3)
|- align="center"
| align="left"| {{Imagelink|Stack inserter}}<br/>{{imagelink|Stack filter inserter}} || 4.50 || 4.29 || '''5.00''' || 4.80 || (2) || 7.50 || 7.50 || '''8.00''' || 7.50 /<br/>8.57 /<br/>8.28 * || (4) || 7.50 || 11.25 || '''15.00''' || 7.50 /<br/>13.09 /<br/>15.32 * || (12)
|-
|-
|[[File:Starting_area_very_small.png|frameless|150x150px]]
|[[File:Starting_area_small.png|frameless|150x150px]]
|[[File:Starting_area_medium.png|frameless|150x150px]]
|[[File:Starting_area_big.png|frameless|150x150px]]
|[[File:Starting_area_very_big.png|frameless|150x150px]]
|}
|}


===Peaceful mode===
<nowiki>*)</nowiki> Throughput for basic/fast/express belt.
The [[Enemies]] don't begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console|Console commands]].
 
===Map-width and -height===
If the player limits the width and/or height they may generate maps with finite resources and area. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge. Another option is to make the world infinite in only one axis, this is commonly referred to as a ''ribbon world''.
 
===Map seed / Map Exchange String===
 
Definitions and terminology:
 
; Map Seed: Random number generator seed
; Map Exchange String: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)
 
====Map Seed====
This is the starting value for the random number generator that Factorio uses for generating the world. Know that 'random number' is really a misnomer in Factorio and on computers in general, as they aren't really random, instead being calculated with complicated algorithms that require a seed as starting value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).
 
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It's up to chance. In order to get a true copy of a world, giving the map-exchange string and allowing the string to fill out the seed is important.
 
====Map Exchange String====
A string generally looks like so:
 
>>>AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl
AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl
yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA
ADAFR8w0Q=<<<
 
It is a string of good length that begins with >>> and ends with <<<. Many facilities exist within the community for sharing exchange strings. The map exchange string can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.
 
If you wish to retrieve the map-exchange string from your world:
 
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator to create a copy of that world, or send it to a friend.
 
For a technical description of the map exchange string, see [[Map Exchange String Format]].
 
==Generation==
 
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].
A [http://lua-api.factorio.com/latest/Concepts.html#AutoplaceSpecification more detailed description] is in the API documentation.
 
From the [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=8016&p=63691#p63561 article which describes the generation]:
: [[File:Factorio-Perlin-Noise.png]]
Top: Normal settings, Middle: The same, but with higher '''frequency''' (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased '''size'''.
 
The blue wavy line is an internal noise function, black line is a "level" that is used to determine resource placement, red lines are actual placed resources. The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them. This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) > 0. The amount of resources on the tile is given by f(x) * richness.
 
==Generating new Chunks==
 
A map is endless by default, though its size can be limited by height and width - see above. Because it is technically endless, the whole map isn't generated from the start. A new [[Chunk]] of map is generated only when needed, similar to other procedurally generated world games.
 
===Generating Invisible Chunks (Fog of War)===
 
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated, as a preloading mechanism, and for biters to be able to see the player. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.
 
===Charting (Make Invisible Chunks Visible on Map)===
 
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is '''[[Radar#Charting|charted]]''', which means when it is "touched" by radar. Either the players internal radar, which is always available and continually charts chunks around the player, or the '''[[Radar]]''' entity. When a visible chunk is generated there might be other chunks also invisibly generated.
 
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.
 
 
=== Exploring ===
 
If the player arrives at the current visible borders the needed chunks are generated. As the [[player]] explores, a radius of about 3 chunks are continually loaded around them. As this can take a while on lower end machines, it is possible to outrun the world generator and end up in 'limbo' with no entities around the player. Staying still for a while will allow the generator to catch up.
 
=== Maximum Map Size and used Memory===


The map size is limited to 2000 x 2000 kilometers (a quadrant with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrant-tiles). This is between the size of India and Australia. It would take around 240 [[game-second|game-minutes]] (=4 hours) by train to reach that border from the center. This means that the world is essentially endless.
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.


Because only chunks are generated around the area that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much if you allocate just a small stripe of land.
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it's the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.


The generated chunks are mapped and stored in the player's RAM, which is the limiting factor.
=== Belt to Chest (facing inserter) ===


== History ==
'''Note:''' Experimental data from 0.18


{{history|0.15.0|
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with [[express transport belt]]s and [[stack inserter]]s with the maximum [[inserter capacity bonus (research)|capacity bonus]].
* The world generator now has select-able presets.
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.
}}


{{history|0.13.0|
[[File:Inserter_belt_to_chest_throughput.png|900px]]
* Map generator algorithm changed, further resource field now have greater richness.
}}


== See also ==
==See Also==
* [[Electric system]]
* [[Belt transport system]]
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.


* [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=7924&p=63517#p63517 Some technical info]
{{C|Inserters}}
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=8624&p=69156#p69156 Temperature based biome-model] (how trees are placed)
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=1593 Thread about definition of map map exchange string/seed]
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6447&p=50336#p50318 Definition of string and seed]

Latest revision as of 09:10, 18 September 2020

Para o insersor comum amarelo, veja Inserter.

Inserters são dispositivos que são usados para mover itens por curtas distâncias. Quando colocados, eles têm uma direção fixa. Eles podem mover itens por trás e colocá-los na frente deles. Ao fazer isso, eles podem mover itens de uma esteira de transporte para outra, mas também extrair itens de - e inserir itens em - máquinas ou dispositivos de armazenamento.

Tipos de insersores

Burner inserter.png
Burner inserter
O único insersor que utiliza Fuel, e o mais lento.
Inserter.png
Inserter
O insersor elétrico padrão.
Long handed inserter.png
Long handed inserter
Capaz de inserir e remover itens em grandes distâncias.
Fast inserter.png
Fast inserter
Um insersor mais rápido.
Filter inserter.png
Filter inserter
Uma variação do insersor rápido que possui filtro de tipos.
Stack inserter.png
Stack inserter
Tão rápido quando o insersor rápido, mas ele move mais itens de uma só vez.
Stack filter inserter.png
Stack filter inserter
Variante do insersor de pilha que que pode filtrar itens por tipo.

Mecânica

O que Insersores irá:

  • Pegar itens do chão, de esteiras ou de qualquer objeto que tenha espaço de armazenamento, incluindo baús, fornalhas e Assembling machine.
  • Colocar o item no chão, em uma esteira ou em qualquer objeto que tenha espaço de armazenamento.
  • Funcionar em velocidades mais lentas quando estiver sem energia.
  • Pegar quantos itens o seu tamanho da pilha permitir de uma só vez, se eles não tiverem que esperar muito tempo para buscá-los.

Insersores não farão:

  • Pegar qualquer item que não pode ser inserido em uma entidade adjacente.
  • Pegar qualquer item se a entidade adjacente for um blueprint.
  • Pegar um item para colocar em uma entidade com o inventário cheio.
  • Place more than one item at a time onto the same ground tile.
  • Place items into an entity that can not hold them, for example due to filtered or limited slots.
  • Fill up the entire target inventory of boilers, nuclear reactors, production buildings, furnaces, and turrets.

If two or more inserters are picking up from the same tile, the inserter who can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.

Insertion limits

Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.

Entity Item type Automatic insertion limit
Boilers, burner inserters, furnaces, and nuclear reactors Fuel 5
Gun turrets Bullet Magazines 10
Artillery turrets Artillery shells 5
Assembling machines, furnaces, centrifuges, chemical plants, and oil refineries Items needed for the recipe The ingredients for 1 craft in addition to the ingredients for the number of crafts that can complete during one full inserter swing; but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[1]
Labs Science packs Double the number of science packs needed for one research unit.

An inserter that has a higher inserter capacity bonus than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if multiple inserters are used to insert items into one building.

Inserters and transport belts

Transport belts have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter's perspective or if the belt is going the same or the opposite direction as the inserter the right side from the belt's perspective.

Inserter dropoff locations.gif Inserter pickup locations.gif
Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt's perspective. In curves the inserter always places on the far side. If the belt is perpendicular to the inserter, inserters prefer taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter prefers taking from the left lane, from the belt's perspective. If the left lane is empty it will take from the right lane.

Potential issues

Inserters may have problems picking up items:

  • From very fast belts, because the items are moving too quickly.
  • From the entry or exit of an underground belt (because the time they have to pick up is shorter)
  • From turning belts if the item is on the inside of the corner

Power usage

  • Electric inserters drain energy even when they are not moving, as idle power
  • The amount of energy used is the same for every turn
  • The burner inserter does not drain energy when idle, but uses more energy when it is active.

Inserter speed

Animation showing all inserter speeds at once.
Type Rotation-speed (turns per tick)
Extension-speed (Tiles per Tick)
Turns per Game-second Game-second per full turn Ticks per full turn
Burner inserter.png
Burner inserter
0.01
0.0214
0.60 1.667 100
Inserter.png
Inserter
0.014
0.03
0.83 1.2 72
Long handed inserter.png
Long handed inserter
0.02
0.0457
1.2 0.833 50
Fast inserter.png
Fast inserter
Filter inserter.png
Filter inserter
Stack inserter.png
Stack inserter
Stack filter inserter.png
Stack filter inserter
0.04
0.07
2.31 0.433 26

Note: These numbers come directly from the factorio-data github repository.

Rotation Speed

Convention: 2π rad = 100% of a circle rotation = 1 turn (or one full rotation).

Note: an Inserter doesn't always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.

Extension Speed

The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.

Inserter Throughput

The following is based on experimental data from 0.18. Most of the 0.18 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.

Blueprint.png  Copy blueprint string

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

Chest to chest

Note: Experimental data from 0.18

Type Arm cycles per second Items/second at capacity bonus level (stack size)
No capacity bonus Capacity bonus 2 Capacity bonus 7
Burner inserter.png
Burner inserter
0.60 0.60 (1) 1.20 (2) 1.80 (3)
Inserter.png
Inserter
0.83 0.83 (1) 1.67 (2) 2.50 (3)
Long handed inserter.png
Long handed inserter
1.20 1.20 (1) 2.40 (2) 3.60 (3)
Fast inserter.png
Fast inserter
Filter inserter.png
Filter inserter
2.31 2.31 (1) 4.62 (2) 6.92 (3)
Stack inserter.png
Stack inserter
Stack filter inserter.png
Stack filter inserter
2.31 4.62 (2) 9.23 (4) 27.69 (12)

Chest to belt

Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that have items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.

In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at three different capacity bonus levels.

Note: Experimental data from 0.18

Type Items/second at capacity bonus level (stack size)
No capacity bonus Capacity bonus 2 Capacity bonus 7
Transport belt.png Fast transport belt.png Express transport belt.png Transport belt.png Fast transport belt.png Express transport belt.png Transport belt.png Fast transport belt.png Express transport belt.png
Burner inserter.png
Burner inserter
0.60 0.60 0.60 (1) 1.19 1.19 1.19 (2) 1.67 1.73 1.76 (3)
Inserter.png
Inserter
0.83 0.83 0.83 (1) 1.64 1.64 1.64 (2) 2.25 2.37 2.43 (3)
Long handed inserter.png
Long handed inserter
1.20 1.20 1.20 (1) 2.35 2.35 2.35 (2) 3.10 3.33 3.46 (3)
Fast inserter.png
Fast inserter
Filter inserter.png
Filter inserter
2.31 2.31 2.31 (1) 4.44 4.44 4.44 (2) 5.29 6.00 6.43 (3)
Stack inserter.png
Stack inserter
Stack filter inserter.png
Stack filter inserter
4.44 4.44 4.44 (2) 5.71 7.06 7.74 (4) 6.79 10.91 13.85 (12)

Belt to chest (perpendicular)

Note: Experimental data from 0.18

When picking items from a belt, many more factors come into play besides belt fullness:

  • How fast the items move (i.e. if they are queued up on the belt or move at belt speed).
  • Whether the belt is perpendicular to the inserter or approaches it head on.
  • Whether items are on the near or far lane of a perpendicular belt.
  • Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.
  • If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.
  • All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.

The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different capacity bonus levels.

Type Items/second at capacity bonus level (stack size)
No capacity bonus Capacity bonus 2 Capacity bonus 7
Items at
belt speed
Items
queued
up
Items at
belt speed
Items
queued
up
Items at
belt speed
Items
queued
up
Transport belt.png Fast transport belt.png Express transport belt.png Transport belt.png Fast transport belt.png Express transport belt.png Transport belt.png Fast transport belt.png Express transport belt.png
Burner inserter.png
Burner inserter
0.60 0.65 0.50 0.64 (1) 1.11 1.20 1.13 1.26 (2) 1.61 1.61 1.65 1.71 /
1.73 /
1.86 *
(3)
Inserter.png
Inserter
0.94 0.94 0.94 0.88 (1) 1.67 1.67 1.50 1.74 (2) 2.50 2.25 2.33 2.37 /
2.37 /
2.54 *
(3)
Long handed inserter.png
Long handed inserter
1.18 1.18 1.25 1.20 (1) 2.20 2.31 2.40 2.40 (2) 3.21 3.21 3.46 3.40 (3)
Fast inserter.png
Fast inserter
Filter inserter.png
Filter inserter
2.50 2.31 2.50 2.50 (1) 4.50 4.29 5.00 4.80 (2) 6.43 6.00 6.43 6.43 (3)
Stack inserter.png
Stack inserter
Stack filter inserter.png
Stack filter inserter
4.50 4.29 5.00 4.80 (2) 7.50 7.50 8.00 7.50 /
8.57 /
8.28 *
(4) 7.50 11.25 15.00 7.50 /
13.09 /
15.32 *
(12)

*) Throughput for basic/fast/express belt.

Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.

  • Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.
  • When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it's the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.

Belt to Chest (facing inserter)

Note: Experimental data from 0.18

When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with express transport belts and stack inserters with the maximum capacity bonus. Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.

Inserter belt to chest throughput.png

See Also