Factorio · Rocket and flame ammunition | Compare

Choose a variant below. Closely related recipes, conditions or opening branches are collected here so you can compare them without moving between almost identical pages.

The version and limits of the original source apply to every entry. Quantities and requirements belong to the named variant; do not add alternative recipes or opening lines together.

These options share a planning task. Their differences stay visible in the individual rows and calculators.

Using this reference

Choose a recipe for Rocket and flame ammunition, then choose the machine that will run it. The per-minute rate uses the recorded output, recipe duration and machine speed. Batch quantities answer how many materials a fixed number of operations consumes; the rate column answers how fast one selected machine processes them.

Increase the target rate to see the number of whole machines needed. Rounding up leaves some nominal spare capacity. This is a direct production step, not a balanced factory: upstream supply, transport and temporary interruptions still need to support the stated rate.

Rocket

7.5 per minute · Buildings needed (rounded up): 8

Ingredients / Products · Number of cycles: 1
Source dataBatchesper minute
− Explosives1 7.5
− Iron plate2 15
+ Rocket1 7.5

Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.

per minute = Batches × 60 × Production building / seconds per cycle

Rocket · 4 Seconds

Explosives × 1 + Iron plate × 2 → Rocket × 1

Station: Assembling machine 1 / Assembling machine 2 / Assembling machine 3

A worked example

Suppose you want 4 × Rocket. This recipe produces 1 per operation, so you need 4 operations. That produces 4 in total. The direct material list is Explosives × 4 and Iron plate × 8.

Check the source ↗ · 2.0.77 base

Explosive rocket

3.75 per minute · Buildings needed (rounded up): 16

Ingredients / Products · Number of cycles: 1
Source dataBatchesper minute
− Rocket1 3.75
− Explosives2 7.5
+ Explosive rocket1 3.75

Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.

per minute = Batches × 60 × Production building / seconds per cycle

Explosive rocket · 8 Seconds

Rocket × 1 + Explosives × 2 → Explosive rocket × 1

Station: Assembling machine 1 / Assembling machine 2 / Assembling machine 3

A worked example

Suppose you want 4 × Explosive rocket. This recipe produces 1 per operation, so you need 4 operations. That produces 4 in total. The direct material list is Rocket × 4 and Explosives × 8.

Check the source ↗ · 2.0.77 base

Atomic bomb

0.6 per minute · Buildings needed (rounded up): 100

Ingredients / Products · Number of cycles: 1
Source dataBatchesper minute
− Processing unit10 6
− Explosives10 6
− Uranium-23530 18
+ Atomic bomb1 0.6

Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.

per minute = Batches × 60 × Production building / seconds per cycle

Atomic bomb · 50 Seconds

Processing unit × 10 + Explosives × 10 + Uranium-235 × 30 → Atomic bomb × 1

Station: Assembling machine 1 / Assembling machine 2 / Assembling machine 3

A worked example

Suppose you want 4 × Atomic bomb. This recipe produces 1 per operation, so you need 4 operations. That produces 4 in total. The direct material list is Processing unit × 40, Explosives × 40, and Uranium-235 × 120.

Check the source ↗ · 2.0.77 base

Flamethrower ammo

10 per minute · Buildings needed (rounded up): 6

Ingredients / Products · Number of cycles: 1
Source dataBatchesper minute
− Steel plate5 50
− Crude oil100 u1,000
+ Flamethrower ammo1 10

Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.

per minute = Batches × 60 × Production building / seconds per cycle

Flamethrower ammo · 6 Seconds

Steel plate × 5 + Crude oil × 100 → Flamethrower ammo × 1

Station: Chemical plant

A worked example

Suppose you want 4 × Flamethrower ammo. This recipe produces 1 per operation, so you need 4 operations. That produces 4 in total. The direct material list is Steel plate × 20 and Crude oil × 400.

Check the source ↗ · 2.0.77 base

Game and item names below retain the source’s English identifiers so you can find them in the linked documentation.

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