<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aeternus</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aeternus"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Aeternus"/>
	<updated>2026-04-22T02:15:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam&amp;diff=137223</id>
		<title>Steam</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam&amp;diff=137223"/>
		<updated>2017-05-11T15:46:36Z</updated>

		<summary type="html">&lt;p&gt;Aeternus: Created page based on the Water page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Steam/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam&#039;&#039;&#039; is a [[liquids system|gas]] created by heating water in a [[Boiler]] or [[Heat Exchanger]]. After being distributed via [[pipe]]s, steam can be used to generate electricity via  [[Steam engine]]s and [[Turbine]]s.&lt;br /&gt;
&lt;br /&gt;
Steam is also used in [[Oil_processing#Recipes|coal liquification]] in [[Oil refinery|Oil refineries]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Introduced as separate fluid. Previously it counted as Water, with a &amp;gt;100 temperature.}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Liquids system]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Aeternus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserter&amp;diff=136648</id>
		<title>Inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserter&amp;diff=136648"/>
		<updated>2017-05-04T09:38:02Z</updated>

		<summary type="html">&lt;p&gt;Aeternus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Inserter/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;inserter&#039;&#039;&#039; (also known as &#039;&#039;&#039;yellow inserter&#039;&#039;&#039;, or &#039;&#039;&#039;basic inserter&#039;&#039;&#039;) can be used to transfer items between entities such as [[transport belt|transport belts]] and [[stone furnace|stone furnaces]]. It is the most basic electric inserter.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[fast inserter]], the inserter is not fast enough to pick up items moving on a [[express transport belt|express transport belts]]. If items on an express transport belt are stopped due to a blockage or backlog of items, however, the inserter may pick them up. Additionally, the basic inserter is unable to access items on the far side of a curving transport belt.&lt;br /&gt;
&lt;br /&gt;
The inserter is notable in that it is used in the creation of [[Science Pack 2|Science Pack 2]], so players must create an automated inserter assembly line. The basic inserter is also used in the creation of both the fast inserter and the long inserter, and serves as the base item for all electric inserters.&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics and uses see [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
* Inserter stack size bonus research is now only used for [[stack inserter]]s.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from [[splitter]]s.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from [[Roboport]]s and [[Beacon]]s.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimization, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Inserter experiments]] for their throughput.&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Aeternus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=136646</id>
		<title>Burner inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=136646"/>
		<updated>2017-05-04T09:36:30Z</updated>

		<summary type="html">&lt;p&gt;Aeternus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Burner inserter/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Burner inserter&#039;&#039;&#039; is the most basic and slowest type of [[Inserter]]. They are powered by burning [[Fuel]], compared to the more advanced inserters which are powered by [[Electric network|electricity]]. When moving [[fuel]], they will fuell themselves as well, which machkes it useful for filling [[Boiler|Boilers]] with [[coal]]. This has the advantage that they will continue working even if the power fails. This is not the case for electrically powered [[inserters]]. While having no drain, they consume vastly more energy than comparable [[Inserters]] when active.&lt;br /&gt;
&lt;br /&gt;
Burner inserters cannot grab moving items from either red belts or blue belts. They also cannot grab moving items from turning belts if the item&#039;s on the far side. They however will try to grab things, and consume fuel in their attempts. Eventually, the Burner Inserter will run out of fuel, be unable to refuel itself, and stops working.&lt;br /&gt;
&lt;br /&gt;
Even though they don&#039;t use electricity, Burner inserters can be linked to and manipulated by the [[logistic network|logistic]] and the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics and uses see [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
== Power Comparison ==&lt;br /&gt;
&lt;br /&gt;
A burner inserter consumes (at a rate of 188kW) exactly 1 coal (8.0MJ burner energy) every 42.55 seconds (0.0235 coal/second) when running continuously. In practice, the burner inserter may not run continuously, however burner inserters consume no idle power, therefore 1 coal will last 42.55 seconds of &#039;&#039;&#039;run time&#039;&#039;&#039;. In this time, a burner inserter will transfer items approximately 25 times. In contrast, a regular [[inserter]] will transfer approximately 256 times using the same amount of coal (through steam power). However, due to the electric energy drain of other inserters, a burner inserter is more coal efficient than a regular inserter if the inserter only operates less than once every 1560 seconds (26 minutes). This makes these burners useful in situations where a boiler-fueled electrical plant is switched off for large amounts of time, acting as a backup power plant. These burners are also useful for automatical recovery from a blackout after fuel starvation of a power plant, since they don&#039;t require power to resupply the boilers to get power production going again.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.16|&lt;br /&gt;
* Improved burner inserter&#039;s fuel searching logic; it will now search both transport belt lines for fuel}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
*  Burner inserter now grabs fuel for itself even if the target doesn&#039;t need it}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from splitters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Burner inserters start with enough energy to pick up 1 item and fuel themselves.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Roboports and Beacons.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimisation, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Inserter experiments]] : Info on throughput&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5387&amp;amp;p=41576#p41456&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6850 Burner Inserters: Less polluting than non-burning!?]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Aeternus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=136645</id>
		<title>Burner inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=136645"/>
		<updated>2017-05-04T09:35:09Z</updated>

		<summary type="html">&lt;p&gt;Aeternus: /* Power Comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Burner inserter/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Burner inserter&#039;&#039;&#039; is the most basic and slowest type of [[Inserter]]. They are powered by burning [[Fuel]], compared to the more advanced inserters which are powered by [[Electric network|electricity]]. When moving [[fuel]], they will fuell themselves as well, which machkes it useful for filling [[Boiler|Boilers]] with [[coal]]. This has the advantage that they will continue working even if the power fails. This is not the case for electrically powered [[inserters]]. While having no drain, they consume vastly more energy than comparable [[Inserters]] when active.&lt;br /&gt;
&lt;br /&gt;
Burner inserters cannot grab moving items from either red belts or blue belts. They also cannot grab moving items from turning belts if the item&#039;s on the far side. They however will try to grab things, and consume fuel in their attempts. Eventually, the Burner Inserter will run out of fuel, unable to refuel itself, and stop working.&lt;br /&gt;
&lt;br /&gt;
Even though they don&#039;t use electricity, Burner inserters can be linked to and manipulated by the [[logistic network|logistic]] and the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics and uses see [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
== Power Comparison ==&lt;br /&gt;
&lt;br /&gt;
A burner inserter consumes (at a rate of 188kW) exactly 1 coal (8.0MJ burner energy) every 42.55 seconds (0.0235 coal/second) when running continuously. In practice, the burner inserter may not run continuously, however burner inserters consume no idle power, therefore 1 coal will last 42.55 seconds of &#039;&#039;&#039;run time&#039;&#039;&#039;. In this time, a burner inserter will transfer items approximately 25 times. In contrast, a regular [[inserter]] will transfer approximately 256 times using the same amount of coal (through steam power). However, due to the electric energy drain of other inserters, a burner inserter is more coal efficient than a regular inserter if the inserter only operates less than once every 1560 seconds (26 minutes). This makes these burners useful in situations where a boiler-fueled electrical plant is switched off for large amounts of time, acting as a backup power plant. These burners are also useful for automatical recovery from a blackout after fuel starvation of a power plant, since they don&#039;t require power to resupply the boilers to get power production going again.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.16|&lt;br /&gt;
* Improved burner inserter&#039;s fuel searching logic; it will now search both transport belt lines for fuel}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
*  Burner inserter now grabs fuel for itself even if the target doesn&#039;t need it}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from splitters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Burner inserters start with enough energy to pick up 1 item and fuel themselves.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Roboports and Beacons.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimisation, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Inserter experiments]] : Info on throughput&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5387&amp;amp;p=41576#p41456&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6850 Burner Inserters: Less polluting than non-burning!?]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Aeternus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=136644</id>
		<title>Burner inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=136644"/>
		<updated>2017-05-04T09:31:00Z</updated>

		<summary type="html">&lt;p&gt;Aeternus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Burner inserter/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Burner inserter&#039;&#039;&#039; is the most basic and slowest type of [[Inserter]]. They are powered by burning [[Fuel]], compared to the more advanced inserters which are powered by [[Electric network|electricity]]. When moving [[fuel]], they will fuell themselves as well, which machkes it useful for filling [[Boiler|Boilers]] with [[coal]]. This has the advantage that they will continue working even if the power fails. This is not the case for electrically powered [[inserters]]. While having no drain, they consume vastly more energy than comparable [[Inserters]] when active.&lt;br /&gt;
&lt;br /&gt;
Burner inserters cannot grab moving items from either red belts or blue belts. They also cannot grab moving items from turning belts if the item&#039;s on the far side. They however will try to grab things, and consume fuel in their attempts. Eventually, the Burner Inserter will run out of fuel, unable to refuel itself, and stop working.&lt;br /&gt;
&lt;br /&gt;
Even though they don&#039;t use electricity, Burner inserters can be linked to and manipulated by the [[logistic network|logistic]] and the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics and uses see [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
== Power Comparison ==&lt;br /&gt;
&lt;br /&gt;
A burner inserter consumes (at a rate of 188kW) exactly 1 coal (8.0MJ burner energy) every 42.55 seconds (0.0235 coal/second) when running continuously. In practice, the burner inserter may not run continuously, however burner inserters consume no idle power, therefore 1 coal will last 42.55 seconds of &#039;&#039;&#039;run time&#039;&#039;&#039;. In this time, a burner inserter will transfer items approximately 25 times. In contrast, a regular [[inserter]] will transfer approximately 256 times using the same amount of coal (through steam power). However, due to the electric energy drain of other inserters, a burner inserter is more coal efficient than a regular inserter if the inserter only operates less than once every 1560 seconds (26 minutes).&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.16|&lt;br /&gt;
* Improved burner inserter&#039;s fuel searching logic; it will now search both transport belt lines for fuel}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
*  Burner inserter now grabs fuel for itself even if the target doesn&#039;t need it}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from splitters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Burner inserters start with enough energy to pick up 1 item and fuel themselves.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Roboports and Beacons.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimisation, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Inserter experiments]] : Info on throughput&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5387&amp;amp;p=41576#p41456&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6850 Burner Inserters: Less polluting than non-burning!?]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Aeternus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=135649</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=135649"/>
		<updated>2017-04-11T21:25:33Z</updated>

		<summary type="html">&lt;p&gt;Aeternus: /* No path */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;For the research see [[Railway (research)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Railway is one of the main transport methods in Factorio. Although the installation of such a network can be complicated, and requires a large amount of resource and space, it is faster and more efficient than [[Belt transport system|belts]] and [[Logistic network|robot logistics]], especially over large distances.&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not understood instantly. It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain upkeep of a larger train network takes time and experience.&lt;br /&gt;
&lt;br /&gt;
== Infrastructure ==&lt;br /&gt;
&lt;br /&gt;
To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the [[Rail planner]], but can also be done manually. Bear in mind that rails can rails are placed on a two-tile grid, so you cannot move a rail by only one tile.&lt;br /&gt;
&lt;br /&gt;
=== Switches ===&lt;br /&gt;
* There is no visual representation of a working switch, however the rails will appear to merge. Using the rail planner, the player must place a [[rail]] overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, as trains have a limited turning radius. They do, however, connect [[Rail signal| signal blocks]] which helps prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other and generally have no problems. However, switching from one track to the other can require extra resources if they are too close together; the track must turn away from the other parallel track and then turn back to it. This can create complicated networks of signals and, as such, one should generally not build parallel tracks unless they are spaced adequately. (Generally, 2 track widths apart works well)&lt;br /&gt;
&lt;br /&gt;
=== Crossing tracks ===&lt;br /&gt;
&lt;br /&gt;
[[File:fff-140-controlled-gates.gif|thumb|An example of a safe railway crossing.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful when crossing tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A checklist of proper track crossing etiquette:&lt;br /&gt;
&lt;br /&gt;
# Zoom out, so that you can see a train coming.&lt;br /&gt;
# Look left, then right.&lt;br /&gt;
# Check for signals nearby: If a [[rail signal]] suddenly jumps from &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:#BFBA0A&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt;, a train is coming. Do not cross.&lt;br /&gt;
# Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit.&lt;br /&gt;
# While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage, as well as the player being able to slip between two rail cars.&lt;br /&gt;
# Heavy [[Energy shield|shields]] can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed, and will drain a large amount of the suit&#039;s energy.&lt;br /&gt;
# All entities with health will take damage getting hit by a train, so take care not to leave a [[Car]] or [[Tank]] on the tracks. However, this includes hostile forces!&lt;br /&gt;
# Trains far from a [[train stop]] will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a [[train stop]] or signal will slow down to stop, and will be traveling slower. Trains of different configurations will also move slower or faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the [[circuit network]], and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can&#039;t get on the tracks outside the crossing. This is to completely ensure a safe crossing, and is often used on servers.&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
&lt;br /&gt;
Train components:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Railway-assemble-train.png|thumb|left|300px|Placing a [[Cargo wagon]] so it is attached to the train.]]&lt;br /&gt;
&lt;br /&gt;
* A train consists of at least one locomotive, but the player may add additional locomotives to keep the train moving at maximum speed, allow it to move in both directions automatically, or they may add [[Cargo wagon]]s to transport resources with the train.&lt;br /&gt;
* Locomotives may be &#039;&#039;&#039;manually&#039;&#039;&#039; driven forwards or backwards, however, locomotives are generally slower going backwards. The left and right movement keys are used to change direction at switches.&lt;br /&gt;
* Trains can only drive forwards automatically; there must be a forward path from to the destination station. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train.&lt;br /&gt;
* A train needs [[fuel]] to drive. Despite being called Diesel Locomotives, they will take anything with a fuel value. Fuel can be added by inserters. Locomotives do not require a lot of fuel, so it can easily be delivered by the logistics network. A [[Requestor Chest]] that requests [[Coal]] or preferably [[Solid Fuel]] with a simple [[Burner Inserter]] can easily refuel a train while it&#039;s loading or unloading.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. To attach a Cargo wagon, the player may either prepare to place one near an existing train, where a green graphic will show the player that the cargo wagon will be attached, showing a connection between the train and the new wagon. Alternatively, the player may manually connect cargo wagons to trains with the stock connect key, if the cargo wagon was placed far away from a train. The cargo wagons can be filled manually or by adjacent [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
* [[Railway/Train path finding]] - How trains find their path.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
&lt;br /&gt;
Station Components&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|train-stop|Train Stop}} || {{imagelink|straight-rail|Rails}} || [[File:Inserter-icon.png|link=Inserters]] [[Inserters]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:station-example-1.png|thumb|right|256px|A very minimal train station.]]&lt;br /&gt;
[[File:station-example-2.png|thumb|400px|High-performance train station for short trains. Highest possible unload rate, waiting spots, refueling, defended, multi-train capable, modular, extend-able.]]&lt;br /&gt;
A &#039;&#039;&#039;train station&#039;&#039;&#039; is a combination of at least one [[train stop]] plus a [[Storages|storage]] and/or distribution system, used to fill or empty [[Cargo wagon]]s, [[Vehicle/Train/Refueling|load fuel]] into the [[Diesel Locomotive|locomotive(s)]], or repair trains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t mix up &#039;&#039;train stations&#039;&#039; with &#039;&#039;train stops&#039;&#039;.&#039;&#039;&#039; A train station is a concept, whereas a [[train stop]] is an item.&lt;br /&gt;
&lt;br /&gt;
[[Inserter]]s placed next to train tracks are used to load/unload trains at train stops. Inserters are the only way to get items off and onto cargo wagons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
The two types of signals in Factorio:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Understanding rail signals can be difficult. Several terms critical to understanding them are below:&lt;br /&gt;
*Rail segment&lt;br /&gt;
: A piece of track (one item).&lt;br /&gt;
*Segment&lt;br /&gt;
: A single path of continuous track without intersections or switches. This becomes important when signals are employed. The player may mouse over a segment to see its number. It&#039;s number is unique within the world, however does not start from 0 or 1.&lt;br /&gt;
*Block&lt;br /&gt;
: A set of segments defined by rail signals. By default every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (e.g. at a switch, both segments of the switch belong to the same block). The player can see the current block numbers of a rail piece in the info section on mouse-over.&lt;br /&gt;
&lt;br /&gt;
Rail signals are used to employ multiple trains automatically. Note that driving a train manually ignores most of the rules described here; other automatic trains will follow signaling indicted by the player&#039;s movement dynamically, however it will sometimes be not possible to avoid a collision for automatic trains if the player ignores red/yellow signals. Always beware automatic trains and give them the right of way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
=== Basic Signaling Rules ===&lt;br /&gt;
* There is at most one Train in a block at any time. A train spanning multiple blocks occupies them all.&lt;br /&gt;
* A red signal means that the following block is occupied by a train.&lt;br /&gt;
* A yellow signal means that a train is approaching and already has the approval to enter the following block.&lt;br /&gt;
* [[Rail signal]]s separate a new block and reflect its state: green - free, yellow - reserved, red - occupied, blue - one of the paths is blocked&lt;br /&gt;
* [[Rail chain signal]]s separate a new block and reflect the state of the next [[Rail signal]]&lt;br /&gt;
* A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Deadlocks ==&lt;br /&gt;
&lt;br /&gt;
A deadlock or gridlock can happen when every train is locked by another. In nearly every case two or more trains are standing so that every train blocks (by minimum) one other train.&lt;br /&gt;
&lt;br /&gt;
=== Deadlock occurrence ===&lt;br /&gt;
&lt;br /&gt;
Deadlocks occur when two+ trains are prevented from continuing through an intersection, due to an unsolvable signal conflict. There are a few different types of deadlocks:&lt;br /&gt;
&lt;br /&gt;
# Temporary - These are caused by a Temporary hiccup in a train&#039;s path, such as a loading train being in the way, or created by closing a signal with the [[circuit network]]. These often resolve themselves.&lt;br /&gt;
# Semi-Permanent - These are the result of a problem with pathing, often created by a fuel-less train or broken rail, and may require player interaction in order to free.&lt;br /&gt;
# Permanent - This type is the worst, and cannot be resolved automatically, often requiring the player to manually drive several trains to get them out of the intersection. These often are caused by incorrect signal placement or unreachable stations.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to remember that deadlocks can happen by chance, and by mistake of the player. Sometimes even perfectly signaled rails have issues. The rate of deadlocks is inversely proportional to the quality of Signaling, however.&lt;br /&gt;
&lt;br /&gt;
=== Factors that influence the deadlock chance ===&lt;br /&gt;
&lt;br /&gt;
* Train length (shorter trains will have a lower chance with the same rail/signal layout, due to having less effect on the rails they&#039;re on.)&lt;br /&gt;
* Size of the blocks: More space for the blocks means lower chance of deadlock.&lt;br /&gt;
* Track layout: Some layouts have a higher chance of locking, than others.&lt;br /&gt;
* Quantity of trains - More trains trying to use an intersection will result in higher chance of deadlock.&lt;br /&gt;
* The chance is also much higher if trains need to wait often in areas with rail-crossings.&lt;br /&gt;
&lt;br /&gt;
Knowing the factors, how can deadlocks be reduced?&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t use 4-way junctions or roundabouts (circles) to create junctions.&lt;br /&gt;
* Use better 3-way junctions. See [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=9044 A Detailed Look at a Bidirectional Three-way Train Intersection]&lt;br /&gt;
* Use roundabouts only for changing direction of train, and never for high traffic intersections.&lt;br /&gt;
* Build more tracks around junctions. Don&#039;t have one junction be the only way to reach a place, add redundancy. This keeps a small problem a small problem.&lt;br /&gt;
&lt;br /&gt;
== Automated transport ==&lt;br /&gt;
[[File:train-schedule-gui.png|thumb|300px|The new train GUI since 0.13 (schedule tab): 1 - switch between automatic and manual driving mode; 2 - add new train stop; 3 - delete selected train stop; 4 - send train to selected train stop; 5 - add wait condition for selected train stop; 6 - delete selected wait condition; 7 - change logical mode of selected wait condition]]&lt;br /&gt;
&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system.&lt;br /&gt;
&lt;br /&gt;
First, the player has to setup a rail system with at least two train stops, which are placed in the right-hand side of the  expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, refueling/repair installations).&lt;br /&gt;
&lt;br /&gt;
When you set up the train schedule (see below) and fuel the train, you can start the train on it&#039;s schedule by switching from manual to automatic driving mode.&lt;br /&gt;
&lt;br /&gt;
=== Train schedule ===&lt;br /&gt;
&lt;br /&gt;
The player can set up a list of train stops in the upper window. The train will run to the stops in the given order, if it&#039;s at the end it will continue with the first. Currently, it&#039;s not possible to make a one-time schedule. Stops can be added by clicking button 2 (see picture). A pop-up appears with a list of all train stops. If you select one, another pop-up appears where you have to select a wait condition.&lt;br /&gt;
&lt;br /&gt;
Wait conditions are used to tell the train when to leave the station. There are 6 types of wait conditions:&lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039; - the only one available until version 0.12.&lt;br /&gt;
* &#039;&#039;&#039;Inventory full&#039;&#039;&#039; - All inventories of the train are full.&lt;br /&gt;
* &#039;&#039;&#039;Inventory empty&#039;&#039;&#039; - Same as above, but empty.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039; - The train (all cargoes summed) contains a specific amount of a certain item.&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039; - The train stop is connectable to the [[Circuit network]], so the signals can used for wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039; - No items were added or removed for the specified amount of seconds.&lt;br /&gt;
&lt;br /&gt;
Hereafter the word &amp;quot;term&amp;quot; is used to describe &#039;&#039;one&#039;&#039; type of wait condition, and the words &amp;quot;wait condition&amp;quot; are used to describe the whole set of terms (it turns a bit into maths).&lt;br /&gt;
&lt;br /&gt;
If you add more than one term, you can change the connection of those using the logical operators AND and OR (button 7). An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.&lt;br /&gt;
&lt;br /&gt;
When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Expand for examples&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Wait until full, up to 30 seconds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until cargo full, &#039;&#039;or&#039;&#039; circuit condition Oil &amp;gt; 3000:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR Circuit condition - Oil &amp;gt; 3000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait until empty, &#039;&#039;and&#039;&#039; 30 seconds passed, &#039;&#039;and&#039;&#039; 5 seconds of inactivity:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Empty cargo inventory&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
AND 5 seconds of inactivity&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until iron ore is low, &#039;&#039;or&#039;&#039; copper ore is low &#039;&#039;and&#039;&#039; at least 30 seconds passed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Cargo: Iron ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
OR Cargo: Copper ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s wait condition logic is read as disjunctive normal form ([https://en.wikipedia.org/wiki/Disjunctive_normal_form DNF]), and so this last example is processed as (note the parenthesis):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 AND 30 seconds passed) OR (Cargo: Copper ore &amp;lt; 500 AND 30 seconds passed))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which is the same as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 OR Cargo: Copper ore &amp;lt; 500) AND 30 seconds passed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is &#039;&#039;&#039;no&#039;&#039;&#039; way to write that shorter form in the current UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Below are some things to verify if a rail system or train is not working.&lt;br /&gt;
&lt;br /&gt;
* Is the train fueled? Ensure that the locomotive has [[fuel]] of some kind.&lt;br /&gt;
* Misplaced or non-functional switches? Ensure that the train can plan a path through the switches.&lt;br /&gt;
* Another train on the same [[Railway#Segment|segment]] or [[Railway#Block|block]]? Make sure the path of the train is unobstructed.&lt;br /&gt;
* Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop.&lt;br /&gt;
* Is the train allowed to enter signals from the right direction? Are the signals set correctly?&lt;br /&gt;
* If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
When trains cannot reach the target, a &amp;quot;no path&amp;quot; symbol pops up over the locomotive. Check:&lt;br /&gt;
* Can the train reach it&#039;s current destination by &#039;&#039;&#039;only driving forward&#039;&#039;&#039;? Build turning slopes or place a locomotive at both ends of a train!&lt;br /&gt;
* Are the train stops standing in the right direction? Train stops must be on the right hand side of the track.&lt;br /&gt;
* If you use rail signals, check that the signals are all allowing traffic in the correct direction.&#039;&#039; &lt;br /&gt;
* Check for interruptions in the train tracks, drive to the station manually to check there are no rail parts missing. Especially near junctions these can be hard to spot if missing.&lt;br /&gt;
&lt;br /&gt;
If you are still having problems, consider:&lt;br /&gt;
* Driving the train manually, and as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem.&lt;br /&gt;
[http://imgur.com/a/Nq2Yk A pictorial summary of typical problems].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- These tutorials are no longer included because they are outdated. However, this section can be put back into the article when there are newer or in-wiki tutorials&lt;br /&gt;
&lt;br /&gt;
== User tips and tricks ==&lt;br /&gt;
This section contains further links to in-depth knowledge. As a general advisory, tips given in this section detail the more intricate mechanics in the game and can be dangerous to the experience of players who wish to discover better methods on their own. &#039;&#039;&#039;&#039;&#039;Be warned that much of the info below could be outdated/incorrect.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
==== Videos ====&lt;br /&gt;
We recommend viewing some videos of how to build a simple railway, which makes the basic steps very simple.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=mXr7y02ZG00 Rail Signaling - Easy Rules for Placing Signals]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=54&amp;amp;t=6984 Factorio Tutorial: Signals and Multi-train Networks] by Gepwin (read the whole article!)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5451 Factorio Traintorial, all about trains] by Gepwin.&lt;br /&gt;
* &#039;&#039;v0.10, English [http://www.youtube.com/watch?v=XSGYSbEPpbM Rail basics tutorial] by MangledPork Gaming.&lt;br /&gt;
** And the second part of the tutorial [http://www.youtube.com/watch?v=k6wxl4FdSuQ Factorio Rail Tutorial Part 2: Signals]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[http://www.reddit.com/r/factorio/comments/26igal/train_signal_tutorial/ A train-signal tutorial with pictures].&lt;br /&gt;
* v0.8, English [http://www.youtube.com/watch?v=RmyOdxi5hR4 Inzainia Plays: Factorio ver 0.8.0 EP:8 (Trains, Trains, Trains!!!)]&lt;br /&gt;
* v0.6, German [http://www.youtube.com/watch?v=idOaZpX8lnA Silver&#039;s Factorio Basic Train Tutorial]&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Trains are directly connected to the following achievement:&lt;br /&gt;
; Trans factorio express&lt;br /&gt;
: Have a train plan a path 1000 tiles long.&lt;br /&gt;
&lt;br /&gt;
== Connection to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. Players who have ever played that game will find some elements of it in Factorio. If not, they can learn from the OpenTTD documentation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Diesel Locomotive]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>Aeternus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=135647</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=135647"/>
		<updated>2017-04-11T19:58:00Z</updated>

		<summary type="html">&lt;p&gt;Aeternus: /* Trains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;For the research see [[Railway (research)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Railway is one of the main transport methods in Factorio. Although the installation of such a network can be complicated, and requires a large amount of resource and space, it is faster and more efficient than [[Belt transport system|belts]] and [[Logistic network|robot logistics]], especially over large distances.&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not understood instantly. It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain upkeep of a larger train network takes time and experience.&lt;br /&gt;
&lt;br /&gt;
== Infrastructure ==&lt;br /&gt;
&lt;br /&gt;
To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the [[Rail planner]], but can also be done manually. Bear in mind that rails can rails are placed on a two-tile grid, so you cannot move a rail by only one tile.&lt;br /&gt;
&lt;br /&gt;
=== Switches ===&lt;br /&gt;
* There is no visual representation of a working switch, however the rails will appear to merge. Using the rail planner, the player must place a [[rail]] overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, as trains have a limited turning radius. They do, however, connect [[Rail signal| signal blocks]] which helps prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other and generally have no problems. However, switching from one track to the other can require extra resources if they are too close together; the track must turn away from the other parallel track and then turn back to it. This can create complicated networks of signals and, as such, one should generally not build parallel tracks unless they are spaced adequately. (Generally, 2 track widths apart works well)&lt;br /&gt;
&lt;br /&gt;
=== Crossing tracks ===&lt;br /&gt;
&lt;br /&gt;
[[File:fff-140-controlled-gates.gif|thumb|An example of a safe railway crossing.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful when crossing tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A checklist of proper track crossing etiquette:&lt;br /&gt;
&lt;br /&gt;
# Zoom out, so that you can see a train coming.&lt;br /&gt;
# Look left, then right.&lt;br /&gt;
# Check for signals nearby: If a [[rail signal]] suddenly jumps from &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:#BFBA0A&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt;, a train is coming. Do not cross.&lt;br /&gt;
# Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit.&lt;br /&gt;
# While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage, as well as the player being able to slip between two rail cars.&lt;br /&gt;
# Heavy [[Energy shield|shields]] can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed, and will drain a large amount of the suit&#039;s energy.&lt;br /&gt;
# All entities with health will take damage getting hit by a train, so take care not to leave a [[Car]] or [[Tank]] on the tracks. However, this includes hostile forces!&lt;br /&gt;
# Trains far from a [[train stop]] will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a [[train stop]] or signal will slow down to stop, and will be traveling slower. Trains of different configurations will also move slower or faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the [[circuit network]], and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can&#039;t get on the tracks outside the crossing. This is to completely ensure a safe crossing, and is often used on servers.&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
&lt;br /&gt;
Train components:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Railway-assemble-train.png|thumb|left|300px|Placing a [[Cargo wagon]] so it is attached to the train.]]&lt;br /&gt;
&lt;br /&gt;
* A train consists of at least one locomotive, but the player may add additional locomotives to keep the train moving at maximum speed, allow it to move in both directions automatically, or they may add [[Cargo wagon]]s to transport resources with the train.&lt;br /&gt;
* Locomotives may be &#039;&#039;&#039;manually&#039;&#039;&#039; driven forwards or backwards, however, locomotives are generally slower going backwards. The left and right movement keys are used to change direction at switches.&lt;br /&gt;
* Trains can only drive forwards automatically; there must be a forward path from to the destination station. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train.&lt;br /&gt;
* A train needs [[fuel]] to drive. Despite being called Diesel Locomotives, they will take anything with a fuel value. Fuel can be added by inserters. Locomotives do not require a lot of fuel, so it can easily be delivered by the logistics network. A [[Requestor Chest]] that requests [[Coal]] or preferably [[Solid Fuel]] with a simple [[Burner Inserter]] can easily refuel a train while it&#039;s loading or unloading.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. To attach a Cargo wagon, the player may either prepare to place one near an existing train, where a green graphic will show the player that the cargo wagon will be attached, showing a connection between the train and the new wagon. Alternatively, the player may manually connect cargo wagons to trains with the stock connect key, if the cargo wagon was placed far away from a train. The cargo wagons can be filled manually or by adjacent [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
* [[Railway/Train path finding]] - How trains find their path.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
&lt;br /&gt;
Station Components&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|train-stop|Train Stop}} || {{imagelink|straight-rail|Rails}} || [[File:Inserter-icon.png|link=Inserters]] [[Inserters]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:station-example-1.png|thumb|right|256px|A very minimal train station.]]&lt;br /&gt;
[[File:station-example-2.png|thumb|400px|High-performance train station for short trains. Highest possible unload rate, waiting spots, refueling, defended, multi-train capable, modular, extend-able.]]&lt;br /&gt;
A &#039;&#039;&#039;train station&#039;&#039;&#039; is a combination of at least one [[train stop]] plus a [[Storages|storage]] and/or distribution system, used to fill or empty [[Cargo wagon]]s, [[Vehicle/Train/Refueling|load fuel]] into the [[Diesel Locomotive|locomotive(s)]], or repair trains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t mix up &#039;&#039;train stations&#039;&#039; with &#039;&#039;train stops&#039;&#039;.&#039;&#039;&#039; A train station is a concept, whereas a [[train stop]] is an item.&lt;br /&gt;
&lt;br /&gt;
[[Inserter]]s placed next to train tracks are used to load/unload trains at train stops. Inserters are the only way to get items off and onto cargo wagons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
The two types of signals in Factorio:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Understanding rail signals can be difficult. Several terms critical to understanding them are below:&lt;br /&gt;
*Rail segment&lt;br /&gt;
: A piece of track (one item).&lt;br /&gt;
*Segment&lt;br /&gt;
: A single path of continuous track without intersections or switches. This becomes important when signals are employed. The player may mouse over a segment to see its number. It&#039;s number is unique within the world, however does not start from 0 or 1.&lt;br /&gt;
*Block&lt;br /&gt;
: A set of segments defined by rail signals. By default every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (e.g. at a switch, both segments of the switch belong to the same block). The player can see the current block numbers of a rail piece in the info section on mouse-over.&lt;br /&gt;
&lt;br /&gt;
Rail signals are used to employ multiple trains automatically. Note that driving a train manually ignores most of the rules described here; other automatic trains will follow signaling indicted by the player&#039;s movement dynamically, however it will sometimes be not possible to avoid a collision for automatic trains if the player ignores red/yellow signals. Always beware automatic trains and give them the right of way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
=== Basic Signaling Rules ===&lt;br /&gt;
* There is at most one Train in a block at any time. A train spanning multiple blocks occupies them all.&lt;br /&gt;
* A red signal means that the following block is occupied by a train.&lt;br /&gt;
* A yellow signal means that a train is approaching and already has the approval to enter the following block.&lt;br /&gt;
* [[Rail signal]]s separate a new block and reflect its state: green - free, yellow - reserved, red - occupied, blue - one of the paths is blocked&lt;br /&gt;
* [[Rail chain signal]]s separate a new block and reflect the state of the next [[Rail signal]]&lt;br /&gt;
* A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Deadlocks ==&lt;br /&gt;
&lt;br /&gt;
A deadlock or gridlock can happen when every train is locked by another. In nearly every case two or more trains are standing so that every train blocks (by minimum) one other train.&lt;br /&gt;
&lt;br /&gt;
=== Deadlock occurrence ===&lt;br /&gt;
&lt;br /&gt;
Deadlocks occur when two+ trains are prevented from continuing through an intersection, due to an unsolvable signal conflict. There are a few different types of deadlocks:&lt;br /&gt;
&lt;br /&gt;
# Temporary - These are caused by a Temporary hiccup in a train&#039;s path, such as a loading train being in the way, or created by closing a signal with the [[circuit network]]. These often resolve themselves.&lt;br /&gt;
# Semi-Permanent - These are the result of a problem with pathing, often created by a fuel-less train or broken rail, and may require player interaction in order to free.&lt;br /&gt;
# Permanent - This type is the worst, and cannot be resolved automatically, often requiring the player to manually drive several trains to get them out of the intersection. These often are caused by incorrect signal placement or unreachable stations.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to remember that deadlocks can happen by chance, and by mistake of the player. Sometimes even perfectly signaled rails have issues. The rate of deadlocks is inversely proportional to the quality of Signaling, however.&lt;br /&gt;
&lt;br /&gt;
=== Factors that influence the deadlock chance ===&lt;br /&gt;
&lt;br /&gt;
* Train length (shorter trains will have a lower chance with the same rail/signal layout, due to having less effect on the rails they&#039;re on.)&lt;br /&gt;
* Size of the blocks: More space for the blocks means lower chance of deadlock.&lt;br /&gt;
* Track layout: Some layouts have a higher chance of locking, than others.&lt;br /&gt;
* Quantity of trains - More trains trying to use an intersection will result in higher chance of deadlock.&lt;br /&gt;
* The chance is also much higher if trains need to wait often in areas with rail-crossings.&lt;br /&gt;
&lt;br /&gt;
Knowing the factors, how can deadlocks be reduced?&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t use 4-way junctions or roundabouts (circles) to create junctions.&lt;br /&gt;
* Use better 3-way junctions. See [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=9044 A Detailed Look at a Bidirectional Three-way Train Intersection]&lt;br /&gt;
* Use roundabouts only for changing direction of train, and never for high traffic intersections.&lt;br /&gt;
* Build more tracks around junctions. Don&#039;t have one junction be the only way to reach a place, add redundancy. This keeps a small problem a small problem.&lt;br /&gt;
&lt;br /&gt;
== Automated transport ==&lt;br /&gt;
[[File:train-schedule-gui.png|thumb|300px|The new train GUI since 0.13 (schedule tab): 1 - switch between automatic and manual driving mode; 2 - add new train stop; 3 - delete selected train stop; 4 - send train to selected train stop; 5 - add wait condition for selected train stop; 6 - delete selected wait condition; 7 - change logical mode of selected wait condition]]&lt;br /&gt;
&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system.&lt;br /&gt;
&lt;br /&gt;
First, the player has to setup a rail system with at least two train stops, which are placed in the right-hand side of the  expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, refueling/repair installations).&lt;br /&gt;
&lt;br /&gt;
When you set up the train schedule (see below) and fuel the train, you can start the train on it&#039;s schedule by switching from manual to automatic driving mode.&lt;br /&gt;
&lt;br /&gt;
=== Train schedule ===&lt;br /&gt;
&lt;br /&gt;
The player can set up a list of train stops in the upper window. The train will run to the stops in the given order, if it&#039;s at the end it will continue with the first. Currently, it&#039;s not possible to make a one-time schedule. Stops can be added by clicking button 2 (see picture). A pop-up appears with a list of all train stops. If you select one, another pop-up appears where you have to select a wait condition.&lt;br /&gt;
&lt;br /&gt;
Wait conditions are used to tell the train when to leave the station. There are 6 types of wait conditions:&lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039; - the only one available until version 0.12.&lt;br /&gt;
* &#039;&#039;&#039;Inventory full&#039;&#039;&#039; - All inventories of the train are full.&lt;br /&gt;
* &#039;&#039;&#039;Inventory empty&#039;&#039;&#039; - Same as above, but empty.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039; - The train (all cargoes summed) contains a specific amount of a certain item.&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039; - The train stop is connectable to the [[Circuit network]], so the signals can used for wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039; - No items were added or removed for the specified amount of seconds.&lt;br /&gt;
&lt;br /&gt;
Hereafter the word &amp;quot;term&amp;quot; is used to describe &#039;&#039;one&#039;&#039; type of wait condition, and the words &amp;quot;wait condition&amp;quot; are used to describe the whole set of terms (it turns a bit into maths).&lt;br /&gt;
&lt;br /&gt;
If you add more than one term, you can change the connection of those using the logical operators AND and OR (button 7). An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.&lt;br /&gt;
&lt;br /&gt;
When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Expand for examples&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Wait until full, up to 30 seconds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until cargo full, &#039;&#039;or&#039;&#039; circuit condition Oil &amp;gt; 3000:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR Circuit condition - Oil &amp;gt; 3000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait until empty, &#039;&#039;and&#039;&#039; 30 seconds passed, &#039;&#039;and&#039;&#039; 5 seconds of inactivity:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Empty cargo inventory&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
AND 5 seconds of inactivity&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until iron ore is low, &#039;&#039;or&#039;&#039; copper ore is low &#039;&#039;and&#039;&#039; at least 30 seconds passed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Cargo: Iron ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
OR Cargo: Copper ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s wait condition logic is read as disjunctive normal form ([https://en.wikipedia.org/wiki/Disjunctive_normal_form DNF]), and so this last example is processed as (note the parenthesis):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 AND 30 seconds passed) OR (Cargo: Copper ore &amp;lt; 500 AND 30 seconds passed))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which is the same as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 OR Cargo: Copper ore &amp;lt; 500) AND 30 seconds passed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is &#039;&#039;&#039;no&#039;&#039;&#039; way to write that shorter form in the current UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Below are some things to verify if a rail system or train is not working.&lt;br /&gt;
&lt;br /&gt;
* Is the train fueled? Ensure that the locomotive has [[fuel]] of some kind.&lt;br /&gt;
* Misplaced or non-functional switches? Ensure that the train can plan a path through the switches.&lt;br /&gt;
* Another train on the same [[Railway#Segment|segment]] or [[Railway#Block|block]]? Make sure the path of the train is unobstructed.&lt;br /&gt;
* Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop.&lt;br /&gt;
* Is the train allowed to enter signals from the right direction? Are the signals set correctly?&lt;br /&gt;
* If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
When trains cannot reach the target, a &amp;quot;no path&amp;quot; symbol pops up over the locomotive. Check:&lt;br /&gt;
* Can the train reach every station by &#039;&#039;&#039;only driving forward&#039;&#039;&#039;? Build turning slopes or place a locomotive at both ends of a train!&lt;br /&gt;
* Are the train stops standing in the right direction? Train stops must be on the right hand side of the track.&lt;br /&gt;
* If you use rail signals, check that the signals are all allowing traffic in the correct direction.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are still having problems, consider:&lt;br /&gt;
* Driving the train manually, and as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem.&lt;br /&gt;
[http://imgur.com/a/Nq2Yk A pictorial summary of typical problems].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- These tutorials are no longer included because they are outdated. However, this section can be put back into the article when there are newer or in-wiki tutorials&lt;br /&gt;
&lt;br /&gt;
== User tips and tricks ==&lt;br /&gt;
This section contains further links to in-depth knowledge. As a general advisory, tips given in this section detail the more intricate mechanics in the game and can be dangerous to the experience of players who wish to discover better methods on their own. &#039;&#039;&#039;&#039;&#039;Be warned that much of the info below could be outdated/incorrect.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
==== Videos ====&lt;br /&gt;
We recommend viewing some videos of how to build a simple railway, which makes the basic steps very simple.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=mXr7y02ZG00 Rail Signaling - Easy Rules for Placing Signals]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=54&amp;amp;t=6984 Factorio Tutorial: Signals and Multi-train Networks] by Gepwin (read the whole article!)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5451 Factorio Traintorial, all about trains] by Gepwin.&lt;br /&gt;
* &#039;&#039;v0.10, English [http://www.youtube.com/watch?v=XSGYSbEPpbM Rail basics tutorial] by MangledPork Gaming.&lt;br /&gt;
** And the second part of the tutorial [http://www.youtube.com/watch?v=k6wxl4FdSuQ Factorio Rail Tutorial Part 2: Signals]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[http://www.reddit.com/r/factorio/comments/26igal/train_signal_tutorial/ A train-signal tutorial with pictures].&lt;br /&gt;
* v0.8, English [http://www.youtube.com/watch?v=RmyOdxi5hR4 Inzainia Plays: Factorio ver 0.8.0 EP:8 (Trains, Trains, Trains!!!)]&lt;br /&gt;
* v0.6, German [http://www.youtube.com/watch?v=idOaZpX8lnA Silver&#039;s Factorio Basic Train Tutorial]&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Trains are directly connected to the following achievement:&lt;br /&gt;
; Trans factorio express&lt;br /&gt;
: Have a train plan a path 1000 tiles long.&lt;br /&gt;
&lt;br /&gt;
== Connection to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. Players who have ever played that game will find some elements of it in Factorio. If not, they can learn from the OpenTTD documentation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Diesel Locomotive]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>Aeternus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=135646</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=135646"/>
		<updated>2017-04-11T19:50:24Z</updated>

		<summary type="html">&lt;p&gt;Aeternus: /* Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Diesel locomotive/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Diesel locomotive&#039;&#039;&#039; is the engine for movement of [[Railway network|trains]] over [[Railway network#Tracks|track]].  Trains are useful for moving large amounts of items over large distances.&lt;br /&gt;
&lt;br /&gt;
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the [[Car]] or [[Tank]].  Naturally they do not have the same freedom of movement, however, as they are confined to the track.&lt;br /&gt;
&lt;br /&gt;
Locomotives are [[burner devices]] and require [[fuel]] to run.  Despite the name, they can take any fuel, not just oil-derived types.&lt;br /&gt;
&lt;br /&gt;
While Locomotives can be assembled by hand, the [[Engine unit]]s for it require automated construction to build, so it cannot be built from raw materials by hand.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Diesel locomotives are directly connected to the following achievements:&lt;br /&gt;
; Getting on track&lt;br /&gt;
: Build a diesel locomotive.&lt;br /&gt;
; Getting on track like a pro&lt;br /&gt;
: Build a diesel locomotive within first 1 hour and 30 minutes of the game.&lt;br /&gt;
; Watch your step&lt;br /&gt;
: Get killed by moving locomotive.&lt;br /&gt;
&lt;br /&gt;
== Driving Controls ==&lt;br /&gt;
&#039;&#039;These are the default bindings. They can be changed in the Options menu.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|Enter/Exit&lt;br /&gt;
|{{Keybinding|enter}}&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate&lt;br /&gt;
|{{Keybinding|W}}&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate/Reverse&lt;br /&gt;
|{{Keybinding|S}}&lt;br /&gt;
|-&lt;br /&gt;
|Pick which fork to take at junction&lt;br /&gt;
|{{Keybinding|A}},{{Keybinding|D}}&lt;br /&gt;
|-&lt;br /&gt;
|Connect/Disconnect rolling stock&lt;br /&gt;
|{{Keybinding|G}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that while you can enter a train at any point, you must enter a Locomotive to drive the train manually (and automatic mode must be off).&lt;br /&gt;
&lt;br /&gt;
== Connecting/Disconnecting a Locomotive ==&lt;br /&gt;
To connect Locomotives or [[Cargo wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or, to connect an already existing disconnected car, drive the Locomotive near the car and press G by default. To disconnect the last car in a train, press V by default.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Locomotives are a priority target of [[Enemies]], so places where trains can stop should be [[Defense|defended]].  Locomotives in transit can usually crash through everything in the way (including [[Biter]]s, [[Tank]]s, and the Player) so defense in transit is less important. However, enemies can attack and destroy rails, potentially stopping the train. Biters won&#039;t often cause this, since automated trains will not move if they can&#039;t find a path to their destination - a broken rail interrupts their path.&lt;br /&gt;
&lt;br /&gt;
[[Construction robot]]s are a good way to automatically repair damage at train stations.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Can now be colored.&lt;br /&gt;
* Trains are now regular size in horizontal and vertical orientations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Trains that are moving automatically cannot be rotated.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now show contents in tooltip.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Increased the crafting cost of the cargo wagon and locomotive.&lt;br /&gt;
* Removing and merging the locomotive of a train without any additional locomotives doesn&#039;t clear the schedule anymore.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Copy paste can now be used for train schedules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* Now recalculates path on rotation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Backer names are used for locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Recipe change}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Train can find the path backward when it has locomotives in the back&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Locomotive + wagon + rails are more expensive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Locomotive uses fuel.&lt;br /&gt;
* Locomotive and Car are minable&lt;br /&gt;
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Now shows health bar below locomotive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Now emits light if active.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Vehicle/Train/Refueling]] for more details on fueling a train.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]] for more details on driving.&lt;br /&gt;
* [[Railway/Automated transport]] for directions on setting up automated trains.&lt;br /&gt;
&lt;br /&gt;
[[Category:Burner Devices]]&lt;br /&gt;
[[Category:Vehicles]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Aeternus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Wooden_chest&amp;diff=135645</id>
		<title>Wooden chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Wooden_chest&amp;diff=135645"/>
		<updated>2017-04-11T19:47:03Z</updated>

		<summary type="html">&lt;p&gt;Aeternus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Wooden chest/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wooden chests&#039;&#039;&#039; are the first type of chest available to the player at the start of the game. They are, like any other means of storage, used for storing items at a fixed position. Cheap to produce, they can be used extensively early on. Once you are ready to get rid of them, Wooden Chests can be burned as fuel.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Chests]]&lt;br /&gt;
** [[Iron Chest]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Chests]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Aeternus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=135644</id>
		<title>Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=135644"/>
		<updated>2017-04-11T19:45:40Z</updated>

		<summary type="html">&lt;p&gt;Aeternus: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Storage tank/infobox}}&lt;br /&gt;
[[File:storagetank.png|thumb|150px|Four storage tanks linked together to form a large storage facility.]]&lt;br /&gt;
The Storage Tank is a building that can store up to 2500 units of a fluid. It is a passive storage - it has no input and no output, depending on pressure to fill it, essentially being a large pipe. &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Storage tank will only be filled to the same percentage of capacity as pipes that lead to it. Pipe that always carries about 5 water will fill the tank to about 50% of its capacity. [[Small Pump]]s can be used to fill the entire tank from a low pressure source (such as distant [[Pumpjack]]s).&lt;br /&gt;
&lt;br /&gt;
Storage tank is typically used to store excess oils ([[Crude Oil]], [[Light Oil]] and [[Heavy Oil]]) to ensure that [[Oil refinery]] works smoothly.&lt;br /&gt;
&lt;br /&gt;
Storage tank can also be used as a water-based [[Basic accumulator|Accumulator]]. If hot water consumption by [[Steam engine]]s changes a lot during the day-night cycle (for example because of [[Solar panel]]s or [[Laser turret]]s), storage tanks can be filled with hot water during low power usage and then emptied during night.&lt;br /&gt;
&lt;br /&gt;
You can empty a storage tank either by &#039;&#039;mining and rebuilding&#039;&#039; (you don&#039;t get the liquids back!) or if you connect a [[Steam engine#Using other liquids?|steam engine]] on it. You can also use a [[Small Pump]] to drain the tank into another storage tank.&lt;br /&gt;
&lt;br /&gt;
== Usage as &amp;quot;Energy-Tank&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A completely filled tank with 100 degrees hot water stores 212 Megajoules! This is the equivalent to 42 [[Basic accumulator]]s, but the tanks needs only 3x3 tiles of space.&lt;br /&gt;
&lt;br /&gt;
See [[Liquids/Hot]] to learn more about using stored hot water. See [[Liquids/Pipe physics#Temperature|Pipe physics]] to understand, how this is calculated. Energy-tank is not correct, it is a &amp;quot;work-tank&amp;quot;. See [[Energy and Work]] about the difference between work and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
{{history|0.13.12|&lt;br /&gt;
* Fluid icon now scales with size of tank.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Liquid inside can be seen through a small window.&lt;br /&gt;
* Now connectible to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Now has double capacity and takes longer to mine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
[[Category: Items]] [[Category: Liquid network]]&lt;/div&gt;</summary>
		<author><name>Aeternus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=135643</id>
		<title>Electric system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=135643"/>
		<updated>2017-04-11T19:38:51Z</updated>

		<summary type="html">&lt;p&gt;Aeternus: /* Expanding the player&amp;#039;s network */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric system&#039;&#039;&#039; is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity.&lt;br /&gt;
&lt;br /&gt;
== Creating a new network ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
&lt;br /&gt;
There are a few ways to generate electricity, the most common way being [[steam engine]]s. The other way is to pull existing energy from storage (see below), or use [[solar panel]]s. &lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
Currently, there is only one way to store electricity directly, by using a [[basic accumulator]]. However, the hot water used with steam engines can be stored in a [[storage tank]], allowing electricity to be produced whenever necessary without using [[Boiler]]s.&lt;br /&gt;
&lt;br /&gt;
=== Distribution ===&lt;br /&gt;
&lt;br /&gt;
Power poles are used to transmit energy. There are 4 types of power pole, each having advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
# [[Small electric pole]] - Second smallest coverage area, average cable length.&lt;br /&gt;
# [[Medium electric pole]] - Second largest coverage area, average cable length.&lt;br /&gt;
# [[Big electric pole]] - Smallest coverage area, longest cable length.&lt;br /&gt;
# [[Substation]] - Largest coverage area, second longest cable length.&lt;br /&gt;
&lt;br /&gt;
=== Connection ===&lt;br /&gt;
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]&lt;br /&gt;
&lt;br /&gt;
A network is created by placing electrical generators ([[Steam engine]]s or [[Solar Panel]]s) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as [[Small electric pole]]s) that are connected together.  Electric poles cover differently sized areas depending on their type.  The area of coverage appears as a blue overlay around the pole.  If two poles are placed close enough, the poles connect automatically.  A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole&#039;s network, and clicking on a pole will provide a detailed GUI about that pole&#039;s electric network. (See below)&lt;br /&gt;
&lt;br /&gt;
* Use shift-click on a existing pole to remove its connections to other poles.&lt;br /&gt;
* Unconnected poles can be connected with a single [[Copper cable]] dragging from pole to pole (Left click on the &#039;&#039;bottom&#039;&#039; of the pole with the cable in hand.)&lt;br /&gt;
* You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance. This allows for complete efficiency when connecting long distances. If connecting over long distances, using [[Big electric pole]]s is recommended.&lt;br /&gt;
&lt;br /&gt;
=== Electric network screen ===&lt;br /&gt;
[[File:Electric_Network_Info.jpg|thumb|400x400px|The Electric Network Info GUI]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network to which that pole is connected!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not measured globally, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Consumption&#039;&#039;&#039; - What are the current consumption demands. This bar should ideally be full. If it is not, it means your buildings demand more energy than is produced by your generators. Add more generators.&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; - What is the current production amount. This bar should ideally never be full. If it is full, it means your buildings are consuming all the energy you can produce, and you have no spare energy production capacity. The less full this bar is, the more energy the factory has as surplus.&lt;br /&gt;
# &#039;&#039;&#039;[[Basic accumulator|Accumulator]] capacity&#039;&#039;&#039; - How much energy is currently held inside of the accumulators connected to your network.  Measured in [[Units|joule]]s.  1Joule = 1Watt * 1sec, see also [[wikipedia:Joule]] This bar should be able to fill fully before emptying again.&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below. &amp;quot;5s&amp;quot; means over the last 5 seconds.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; - A list of consumers from highest power consumption to lowest. In the picture example, you can see that 2 [[Oil refinery|oil refineries]] take the most power, at 431 kW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; - A list of producers from highest power production to lowest. In the picture example, you can see that only 9 [[Steam engine]]s produce all the electricity in the factory.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; - Shows the consumption of the different parts of your factory over time. You can choose the timespan as detailed in #4 above.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; - Shows the production of the different producers of your factory over time. You can choose the timespan as detailed in #4 above.&lt;br /&gt;
&lt;br /&gt;
Note, that the timeframe influences the shown detailed production/consumption: the displayed watts is the summed up watts in the timeframe (in the graph below) divided by steps of that timeframe. This means you can see the consumption of radars for example, even if you have since removed them.&lt;br /&gt;
&lt;br /&gt;
== Expanding the player&#039;s network ==&lt;br /&gt;
&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|256px|High density accumulator array consisting of 48 basic accumulators and a substation providing 240 MJ storage capacity.]]&lt;br /&gt;
&lt;br /&gt;
The power demand of a network will be fed by power sources in a specific order. If the primary source cannot fully satisfy the demand, additional power is drawn from the second source and so on until no more sources are available. See [[Power production#The_electric_priority]] for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:&lt;br /&gt;
# It will be connected to the closest pole available&lt;br /&gt;
# It won&#039;t be connected to 2 poles connected to each other (ie. it won&#039;t form a 3 pole triangle)&lt;br /&gt;
# It will be connected to other available poles, starting with the closest ones&lt;br /&gt;
# It will not be connected to more then 5 other poles.&lt;br /&gt;
&lt;br /&gt;
A player can manually connect poles together with Copper Wire if they are within reach of eachother, as long as both poles do not already have 5 connections.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5711 Optimizing energy consumption with productivity modules]&lt;br /&gt;
* [[Power Production]]&lt;br /&gt;
* [[Liquid]]&lt;br /&gt;
* [[Units]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Concepts]]&lt;br /&gt;
[[Category:Networks]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Aeternus</name></author>
	</entry>
</feed>