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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=124179</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=124179"/>
		<updated>2016-03-27T23:35:00Z</updated>

		<summary type="html">&lt;p&gt;Agamemnus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy [[Lua/Force|force]]. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in four sizes: small, medium, big and behemoth. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.&lt;br /&gt;
Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 8/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 5000&lt;br /&gt;
* Damage: 100&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 10/20%&lt;br /&gt;
*Physical 8/20%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though due to their heavy armor, not present on small biters. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a huge threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a defense, to a degree. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
Spitters are much like Biters. The only difference, besides their appearance, is that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.png]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/30%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.png]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 2000&lt;br /&gt;
* Damage: 50&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms=== &lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, they will be able to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in several sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454)&lt;br /&gt;
&lt;br /&gt;
Worms deal acid damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 350&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Damage: 60&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 8/0%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:&lt;br /&gt;
 game.player.print(game.evolution_factor)&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution Production]] increases the evolution factor.&lt;br /&gt;
* Destroying the enemy spawners significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in game.map_settings. There they can also be changed / modded. &lt;br /&gt;
&lt;br /&gt;
Current (0.12.4) default settings are:&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor per tick.&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.time_factor&lt;br /&gt;
&lt;br /&gt;
0.000004&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 1000 Pollution Units&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.pollution_factor)&lt;br /&gt;
&lt;br /&gt;
0.000015&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for every destroyed enemy spawner&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.destroy_factor)&lt;br /&gt;
&lt;br /&gt;
0.002&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution_Production#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0.00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the &amp;quot;spawning wheel&amp;quot;. We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the &amp;quot;rolling of the wheel&amp;quot; is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances by evolution factor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Big Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.05 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.1 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.15 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.2 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.25 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.3 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.35 ||75.0% ||25.0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.4 ||56.3% ||43.8% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.45 ||41.7% ||58.3% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.5 ||30.0% ||70.0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.55 ||20.5% ||79.5% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.6 ||12.5% ||87.5% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.65 ||6.7% ||77.8% ||15.6% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.7 || ||66.7% ||33.3% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.75 || ||50.0% ||50.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.8 || ||33.3% ||66.7% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.85 || ||28.6% ||71.4% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.9 || ||25.0% ||75.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.95 || ||22.2% ||77.8% ||&lt;br /&gt;
|-&lt;br /&gt;
|1 || ||12.5% ||50.0% ||37.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Big Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.05 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.1 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.15 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.2 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.25 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.3 ||41.7% ||58.3% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.35 || ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.45 || ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.55 || ||75.0% ||25.0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.6 || ||50.0% ||50.0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.65 || ||21.4% ||64.3% ||14.3% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.7 || || ||75.0% ||25.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.75 || || ||62.5% ||37.5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.8 || || ||50.0% ||50.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.85 || || ||37.5% ||62.5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.9 || || ||25.0% ||75.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.95 || || ||22.2% ||77.8% ||&lt;br /&gt;
|-&lt;br /&gt;
|1 || || ||12.5% ||50.0% ||37.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. &lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn&#039;t seem to match reality in some cases).&lt;/div&gt;</summary>
		<author><name>Agamemnus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=124177</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=124177"/>
		<updated>2016-03-27T23:32:50Z</updated>

		<summary type="html">&lt;p&gt;Agamemnus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy [[Lua/Force|force]]. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in four sizes: small, medium, big and behemoth. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.&lt;br /&gt;
Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 8/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 5000&lt;br /&gt;
* Damage: 100&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 10/20%&lt;br /&gt;
*Physical 8/20%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though due to their heavy armor, not present on small biters. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a huge threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a defense, to a degree. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
Spitters are much like Biters. The only difference, besides their appearance, is that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.png]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/30%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.png]] || Behemoth Spitter&lt;br /&gt;
| The even more bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 2000&lt;br /&gt;
* Damage: 50&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms=== &lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454)&lt;br /&gt;
&lt;br /&gt;
Worms deal acid damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 350&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Damage: 60&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 8/0%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:&lt;br /&gt;
 game.player.print(game.evolution_factor)&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution Production]] increases the evolution factor.&lt;br /&gt;
* Destroying the enemy spawners significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in game.map_settings. There they can also be changed / modded. &lt;br /&gt;
&lt;br /&gt;
Current (0.12.4) default settings are:&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor per tick.&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.time_factor&lt;br /&gt;
&lt;br /&gt;
0.000004&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 1000 Pollution Units&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.pollution_factor)&lt;br /&gt;
&lt;br /&gt;
0.000015&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for every destroyed enemy spawner&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.destroy_factor)&lt;br /&gt;
&lt;br /&gt;
0.002&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution_Production#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0.00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the &amp;quot;spawning wheel&amp;quot;. We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the &amp;quot;rolling of the wheel&amp;quot; is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances by evolution factor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Big Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.05 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.1 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.15 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.2 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.25 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.3 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.35 ||75.0% ||25.0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.4 ||56.3% ||43.8% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.45 ||41.7% ||58.3% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.5 ||30.0% ||70.0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.55 ||20.5% ||79.5% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.6 ||12.5% ||87.5% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.65 ||6.7% ||77.8% ||15.6% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.7 || ||66.7% ||33.3% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.75 || ||50.0% ||50.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.8 || ||33.3% ||66.7% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.85 || ||28.6% ||71.4% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.9 || ||25.0% ||75.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.95 || ||22.2% ||77.8% ||&lt;br /&gt;
|-&lt;br /&gt;
|1 || ||12.5% ||50.0% ||37.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Big Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.05 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.1 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.15 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.2 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.25 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.3 ||41.7% ||58.3% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.35 || ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.45 || ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.55 || ||75.0% ||25.0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.6 || ||50.0% ||50.0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.65 || ||21.4% ||64.3% ||14.3% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.7 || || ||75.0% ||25.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.75 || || ||62.5% ||37.5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.8 || || ||50.0% ||50.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.85 || || ||37.5% ||62.5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.9 || || ||25.0% ||75.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.95 || || ||22.2% ||77.8% ||&lt;br /&gt;
|-&lt;br /&gt;
|1 || || ||12.5% ||50.0% ||37.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. &lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn&#039;t seem to match reality in some cases).&lt;/div&gt;</summary>
		<author><name>Agamemnus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts&amp;diff=124145</id>
		<title>Transport belts</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts&amp;diff=124145"/>
		<updated>2016-03-27T17:56:47Z</updated>

		<summary type="html">&lt;p&gt;Agamemnus: /* Moving other Entities: About highways, advanced defenses and moving boxes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{delete|Moved content to [[Belt transport system]]}}&lt;br /&gt;
{| style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
| [[File:Transport_belts_demo.gif|300px|top|thumb|Inserters insert onto the far side of a belt running past them.]]&lt;br /&gt;
| [[File:Transport_belts_demo2.gif|300px|top|thumb|Inserters insert onto the right hand side of a belt running away from them.]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Transport belts&#039;&#039;&#039; are used to transport items from one place to another. The advantages of transport belts lie in the fact that they don&#039;t use any power and are very easy to set up. There are three types of transport belts, each with their own properties.&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|right|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. throughput ([[Items]] per [[game-second]])&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Speed ([[Tile|Tiles]] per [[game-second]])&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. density ([[Items]] per [[Tile|tile]])&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required [[Research|technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}} || 13.393* || 1.875* || 7.143* || none&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}   || 26.786* || 3.750* || 7.143* || [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} || 40.179* || 5.625* || 7.143* || [[Logistics 3]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;*experimental value: See &#039;&#039;&#039;[[Transport_belt_experiments|Transport belt experiments]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_notplace.gif|300px|top]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_doplace.gif|300px|top]]&lt;br /&gt;
| [[File:Transport_belts_replace.gif|300px|top]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Do not place transport belts by moving the mouse&lt;br /&gt;
* Instead just move your character&lt;br /&gt;
* You can change the direction of a transport belt by overbuilding it&lt;br /&gt;
* You can change the direction of a transport belt by pressing &amp;quot;r&amp;quot; while mousing over it&lt;br /&gt;
* You can upgrade a transport belt by overbuilding it with another type&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Belt Management==&lt;br /&gt;
===Merging and un-merging===&lt;br /&gt;
Belts have &#039;&#039;&#039;two lanes&#039;&#039;&#039; that can be used for transporting. This allows for either a double flow of one material, or with some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for smelting ore, or producing items with a lot of ingredients such as the science pack 3.&lt;br /&gt;
Un-merging a mixed belt is fairly easy too, since an underground belt will block half of your a belt. So there is no reason to be afraid of mixed belts at all.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_merge.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
===Balancing the belts===&lt;br /&gt;
Sometimes you will find one side of a belt more empty than the other. In this care rebalancing the belt can be helpful.&lt;br /&gt;
&lt;br /&gt;
The left design only rebalances equally if one side of the belt is empty while the right version always balances equally.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
===Speed, Density and Throughput: About finding the bottlenecks===&lt;br /&gt;
Maximizing the throughput is important, since it will keep your belts efficient. Therefore we need to introduce some definitions:&lt;br /&gt;
&lt;br /&gt;
; Speed&lt;br /&gt;
: How fast does a belt move.&lt;br /&gt;
; Density&lt;br /&gt;
: How tight are the items put on the belts. &lt;br /&gt;
; Throughput&lt;br /&gt;
: This is speed * density. It describes how many items pass by in a given time.&lt;br /&gt;
&lt;br /&gt;
So there are two opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
; More density&lt;br /&gt;
:Sometimes items have little spaces next to each other that aren&#039;t big enough for other items to fit in. In this case reordering the items can still increase the density. This can be done by temporary increasing the belt speed on a single tile or by merging 2 lanes with an inserter.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_density.gif|top|300px]]&lt;br /&gt;
&lt;br /&gt;
; More speed&lt;br /&gt;
:In case your belts already are at maximum density you can still upgrade your speed with better belts. But first you have to find the bottleneck.&lt;br /&gt;
The bottleneck can be seen quite easy, if there is a part of a belt, where the items sometimes stop or don&#039;t move (or don&#039;t move fast) at maximum density and suddenly they come to a point, where this &#039;stop and go&#039; releases itself and they run free and are not so tight on the belt. This is in most cases the exact place, where you need to optimize your belts.&lt;br /&gt;
&lt;br /&gt;
==Moving other Entities: About highways, advanced defenses and moving boxes==&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the player accordingly to the belts speed. That is why building a belt towards your defenses can be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Also, biters and spitters can be moved. This can be abused to improve your defense. Firstly biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage are cars on transport belts. Cars have an inventory and can be filled by inserters. They can be used as moving boxes on belt. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more effective.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_movement.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_defence.jpg|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_carboxes.gif|400px|top]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3370 Intersection with 4 belts from every side]&lt;br /&gt;
* [[Transport belts/Transport other entities]]: even the car can be transported with belts.&lt;br /&gt;
* [[Transport belts/Why do belts use no energy?|Why do belts not require power?]]: Some reasons...&lt;br /&gt;
* [[Transport belts/Speedup Walking]]: Walk/run in belt direction add the speed of the belt to your own.&lt;br /&gt;
* [[Transport belts/Defense]]: Use the Express belt to slow down the enemies&lt;br /&gt;
* [[Transport belts/Physics]]&lt;br /&gt;
* [[Transport belts/Turns]]&lt;br /&gt;
* [[Transport belts/Blocking items]]&lt;br /&gt;
* [[Transport belts/Side insert]]&lt;br /&gt;
* [[Transport belts/Optimizing|Transport belt Optimising]]&lt;br /&gt;
* [[Transport belts/Side insert]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6914&amp;amp;p=56388#p56388 Throughput and bottlenecks].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5316&amp;amp;start=20#p54495 Speed, Distance, Throughput, Compression]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7221 Tutorial for Belt Speed, Density and Throughput]&lt;br /&gt;
* [[Transport belts/Belt lane]] for more about usage of the two lanes of a belt.&lt;br /&gt;
* [[Transport belts/Optimizing|Transport belt Optimising]]&lt;br /&gt;
* [[Transport belts/Turns]] for details about turns.&lt;br /&gt;
* [[Transport belts/Optimizing| Transport belt Optimising]] about other ways to speed up this bottleneck.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6801&amp;amp;p=54025#p54003 Testing fast belt corners] (interesting video)&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Belt transport system]]&lt;/div&gt;</summary>
		<author><name>Agamemnus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=124144</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=124144"/>
		<updated>2016-03-27T17:53:24Z</updated>

		<summary type="html">&lt;p&gt;Agamemnus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Belt-system-1.png|thumb|256px|Transport belts(#1) move items, Splitters (#2) distribute the input onto both outputs 1:1, Underground belts (#3) are used to bypass obstacles.]]&lt;br /&gt;
The belt transport system is the first transport system available in Factorio, and together with [[Railway|Trains]] and [[Logistic network|Logistics Robots]] make up the backbone of any Factorio base. Transport belts (sometimes called conveyors) are used to transport [[Items]]. Belts don&#039;t need power for transportation. This is one of the many [[Mysteries of the Factorio World]].&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Speed ([[tile]]s/[[Game-second|second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}}&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Basic underground belt}}&lt;br /&gt;
| {{imagelink|basic-splitter|Basic splitter}} &lt;br /&gt;
| ~1.8 &lt;br /&gt;
| [[Logistics 1]] Basic underground belt and Basic splitter&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}&lt;br /&gt;
| {{imagelink|fast-splitter|Fast splitter}} &lt;br /&gt;
| ~3.6 &lt;br /&gt;
| [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} &lt;br /&gt;
| ~5.6 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transport belts just move items. To take items from/put items on to a belt, use [[Inserter]]s.&lt;br /&gt;
&lt;br /&gt;
=== Differences between the belt tiers ===&lt;br /&gt;
The main difference between different tiers of belt is the speed at which they operate. As belt is upgraded from yellow to red to blue, it gets faster and is able to move more items. The [[Transport belts/Physics|Physics]] page has some technical information on exact values for each tier of transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging ===&lt;br /&gt;
Belts have &#039;&#039;&#039;two lanes&#039;&#039;&#039; that can be used for transporting. This allows for either a double flow of one material, or with some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for smelting ore, or producing items with a lot of ingredients such as the science pack 3.&lt;br /&gt;
Un-merging a mixed belt is fairly easy too, since an underground belt will block half of your a belt. So there is no reason to be afraid of mixed belts at all.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_merge.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
=== Balancing belts ===&lt;br /&gt;
Sometimes you will find one side of a belt more empty than the other. In this care rebalancing the belt can be helpful.&lt;br /&gt;
&lt;br /&gt;
The left design only rebalances equally if one side of the belt is empty while the right version always balances equally.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/jKRaZEl.jpg Another example, including side balancing] credit /u/Bhoedda from reddit&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
=== Speed, Density and Throughput: About finding bottlenecks ===&lt;br /&gt;
Maximizing the throughput is important, since it will keep your belts efficient. Therefore we need to introduce some definitions:&lt;br /&gt;
&lt;br /&gt;
; Speed&lt;br /&gt;
: How fast does a belt move.&lt;br /&gt;
; Density&lt;br /&gt;
: How tight are the items put on the belts. &lt;br /&gt;
; Throughput&lt;br /&gt;
: This is speed * density. It describes how many items pass by in a given time.&lt;br /&gt;
&lt;br /&gt;
So there are two opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
; More density&lt;br /&gt;
:Sometimes items have little spaces next to each other that aren&#039;t big enough for other items to fit in. In this case reordering the items can still increase the density. This can be done by temporary increasing the belt speed on a single tile or by merging 2 lanes with an inserter.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_density.gif|top|300px]]&lt;br /&gt;
&lt;br /&gt;
; More speed&lt;br /&gt;
:In case your belts already are at maximum density you can still upgrade your speed with better belts. But first you have to find the bottleneck.&lt;br /&gt;
The bottleneck can be seen quite easy, if there is a part of a belt, where the items sometimes stop or don&#039;t move (or don&#039;t move fast) at maximum density and suddenly they come to a point, where this &#039;stop and go&#039; releases itself and they run free and are not so tight on the belt. This is in most cases the exact place, where you need to optimize your belts.&lt;br /&gt;
&lt;br /&gt;
=== Belts ===&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|right|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. throughput ([[Items]] per [[game-second]])&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Speed ([[Tile|Tiles]] per [[game-second]])&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. density ([[Items]] per [[Tile|tile]])&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required [[Research|technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}} || 13.393* || 1.875* || 7.143* || none&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}   || 26.786* || 3.750* || 7.143* || [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} || 40.179* || 5.625* || 7.143* || [[Logistics 3]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;* experimental value: See &#039;&#039;&#039;[[Transport_belt_experiments|Transport belt experiments]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
=== Splitters ===&lt;br /&gt;
[[File:Mpstark-1vrKld4.gif]]&lt;br /&gt;
[[File:Mpstark-A60nIbv.gif]]&lt;br /&gt;
[[File:Mpstark-JNNFTUC.gif]]&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* splitters have two input-belt-sides and two output-belt-sides on which you can connect any [[Transport belts|belt]] or [[Underground belts|underground belt]]&lt;br /&gt;
* splitters &#039;&#039;&#039;don&#039;t shuffle the lanes on the belts&#039;&#039;&#039;; items on the left input [[Transport belts/Belt lane|belt lane]] don&#039;t change the side to the right lane (and vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Splitting&#039;&#039;&#039;&lt;br /&gt;
** if two output-belts are connected, then every input-item is put alternated on one of the two output-belts. Or in other words: it is guaranteed, that the inputed items are output in a ratio of 50% on each belt.&lt;br /&gt;
** if one of the output [[Transport belts/Belt lane|belt lanes]] are full, then it tries to output on the other output belt. This is useful to fill belts.&lt;br /&gt;
** a lot more details about the exact splitting can be found here http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3765 and here http://www.factorioforums.com/forum/viewtopic.php?f=11&amp;amp;t=511&amp;amp;p=3019 !&lt;br /&gt;
* &#039;&#039;&#039;Joining&#039;&#039;&#039; [[File:T&amp;amp;T Belt04.jpg|thumb|200px|Feeding from side is only a good use, if you want to make a queue - e. g. for mines, some output-buffer]] [[File:T&amp;amp;T Belt03.jpg|thumb|200px|Better: The capacity of the output belt is fully used.]]&lt;br /&gt;
** splitters can be used to join two belts into one. This has a much higher throughput than only side-inserting.&lt;br /&gt;
** as with splitting, the belt lanes aren&#039;t mixed up.&lt;br /&gt;
** Use faster splitter if you want to feed into a faster belt, because otherwise your splitter is the bottleneck!&lt;br /&gt;
&lt;br /&gt;
=== Underground belts ===&lt;br /&gt;
[[File:Split-swap.png|thumb|256px|You can turn the order of the lanes or split the lanes completely with the underground belts trick]]&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)&lt;br /&gt;
* You can cross other underground stuff (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 5 [[tile]]s.&lt;br /&gt;
* An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)&lt;br /&gt;
* If you mine an underground belt, up to 20 items are recovered, the remaining items in the underground are placed into your inventory.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
This last fact is important, because it can be used to do some tricks.&lt;br /&gt;
&lt;br /&gt;
=== Moving other Entities: About highways, advanced defenses and moving boxes ===&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the player accordingly to the belts speed. That is why building a belt towards your defenses can be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Also, biters and spitters can be moved. This can be abused to improve your defense. Firstly biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage are cars on transport belts. Cars have an inventory and can be filled by inserters. So they can be used as moving boxes on belt. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more effective.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_movement.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_defence.jpg|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_carboxes.gif|400px|top]]&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
This section needs cleanup. It contains all links from deleted subpages or duplicate articles.&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3370 Intersection with 4 belts from every side]&lt;br /&gt;
* [[Transport belts/Transport other entities]]: even the car can be transported with belts.&lt;br /&gt;
* [[Transport belts/Why do belts use no energy?|Why do belts not require power?]]: Some reasons...&lt;br /&gt;
* [[Transport belts/Speedup Walking]]: Walk/run in belt direction add the speed of the belt to your own.&lt;br /&gt;
* [[Transport belts/Defense]]: Use the Express belt to slow down the enemies&lt;br /&gt;
* [[Transport belts/Physics]]&lt;br /&gt;
* [[Transport belts/Turns]]&lt;br /&gt;
* [[Transport belts/Blocking items]]&lt;br /&gt;
* [[Transport belts/Side insert]]&lt;br /&gt;
* [[Transport belts/Optimizing|Transport belt Optimising]]&lt;br /&gt;
* [[Transport belts/Side insert]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6914&amp;amp;p=56388#p56388 Throughput and bottlenecks].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5316&amp;amp;start=20#p54495 Speed, Distance, Throughput, Compression]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7221 Tutorial for Belt Speed, Density and Throughput]&lt;br /&gt;
* [[Transport belts/Belt lane]] for more about usage of the two lanes of a belt.&lt;br /&gt;
* [[Transport belts/Optimizing|Transport belt Optimising]]&lt;br /&gt;
* [[Transport belts/Turns]] for details about turns.&lt;br /&gt;
* [[Transport belts/Optimizing| Transport belt Optimising]] about other ways to speed up this bottleneck.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6801&amp;amp;p=54025#p54003 Testing fast belt corners] (interesting video)&lt;br /&gt;
* [[Underground belts/More uses]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=148 Three belts in two tile-lines]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=4596 Two belts in one tile-line]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23636#p23636 Join two lanes into one]&lt;br /&gt;
&lt;br /&gt;
* [[Splitters/Priority]]: splitter prefers one side for joining in most cases.&lt;br /&gt;
* [[Splitters/When is a faster splitter needed?]]: a basic splitter can keep up with the input of one fast belt, if the two output belts are connected and empty.&lt;br /&gt;
* See example usages [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=1808 in this thread].&lt;br /&gt;
* [[Splitters/Weighted splitters]]: Use splitter to achive special ratios on the outputs [[File:Factorio ratios.jpg|thumb|256px|[[Splitters/Weighted splitters]]]]&lt;br /&gt;
** [[Splitters/Cascading]]: Use Cascading to fill storages only, when not needed otherwise&lt;br /&gt;
* [[Splitters/Balancer]]: use the two lanes of a belt.&lt;br /&gt;
* [[Splitters/Joining]]: more explained&lt;br /&gt;
* [[Splitters/Wormhole Trick]]: an empty splitter transports items faster, they disappears on input side and dive up on output side, &amp;quot;jumping&amp;quot; over about half a [[Tile|tile]]. It is questionable, how this behavior could be used. A good usage is to make something like a &amp;quot;micro-buffer&amp;quot;, or a &amp;quot;spread-buffer&amp;quot; with that, because a line of 10 splitters can store about 60 items - a half stack - and the first items are delivered very fast, but the last items have the normal belt speed to move through the splitters; so the items are spread on the belts. See also &#039;&#039;&#039;[http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=9068 Splitters as the bus - The Splitter Bus]&lt;br /&gt;
* [[Splitters/Constructions]]: Examples of using.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=897 || Using belts for defense]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Transport network]] [[Category: Belt transport system]]&lt;/div&gt;</summary>
		<author><name>Agamemnus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=124143</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=124143"/>
		<updated>2016-03-27T17:53:10Z</updated>

		<summary type="html">&lt;p&gt;Agamemnus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Belt-system-1.png|thumb|256px|Transport belts(#1) move items, Splitters (#2) distribute the input onto both outputs 1:1, Underground belts (#3) are used to bypass obstacles.]]&lt;br /&gt;
The belt transport system is the first transport system available in Factorio, and together with [[Railway|Trains]] and [[Logistic network|Logistics Robots]] make up the backbone of any Factorio base. Transport belts (sometimes called conveyors) are used to transport [[Items]]. Belts don&#039;t need power for transportation. This is one of the many [[Mysteries of the Factorio World]].&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Speed ([[tile]]s/[[Game-second|second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}}&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Basic underground belt}}&lt;br /&gt;
| {{imagelink|basic-splitter|Basic splitter}} &lt;br /&gt;
| ~1.8 &lt;br /&gt;
| [[Logistics 1]] Basic underground belt and Basic splitter&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}&lt;br /&gt;
| {{imagelink|fast-splitter|Fast splitter}} &lt;br /&gt;
| ~3.6 &lt;br /&gt;
| [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} &lt;br /&gt;
| ~5.6 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transport belts are just moving items. To take items from/put items on to a belt, use [[Inserter]]s.&lt;br /&gt;
&lt;br /&gt;
=== Differences between the belt tiers ===&lt;br /&gt;
The main difference between different tiers of belt is the speed at which they operate. As belt is upgraded from yellow to red to blue, it gets faster and is able to move more items. The [[Transport belts/Physics|Physics]] page has some technical information on exact values for each tier of transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging ===&lt;br /&gt;
Belts have &#039;&#039;&#039;two lanes&#039;&#039;&#039; that can be used for transporting. This allows for either a double flow of one material, or with some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for smelting ore, or producing items with a lot of ingredients such as the science pack 3.&lt;br /&gt;
Un-merging a mixed belt is fairly easy too, since an underground belt will block half of your a belt. So there is no reason to be afraid of mixed belts at all.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_merge.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
=== Balancing belts ===&lt;br /&gt;
Sometimes you will find one side of a belt more empty than the other. In this care rebalancing the belt can be helpful.&lt;br /&gt;
&lt;br /&gt;
The left design only rebalances equally if one side of the belt is empty while the right version always balances equally.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/jKRaZEl.jpg Another example, including side balancing] credit /u/Bhoedda from reddit&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
=== Speed, Density and Throughput: About finding bottlenecks ===&lt;br /&gt;
Maximizing the throughput is important, since it will keep your belts efficient. Therefore we need to introduce some definitions:&lt;br /&gt;
&lt;br /&gt;
; Speed&lt;br /&gt;
: How fast does a belt move.&lt;br /&gt;
; Density&lt;br /&gt;
: How tight are the items put on the belts. &lt;br /&gt;
; Throughput&lt;br /&gt;
: This is speed * density. It describes how many items pass by in a given time.&lt;br /&gt;
&lt;br /&gt;
So there are two opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
; More density&lt;br /&gt;
:Sometimes items have little spaces next to each other that aren&#039;t big enough for other items to fit in. In this case reordering the items can still increase the density. This can be done by temporary increasing the belt speed on a single tile or by merging 2 lanes with an inserter.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_density.gif|top|300px]]&lt;br /&gt;
&lt;br /&gt;
; More speed&lt;br /&gt;
:In case your belts already are at maximum density you can still upgrade your speed with better belts. But first you have to find the bottleneck.&lt;br /&gt;
The bottleneck can be seen quite easy, if there is a part of a belt, where the items sometimes stop or don&#039;t move (or don&#039;t move fast) at maximum density and suddenly they come to a point, where this &#039;stop and go&#039; releases itself and they run free and are not so tight on the belt. This is in most cases the exact place, where you need to optimize your belts.&lt;br /&gt;
&lt;br /&gt;
=== Belts ===&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|right|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. throughput ([[Items]] per [[game-second]])&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Speed ([[Tile|Tiles]] per [[game-second]])&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. density ([[Items]] per [[Tile|tile]])&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required [[Research|technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}} || 13.393* || 1.875* || 7.143* || none&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}   || 26.786* || 3.750* || 7.143* || [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} || 40.179* || 5.625* || 7.143* || [[Logistics 3]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;* experimental value: See &#039;&#039;&#039;[[Transport_belt_experiments|Transport belt experiments]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
=== Splitters ===&lt;br /&gt;
[[File:Mpstark-1vrKld4.gif]]&lt;br /&gt;
[[File:Mpstark-A60nIbv.gif]]&lt;br /&gt;
[[File:Mpstark-JNNFTUC.gif]]&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* splitters have two input-belt-sides and two output-belt-sides on which you can connect any [[Transport belts|belt]] or [[Underground belts|underground belt]]&lt;br /&gt;
* splitters &#039;&#039;&#039;don&#039;t shuffle the lanes on the belts&#039;&#039;&#039;; items on the left input [[Transport belts/Belt lane|belt lane]] don&#039;t change the side to the right lane (and vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Splitting&#039;&#039;&#039;&lt;br /&gt;
** if two output-belts are connected, then every input-item is put alternated on one of the two output-belts. Or in other words: it is guaranteed, that the inputed items are output in a ratio of 50% on each belt.&lt;br /&gt;
** if one of the output [[Transport belts/Belt lane|belt lanes]] are full, then it tries to output on the other output belt. This is useful to fill belts.&lt;br /&gt;
** a lot more details about the exact splitting can be found here http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3765 and here http://www.factorioforums.com/forum/viewtopic.php?f=11&amp;amp;t=511&amp;amp;p=3019 !&lt;br /&gt;
* &#039;&#039;&#039;Joining&#039;&#039;&#039; [[File:T&amp;amp;T Belt04.jpg|thumb|200px|Feeding from side is only a good use, if you want to make a queue - e. g. for mines, some output-buffer]] [[File:T&amp;amp;T Belt03.jpg|thumb|200px|Better: The capacity of the output belt is fully used.]]&lt;br /&gt;
** splitters can be used to join two belts into one. This has a much higher throughput than only side-inserting.&lt;br /&gt;
** as with splitting, the belt lanes aren&#039;t mixed up.&lt;br /&gt;
** Use faster splitter if you want to feed into a faster belt, because otherwise your splitter is the bottleneck!&lt;br /&gt;
&lt;br /&gt;
=== Underground belts ===&lt;br /&gt;
[[File:Split-swap.png|thumb|256px|You can turn the order of the lanes or split the lanes completely with the underground belts trick]]&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)&lt;br /&gt;
* You can cross other underground stuff (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 5 [[tile]]s.&lt;br /&gt;
* An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)&lt;br /&gt;
* If you mine an underground belt, up to 20 items are recovered, the remaining items in the underground are placed into your inventory.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
This last fact is important, because it can be used to do some tricks.&lt;br /&gt;
&lt;br /&gt;
=== Moving other Entities: About highways, advanced defenses and moving boxes ===&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the player accordingly to the belts speed. That is why building a belt towards your defenses can be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Also, biters and spitters can be moved. This can be abused to improve your defense. Firstly biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage are cars on transport belts. Cars have an inventory and can be filled by inserters. So they can be used as moving boxes on belt. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more effective.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_movement.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_defence.jpg|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_carboxes.gif|400px|top]]&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
This section needs cleanup. It contains all links from deleted subpages or duplicate articles.&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3370 Intersection with 4 belts from every side]&lt;br /&gt;
* [[Transport belts/Transport other entities]]: even the car can be transported with belts.&lt;br /&gt;
* [[Transport belts/Why do belts use no energy?|Why do belts not require power?]]: Some reasons...&lt;br /&gt;
* [[Transport belts/Speedup Walking]]: Walk/run in belt direction add the speed of the belt to your own.&lt;br /&gt;
* [[Transport belts/Defense]]: Use the Express belt to slow down the enemies&lt;br /&gt;
* [[Transport belts/Physics]]&lt;br /&gt;
* [[Transport belts/Turns]]&lt;br /&gt;
* [[Transport belts/Blocking items]]&lt;br /&gt;
* [[Transport belts/Side insert]]&lt;br /&gt;
* [[Transport belts/Optimizing|Transport belt Optimising]]&lt;br /&gt;
* [[Transport belts/Side insert]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6914&amp;amp;p=56388#p56388 Throughput and bottlenecks].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5316&amp;amp;start=20#p54495 Speed, Distance, Throughput, Compression]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7221 Tutorial for Belt Speed, Density and Throughput]&lt;br /&gt;
* [[Transport belts/Belt lane]] for more about usage of the two lanes of a belt.&lt;br /&gt;
* [[Transport belts/Optimizing|Transport belt Optimising]]&lt;br /&gt;
* [[Transport belts/Turns]] for details about turns.&lt;br /&gt;
* [[Transport belts/Optimizing| Transport belt Optimising]] about other ways to speed up this bottleneck.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6801&amp;amp;p=54025#p54003 Testing fast belt corners] (interesting video)&lt;br /&gt;
* [[Underground belts/More uses]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=148 Three belts in two tile-lines]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=4596 Two belts in one tile-line]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23636#p23636 Join two lanes into one]&lt;br /&gt;
&lt;br /&gt;
* [[Splitters/Priority]]: splitter prefers one side for joining in most cases.&lt;br /&gt;
* [[Splitters/When is a faster splitter needed?]]: a basic splitter can keep up with the input of one fast belt, if the two output belts are connected and empty.&lt;br /&gt;
* See example usages [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=1808 in this thread].&lt;br /&gt;
* [[Splitters/Weighted splitters]]: Use splitter to achive special ratios on the outputs [[File:Factorio ratios.jpg|thumb|256px|[[Splitters/Weighted splitters]]]]&lt;br /&gt;
** [[Splitters/Cascading]]: Use Cascading to fill storages only, when not needed otherwise&lt;br /&gt;
* [[Splitters/Balancer]]: use the two lanes of a belt.&lt;br /&gt;
* [[Splitters/Joining]]: more explained&lt;br /&gt;
* [[Splitters/Wormhole Trick]]: an empty splitter transports items faster, they disappears on input side and dive up on output side, &amp;quot;jumping&amp;quot; over about half a [[Tile|tile]]. It is questionable, how this behavior could be used. A good usage is to make something like a &amp;quot;micro-buffer&amp;quot;, or a &amp;quot;spread-buffer&amp;quot; with that, because a line of 10 splitters can store about 60 items - a half stack - and the first items are delivered very fast, but the last items have the normal belt speed to move through the splitters; so the items are spread on the belts. See also &#039;&#039;&#039;[http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=9068 Splitters as the bus - The Splitter Bus]&lt;br /&gt;
* [[Splitters/Constructions]]: Examples of using.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=897 || Using belts for defense]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Transport network]] [[Category: Belt transport system]]&lt;/div&gt;</summary>
		<author><name>Agamemnus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=124142</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=124142"/>
		<updated>2016-03-27T17:51:17Z</updated>

		<summary type="html">&lt;p&gt;Agamemnus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Circuit network]]s (CCNet) enables the control of devices based on the amount of [[Items]] and Fluids stored in all [[Chests]] and [[Storage tank|Storage tanks]] connected to the same network via red or green wires.&lt;br /&gt;
&lt;br /&gt;
:[[File:InnerOfGreenCable.jpg|400px]]&lt;br /&gt;
A more technical explanation is, that the circuit network is a standardized bus-system. &#039;&#039;&#039;See [[Automatic control/Smart bus|this explanation]].&lt;br /&gt;
&lt;br /&gt;
Even if the circuit network looks quite different to the [[Logistic network]], the [[Automatic control/Smart bus|bus]] is principally the same beccause the information is the same. &#039;&#039;&#039;The basic difference between them is that, in a logistic network, everything which is covered by a roboport pops up as content, but in the circuit network only the connected chests and storage tanks were considered.&lt;br /&gt;
&lt;br /&gt;
== Items/Devices ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|red-wire|Red wire}} || Wires used to connect smart devices to a red network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|green-wire|Green wire}} || Wires used to connect smart devices to a green network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-chest|Smart chest}} || The most basic chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || The storage tank is also connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; (since &#039;&#039;v0.12&#039;&#039;). Its fluid content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-inserter|Smart inserter}} || The only inserter connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and [[Logistic network]]s. The condition when the inserter is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-lamp|Lamp}} || The lamp is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the lamp is shining is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small pump}} || The small pump is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the pump is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore Pump}} || The offshore pump is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the pump is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|constant-combinator|Constant Combinator}} || The constant combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. You can set up to 15 signals in its GUI which will be sent to the network (like a chest that contains pseudo items). It has several outputs for red and green wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|arithmetic-combinator|Arithmetic Combinator}} || The arithmetic combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It can perform mathematical operations (+, -, *, /) based on the amounts of the inputs signals (red and green wire signals are summed).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|decider-combinator|Decider Combinator}} || The decider combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It acts like any signal controlled device. You can compare the input signals (red and green wire signals are summed) by using &amp;quot;less than&amp;quot;, &amp;quot;bigger than&amp;quot; or &amp;quot;equal to&amp;quot;. If the condition is true, it will output a configurable signal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network-example-1.png|thumb|256px|A basic circuit network usable to fill a chest with a defined amount of items. &#039;&#039;&#039;Watch exactly, how the red wires are connected!&#039;&#039;&#039; To connect a wire with the pole take a wire and drag it from the base of a pole to the target entity!]]&lt;br /&gt;
&lt;br /&gt;
The circuit network is often use to control the amount of certain items or fluids in the factory. Before the storage tank, lamp, small and offshore pump were included to the circuit network, the basic usage was to connect a smart inserter with a chest next to it to control the amount of items in the chest.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network.jpg|256px|thumb|The picture shows a circuit network that contains over 42,000 coal and  12,000 iron plates.]]&lt;br /&gt;
&lt;br /&gt;
The [[Automatic control/Smart bus|smart bus]] page explains the function of the bus.&lt;br /&gt;
&lt;br /&gt;
There are several links into the forum (&#039;&#039;outdated&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3149 Forum article about the basic usage]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=9&amp;amp;t=696&amp;amp;p=24183#p24183 About comparison of the circuit wires with examples from the real world]&lt;br /&gt;
&lt;br /&gt;
=== Receivers ===&lt;br /&gt;
[[File:smart_inserter.png|thumb|250px|Example condition: &amp;quot;Work only if the count of [[Iron plate]]s is lower than the amount of [[Steel plate]]s.&amp;quot; Instead of the steel plate you can use a constant value.]]&lt;br /&gt;
[[Smart inserter]]s, [[Lamp]]s, [[Small pump]]s and [[Offshore pump]]s are currently the only devices connectable to the circuit network. If a circuit condition is set, they only work if this condition is true.&lt;br /&gt;
When it is connected to the network, it is possible to set up the condition in three parts:&lt;br /&gt;
* Item or fluid. To check the condition, the amount of the given item or fluid in the connected circuit network is taken.&lt;br /&gt;
* Type of the condition: less than, bigger than, equal&lt;br /&gt;
* Item or fluid. To check the condition, the amount of the given item or fluid in the connected circuit network is taken.&lt;br /&gt;
Both values will be compared by using the given type of the condition.&lt;br /&gt;
&lt;br /&gt;
=== Multiple networks ===&lt;br /&gt;
It is possible to establish multiple distinct networks of the same color. Just make sure that there is no wire connection between them and they will be treated as separate networks.&lt;br /&gt;
&lt;br /&gt;
=== Examples (&#039;&#039;outdated&#039;&#039;) ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=348 Logic Gates, Edge Detector]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23692#p23676 Evenly fill two item onto one lane]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=298 Material splitters]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6839 Logic gates using side inserter mod]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Combinators]]&lt;br /&gt;
* [[Virtual signals]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Networks]] [[Category: Circuit network]] [[Category: Transport network]]&lt;/div&gt;</summary>
		<author><name>Agamemnus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=124141</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=124141"/>
		<updated>2016-03-27T17:50:36Z</updated>

		<summary type="html">&lt;p&gt;Agamemnus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Circuit network]]s (CCNet) enables the control of devices based on the amount of [[Items]] and Fluids stored in all [[Chests]] and [[Storage tank|Storage tanks]] connected to the same network via red or green wires.&lt;br /&gt;
&lt;br /&gt;
:[[File:InnerOfGreenCable.jpg|400px]]&lt;br /&gt;
A more technical explanation is, that the circuit network is a standardized bus-system. &#039;&#039;&#039;See [[Automatic control/Smart bus|this explanation]].&lt;br /&gt;
&lt;br /&gt;
Even if the circuit network looks quite different to the [[Logistic network]], the [[Automatic control/Smart bus|bus]] is principally the same beccause the information is the same. &#039;&#039;&#039;The basic difference between them is that, in a logistic network, everything which is covered by a roboport pops up as content, but in the circuit network only the connected chests and storage tanks were considered.&lt;br /&gt;
&lt;br /&gt;
== Items/Devices ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|red-wire|Red wire}} || Wires used to connect smart devices to a red network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|green-wire|Green wire}} || Wires used to connect smart devices to a green network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-chest|Smart chest}} || The most basic chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || The storage tank is also connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; (since &#039;&#039;v0.12&#039;&#039;). Its fluid content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-inserter|Smart inserter}} || The only inserter connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and [[Logistic network]]s. The condition when the inserter is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-lamp|Lamp}} || The lamp is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the lamp is shining is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small pump}} || The small pump is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the pump is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore Pump}} || The offshore pump is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the pump is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|constant-combinator|Constant Combinator}} || The constant combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. You can set up to 15 signals in its GUI which will be sent to the network (like a chest that contains pseudo items). It has several outputs for red and green wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|arithmetic-combinator|Arithmetic Combinator}} || The arithmetic combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It can perform mathematical operations (+, -, *, /) based on the amounts of the inputs signals (red and green wire signals are summed).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|decider-combinator|Decider Combinator}} || The decider combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It acts like any signal controlled device. You can compare the input signals (red and green wire signals are summed) by using &amp;quot;less than&amp;quot;, &amp;quot;bigger than&amp;quot; or &amp;quot;equal&amp;quot;. If the condition is true, it will output a configurable signal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network-example-1.png|thumb|256px|A basic circuit network usable to fill a chest with a defined amount of items. &#039;&#039;&#039;Watch exactly, how the red wires are connected!&#039;&#039;&#039; To connect a wire with the pole take a wire and drag it from the base of a pole to the target entity!]]&lt;br /&gt;
&lt;br /&gt;
The circuit network is often use to control the amount of certain items or fluids in the factory. Before the storage tank, lamp, small and offshore pump were included to the circuit network, the basic usage was to connect a smart inserter with a chest next to it to control the amount of items in the chest.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network.jpg|256px|thumb|The picture shows a circuit network that contains over 42,000 coal and  12,000 iron plates.]]&lt;br /&gt;
&lt;br /&gt;
The [[Automatic control/Smart bus|smart bus]] page explains the function of the bus.&lt;br /&gt;
&lt;br /&gt;
There are several links into the forum (&#039;&#039;outdated&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3149 Forum article about the basic usage]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=9&amp;amp;t=696&amp;amp;p=24183#p24183 About comparison of the circuit wires with examples from the real world]&lt;br /&gt;
&lt;br /&gt;
=== Receivers ===&lt;br /&gt;
[[File:smart_inserter.png|thumb|250px|Example condition: &amp;quot;Work only if the count of [[Iron plate]]s is lower than the amount of [[Steel plate]]s.&amp;quot; Instead of the steel plate you can use a constant value.]]&lt;br /&gt;
[[Smart inserter]]s, [[Lamp]]s, [[Small pump]]s and [[Offshore pump]]s are currently the only devices connectable to the circuit network. If a circuit condition is set, they only work if this condition is true.&lt;br /&gt;
When it is connected to the network, it is possible to set up the condition in three parts:&lt;br /&gt;
* Item or fluid. To check the condition, the amount of the given item or fluid in the connected circuit network is taken.&lt;br /&gt;
* Type of the condition: less than, bigger than, equal&lt;br /&gt;
* Item or fluid. To check the condition, the amount of the given item or fluid in the connected circuit network is taken.&lt;br /&gt;
Both values will be compared by using the given type of the condition.&lt;br /&gt;
&lt;br /&gt;
=== Multiple networks ===&lt;br /&gt;
It is possible to establish multiple distinct networks of the same color. Just make sure that there is no wire connection between them and they will be treated as separate networks.&lt;br /&gt;
&lt;br /&gt;
=== Examples (&#039;&#039;outdated&#039;&#039;) ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=348 Logic Gates, Edge Detector]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23692#p23676 Evenly fill two item onto one lane]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=298 Material splitters]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6839 Logic gates using side inserter mod]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Combinators]]&lt;br /&gt;
* [[Virtual signals]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Networks]] [[Category: Circuit network]] [[Category: Transport network]]&lt;/div&gt;</summary>
		<author><name>Agamemnus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=124140</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=124140"/>
		<updated>2016-03-27T17:49:51Z</updated>

		<summary type="html">&lt;p&gt;Agamemnus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Circuit network]]s (CCNet) enables the control of devices based on the amount of [[Items]] and Fluids stored in all [[Chests]] and [[Storage tank|Storage tanks]] connected to the same network via red or green wires.&lt;br /&gt;
&lt;br /&gt;
:[[File:InnerOfGreenCable.jpg|400px]]&lt;br /&gt;
A more technical explanation is, that the circuit network is a standardized bus-system. &#039;&#039;&#039;See [[Automatic control/Smart bus|this explanation]].&lt;br /&gt;
&lt;br /&gt;
Even if the circuit network looks quite different to the [[Logistic network]], the [[Automatic control/Smart bus|bus]] is principally the same beccause the information is the same. &#039;&#039;&#039;The basic difference between them is that, in a logistic network, everything which is covered by a roboport pops up as content, but in the circuit network only the connected chests and storage tanks were considered.&lt;br /&gt;
&lt;br /&gt;
== Items/Devices ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|red-wire|Red wire}} || Wires used to connect smart devices to a red network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|green-wire|Green wire}} || Wires used to connect smart devices to a green network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-chest|Smart chest}} || The most basic chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || The storage tank is also connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; (since &#039;&#039;v0.12&#039;&#039;). Its fluid content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-inserter|Smart inserter}} || The only inserter connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and [[Logistic network]]s. The condition when the inserter is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-lamp|Lamp}} || The lamp is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the lamp is shining is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small pump}} || The small pump is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the pump is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore Pump}} || The offshore pump is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the pump is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|constant-combinator|Constant Combinator}} || The constant combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. You can set up to 15 signals in it&#039;s GUI, which will be sent to the network (like a chest that contains pseudo items). It has several outputs for red and green wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|arithmetic-combinator|Arithmetic Combinator}} || The arithmetic combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It can perform mathematical operations (+, -, *, /) based on the amounts of the inputs signals (red and green wire signals are summed).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|decider-combinator|Decider Combinator}} || The decider combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It acts like any signal controlled device. You can compare the input signals (red and green wire signals are summed) by using &amp;quot;less than&amp;quot;, &amp;quot;bigger than&amp;quot; or &amp;quot;equal&amp;quot;. If the condition is true, it will output a configurable signal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network-example-1.png|thumb|256px|A basic circuit network usable to fill a chest with a defined amount of items. &#039;&#039;&#039;Watch exactly, how the red wires are connected!&#039;&#039;&#039; To connect a wire with the pole take a wire and drag it from the base of a pole to the target entity!]]&lt;br /&gt;
&lt;br /&gt;
The circuit network is often use to control the amount of certain items or fluids in the factory. Before the storage tank, lamp, small and offshore pump were included to the circuit network, the basic usage was to connect a smart inserter with a chest next to it to control the amount of items in the chest.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network.jpg|256px|thumb|The picture shows a circuit network that contains over 42,000 coal and  12,000 iron plates.]]&lt;br /&gt;
&lt;br /&gt;
The [[Automatic control/Smart bus|smart bus]] page explains the function of the bus.&lt;br /&gt;
&lt;br /&gt;
There are several links into the forum (&#039;&#039;outdated&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3149 Forum article about the basic usage]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=9&amp;amp;t=696&amp;amp;p=24183#p24183 About comparison of the circuit wires with examples from the real world]&lt;br /&gt;
&lt;br /&gt;
=== Receivers ===&lt;br /&gt;
[[File:smart_inserter.png|thumb|250px|Example condition: &amp;quot;Work only if the count of [[Iron plate]]s is lower than the amount of [[Steel plate]]s.&amp;quot; Instead of the steel plate you can use a constant value.]]&lt;br /&gt;
[[Smart inserter]]s, [[Lamp]]s, [[Small pump]]s and [[Offshore pump]]s are currently the only devices connectable to the circuit network. If a circuit condition is set, they only work if this condition is true.&lt;br /&gt;
When it is connected to the network, it is possible to set up the condition in three parts:&lt;br /&gt;
* Item or fluid. To check the condition, the amount of the given item or fluid in the connected circuit network is taken.&lt;br /&gt;
* Type of the condition: less than, bigger than, equal&lt;br /&gt;
* Item or fluid. To check the condition, the amount of the given item or fluid in the connected circuit network is taken.&lt;br /&gt;
Both values will be compared by using the given type of the condition.&lt;br /&gt;
&lt;br /&gt;
=== Multiple networks ===&lt;br /&gt;
It is possible to establish multiple distinct networks of the same color. Just make sure that there is no wire connection between them and they will be treated as separate networks.&lt;br /&gt;
&lt;br /&gt;
=== Examples (&#039;&#039;outdated&#039;&#039;) ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=348 Logic Gates, Edge Detector]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23692#p23676 Evenly fill two item onto one lane]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=298 Material splitters]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6839 Logic gates using side inserter mod]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Combinators]]&lt;br /&gt;
* [[Virtual signals]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Networks]] [[Category: Circuit network]] [[Category: Transport network]]&lt;/div&gt;</summary>
		<author><name>Agamemnus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=124139</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=124139"/>
		<updated>2016-03-27T17:49:29Z</updated>

		<summary type="html">&lt;p&gt;Agamemnus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Circuit network]]s (CCNet) enables the control of devices based on the amount of [[Items]] and Fluids stored in all [[Chests]] and [[Storage tank|Storage tanks]] connected to the same network via red or green wires.&lt;br /&gt;
&lt;br /&gt;
:[[File:InnerOfGreenCable.jpg|400px]]&lt;br /&gt;
A more technical explanation is, that the circuit network is a standardized bus-system. &#039;&#039;&#039;See [[Automatic control/Smart bus|this explanation]].&lt;br /&gt;
&lt;br /&gt;
Even if the circuit network looks quite different to the [[Logistic network]], the [[Automatic control/Smart bus|bus]] is principally the same beccause the information is the same. &#039;&#039;&#039;The basic difference between them is that, in a logistic network, everything which is covered by a roboport pops up as content, but in the circuit network only the connected chests and storage tanks were considered.&lt;br /&gt;
&lt;br /&gt;
== Items/Devices ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|red-wire|Red wire}} || Wires used to connect smart devices to a red network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|green-wire|Green wire}} || Wires used to connect smart devices to a green network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-chest|Smart chest}} || The most basic chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It&#039;s content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || The storage tank is also connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; (since &#039;&#039;v0.12&#039;&#039;). Its fluid content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-inserter|Smart inserter}} || The only inserter connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and [[Logistic network]]s. The condition when the inserter is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-lamp|Lamp}} || The lamp is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the lamp is shining is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small pump}} || The small pump is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the pump is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore Pump}} || The offshore pump is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the pump is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|constant-combinator|Constant Combinator}} || The constant combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. You can set up to 15 signals in it&#039;s GUI, which will be sent to the network (like a chest that contains pseudo items). It has several outputs for red and green wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|arithmetic-combinator|Arithmetic Combinator}} || The arithmetic combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It can perform mathematical operations (+, -, *, /) based on the amounts of the inputs signals (red and green wire signals are summed).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|decider-combinator|Decider Combinator}} || The decider combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It acts like any signal controlled device. You can compare the input signals (red and green wire signals are summed) by using &amp;quot;less than&amp;quot;, &amp;quot;bigger than&amp;quot; or &amp;quot;equal&amp;quot;. If the condition is true, it will output a configurable signal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network-example-1.png|thumb|256px|A basic circuit network usable to fill a chest with a defined amount of items. &#039;&#039;&#039;Watch exactly, how the red wires are connected!&#039;&#039;&#039; To connect a wire with the pole take a wire and drag it from the base of a pole to the target entity!]]&lt;br /&gt;
&lt;br /&gt;
The circuit network is often use to control the amount of certain items or fluids in the factory. Before the storage tank, lamp, small and offshore pump were included to the circuit network, the basic usage was to connect a smart inserter with a chest next to it to control the amount of items in the chest.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network.jpg|256px|thumb|The picture shows a circuit network that contains over 42,000 coal and  12,000 iron plates.]]&lt;br /&gt;
&lt;br /&gt;
The [[Automatic control/Smart bus|smart bus]] page explains the function of the bus.&lt;br /&gt;
&lt;br /&gt;
There are several links into the forum (&#039;&#039;outdated&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3149 Forum article about the basic usage]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=9&amp;amp;t=696&amp;amp;p=24183#p24183 About comparison of the circuit wires with examples from the real world]&lt;br /&gt;
&lt;br /&gt;
=== Receivers ===&lt;br /&gt;
[[File:smart_inserter.png|thumb|250px|Example condition: &amp;quot;Work only if the count of [[Iron plate]]s is lower than the amount of [[Steel plate]]s.&amp;quot; Instead of the steel plate you can use a constant value.]]&lt;br /&gt;
[[Smart inserter]]s, [[Lamp]]s, [[Small pump]]s and [[Offshore pump]]s are currently the only devices connectable to the circuit network. If a circuit condition is set, they only work if this condition is true.&lt;br /&gt;
When it is connected to the network, it is possible to set up the condition in three parts:&lt;br /&gt;
* Item or fluid. To check the condition, the amount of the given item or fluid in the connected circuit network is taken.&lt;br /&gt;
* Type of the condition: less than, bigger than, equal&lt;br /&gt;
* Item or fluid. To check the condition, the amount of the given item or fluid in the connected circuit network is taken.&lt;br /&gt;
Both values will be compared by using the given type of the condition.&lt;br /&gt;
&lt;br /&gt;
=== Multiple networks ===&lt;br /&gt;
It is possible to establish multiple distinct networks of the same color. Just make sure that there is no wire connection between them and they will be treated as separate networks.&lt;br /&gt;
&lt;br /&gt;
=== Examples (&#039;&#039;outdated&#039;&#039;) ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=348 Logic Gates, Edge Detector]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23692#p23676 Evenly fill two item onto one lane]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=298 Material splitters]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6839 Logic gates using side inserter mod]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Combinators]]&lt;br /&gt;
* [[Virtual signals]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Networks]] [[Category: Circuit network]] [[Category: Transport network]]&lt;/div&gt;</summary>
		<author><name>Agamemnus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=124138</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=124138"/>
		<updated>2016-03-27T17:49:07Z</updated>

		<summary type="html">&lt;p&gt;Agamemnus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Circuit network]]s (CCNet) enables the control of devices based on the amount of [[Items]] and Fluids stored in all [[Chests]] and [[Storage tank|Storage tanks]] connected to the same network via red or green wires.&lt;br /&gt;
&lt;br /&gt;
:[[File:InnerOfGreenCable.jpg|400px]]&lt;br /&gt;
A more technical explanation is, that the circuit network is a standardized bus-system. &#039;&#039;&#039;See [[Automatic control/Smart bus|this explanation]].&lt;br /&gt;
&lt;br /&gt;
Even if the circuit network looks quite different to the [[Logistic network]], the [[Automatic control/Smart bus|bus]] is principally the same beccause the information is the same. &#039;&#039;&#039;The basic difference between them is that, in a logistic network, everything which is covered by a roboport pops up as content, but in the circuit network only the connected chests and storage tanks were considered.&lt;br /&gt;
&lt;br /&gt;
== Items/Devices ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|red-wire|Red wire}} || Wires used to connect smart devices to a red network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|green-wire|Green wire}} || Wires used to connect smart devices to a green network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-chest|Smart chest}} || The most basic chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It&#039;s content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. Its content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || The storage tank is also connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; (since &#039;&#039;v0.12&#039;&#039;). Its fluid content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-inserter|Smart inserter}} || The only inserter connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and [[Logistic network]]s. The condition when the inserter is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-lamp|Lamp}} || The lamp is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the lamp is shining is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small pump}} || The small pump is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the pump is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore Pump}} || The offshore pump is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the pump is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|constant-combinator|Constant Combinator}} || The constant combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. You can set up to 15 signals in it&#039;s GUI, which will be sent to the network (like a chest that contains pseudo items). It has several outputs for red and green wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|arithmetic-combinator|Arithmetic Combinator}} || The arithmetic combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It can perform mathematical operations (+, -, *, /) based on the amounts of the inputs signals (red and green wire signals are summed).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|decider-combinator|Decider Combinator}} || The decider combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It acts like any signal controlled device. You can compare the input signals (red and green wire signals are summed) by using &amp;quot;less than&amp;quot;, &amp;quot;bigger than&amp;quot; or &amp;quot;equal&amp;quot;. If the condition is true, it will output a configurable signal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network-example-1.png|thumb|256px|A basic circuit network usable to fill a chest with a defined amount of items. &#039;&#039;&#039;Watch exactly, how the red wires are connected!&#039;&#039;&#039; To connect a wire with the pole take a wire and drag it from the base of a pole to the target entity!]]&lt;br /&gt;
&lt;br /&gt;
The circuit network is often use to control the amount of certain items or fluids in the factory. Before the storage tank, lamp, small and offshore pump were included to the circuit network, the basic usage was to connect a smart inserter with a chest next to it to control the amount of items in the chest.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network.jpg|256px|thumb|The picture shows a circuit network, that contains over 42,000 coal and  12,000 iron plates.]]&lt;br /&gt;
&lt;br /&gt;
The [[Automatic control/Smart bus|smart bus]] page explains the function of the bus.&lt;br /&gt;
&lt;br /&gt;
There are several links into the forum (&#039;&#039;outdated&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3149 Forum article about the basic usage]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=9&amp;amp;t=696&amp;amp;p=24183#p24183 About comparison of the circuit wires with examples from the real world]&lt;br /&gt;
&lt;br /&gt;
=== Receivers ===&lt;br /&gt;
[[File:smart_inserter.png|thumb|250px|Example condition: &amp;quot;Work only if the count of [[Iron plate]]s is lower than the amount of [[Steel plate]]s.&amp;quot; Instead of the steel plate you can use a constant value.]]&lt;br /&gt;
[[Smart inserter]]s, [[Lamp]]s, [[Small pump]]s and [[Offshore pump]]s are currently the only devices connectable to the circuit network. If a circuit condition is set, they only work if this condition is true.&lt;br /&gt;
When it is connected to the network, it is possible to set up the condition in three parts:&lt;br /&gt;
* Item or fluid. To check the condition, the amount of the given item or fluid in the connected circuit network is taken.&lt;br /&gt;
* Type of the condition: less than, bigger than, equal&lt;br /&gt;
* Item or fluid. To check the condition, the amount of the given item or fluid in the connected circuit network is taken.&lt;br /&gt;
Both values will be compared by using the given type of the condition.&lt;br /&gt;
&lt;br /&gt;
=== Multiple networks ===&lt;br /&gt;
It is possible to establish multiple distinct networks of the same color. Just make sure that there is no wire connection between them and they will be treated as separate networks.&lt;br /&gt;
&lt;br /&gt;
=== Examples (&#039;&#039;outdated&#039;&#039;) ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=348 Logic Gates, Edge Detector]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23692#p23676 Evenly fill two item onto one lane]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=298 Material splitters]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6839 Logic gates using side inserter mod]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Combinators]]&lt;br /&gt;
* [[Virtual signals]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Networks]] [[Category: Circuit network]] [[Category: Transport network]]&lt;/div&gt;</summary>
		<author><name>Agamemnus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=124137</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=124137"/>
		<updated>2016-03-27T17:48:22Z</updated>

		<summary type="html">&lt;p&gt;Agamemnus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Circuit network]]s (CCNet) enables the control of devices based on the amount of [[Items]] and Fluids stored in all [[Chests]] and [[Storage tank|Storage tanks]] connected to the same network via red or green wires.&lt;br /&gt;
&lt;br /&gt;
:[[File:InnerOfGreenCable.jpg|400px]]&lt;br /&gt;
A more technical explanation is, that the circuit network is a standardized bus-system. &#039;&#039;&#039;See [[Automatic control/Smart bus|this explanation]].&lt;br /&gt;
&lt;br /&gt;
Even if the circuit network looks quite different to the [[Logistic network]], the [[Automatic control/Smart bus|bus]] is principally the same beccause the information is the same. &#039;&#039;&#039;The basic difference between them is that, in a logistic network, everything which is covered by a roboport pops up as content, but in the circuit network only the connected chests and storage tanks were considered.&lt;br /&gt;
&lt;br /&gt;
== Items/Devices ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|red-wire|Red wire}} || Wires used to connect smart devices to a red network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|green-wire|Green wire}} || Wires used to connect smart devices to a green network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-chest|Smart chest}} || The most basic chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It&#039;s content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. It&#039;s content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. It&#039;s content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. It&#039;s content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || A chest connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and participating in the [[Logistic network]]. It&#039;s content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || The storage tank is also connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; (since &#039;&#039;v0.12&#039;&#039;). It&#039;s fluid content will be sent to the network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-inserter|Smart inserter}} || The only inserter connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039; and [[Logistic network]]s. The condition when the inserter is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-lamp|Lamp}} || The lamp is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the lamp is shining is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small pump}} || The small pump is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the pump is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore Pump}} || The offshore pump is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. The condition when the pump is working is configurable in the menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|constant-combinator|Constant Combinator}} || The constant combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. You can set up to 15 signals in it&#039;s GUI, which will be sent to the network (like a chest that contains pseudo items). It has several outputs for red and green wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|arithmetic-combinator|Arithmetic Combinator}} || The arithmetic combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It can perform mathematical operations (+, -, *, /) based on the amounts of the inputs signals (red and green wire signals are summed).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|decider-combinator|Decider Combinator}} || The decider combinator is connectable to &#039;&#039;&#039;Circuit networks&#039;&#039;&#039;. It acts like any signal controlled device. You can compare the input signals (red and green wire signals are summed) by using &amp;quot;less than&amp;quot;, &amp;quot;bigger than&amp;quot; or &amp;quot;equal&amp;quot;. If the condition is true, it will output a configurable signal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network-example-1.png|thumb|256px|A basic circuit network usable to fill a chest with a defined amount of items. &#039;&#039;&#039;Watch exactly, how the red wires are connected!&#039;&#039;&#039; To connect a wire with the pole take a wire and drag it from the base of a pole to the target entity!]]&lt;br /&gt;
&lt;br /&gt;
The circuit network is often use to control the amount of certain items or fluids in the factory. Before the storage tank, lamp, small and offshore pump were included to the circuit network, the basic usage was to connect a smart inserter with a chest next to it to control the amount of items in the chest.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
[[File:circuit-network.jpg|256px|thumb|The picture shows a circuit network, that contains over 42,000 coal and  12,000 iron plates.]]&lt;br /&gt;
&lt;br /&gt;
The [[Automatic control/Smart bus|smart bus]] page explains the function of the bus.&lt;br /&gt;
&lt;br /&gt;
There are several links into the forum (&#039;&#039;outdated&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3149 Forum article about the basic usage]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=9&amp;amp;t=696&amp;amp;p=24183#p24183 About comparison of the circuit wires with examples from the real world]&lt;br /&gt;
&lt;br /&gt;
=== Receivers ===&lt;br /&gt;
[[File:smart_inserter.png|thumb|250px|Example condition: &amp;quot;Work only if the count of [[Iron plate]]s is lower than the amount of [[Steel plate]]s.&amp;quot; Instead of the steel plate you can use a constant value.]]&lt;br /&gt;
[[Smart inserter]]s, [[Lamp]]s, [[Small pump]]s and [[Offshore pump]]s are currently the only devices connectable to the circuit network. If a circuit condition is set, they only work if this condition is true.&lt;br /&gt;
When it is connected to the network, it is possible to set up the condition in three parts:&lt;br /&gt;
* Item or fluid. To check the condition, the amount of the given item or fluid in the connected circuit network is taken.&lt;br /&gt;
* Type of the condition: less than, bigger than, equal&lt;br /&gt;
* Item or fluid. To check the condition, the amount of the given item or fluid in the connected circuit network is taken.&lt;br /&gt;
Both values will be compared by using the given type of the condition.&lt;br /&gt;
&lt;br /&gt;
=== Multiple networks ===&lt;br /&gt;
It is possible to establish multiple distinct networks of the same color. Just make sure that there is no wire connection between them and they will be treated as separate networks.&lt;br /&gt;
&lt;br /&gt;
=== Examples (&#039;&#039;outdated&#039;&#039;) ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=348 Logic Gates, Edge Detector]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23692#p23676 Evenly fill two item onto one lane]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=298 Material splitters]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6839 Logic gates using side inserter mod]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Combinators]]&lt;br /&gt;
* [[Virtual signals]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Networks]] [[Category: Circuit network]] [[Category: Transport network]]&lt;/div&gt;</summary>
		<author><name>Agamemnus</name></author>
	</entry>
</feed>