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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Arithmetic_combinator&amp;diff=153845</id>
		<title>Arithmetic combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Arithmetic_combinator&amp;diff=153845"/>
		<updated>2018-01-09T20:18:49Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Notes on operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Arithmetic combinator}}&lt;br /&gt;
The arithmetic combinator is part of the [[circuit network]] and one of three types of combinators available in the game (along with the [[constant combinator]] and [[decider combinator]]). Each arithmetic combinator can perform any one of the following mathematical operations on signals, and will show the corresponding symbol on its top:&lt;br /&gt;
&lt;br /&gt;
* addition (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;)&lt;br /&gt;
* subtraction (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;-&amp;lt;/span&amp;gt;)&lt;br /&gt;
* multiplication (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt;)&lt;br /&gt;
* division (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt;)&lt;br /&gt;
* modulo (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;%&amp;lt;/span&amp;gt;)&lt;br /&gt;
* exponentiation (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;^&amp;lt;/span&amp;gt;)&lt;br /&gt;
* left bit shift (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;&amp;lt;&amp;lt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* right bit shift (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;&amp;gt;&amp;gt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bitwise AND (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;&amp;amp;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bitwise OR (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;|&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bitwise XOR (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;^&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
The arithmetic combinator accepts two input connections (red and green wires), and sends its output to both output connections. The input wires connect to the nubs on the left side of the sprite in the sidebar, while the outputs connect to the right side.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The internal logic process has three steps:&lt;br /&gt;
&lt;br /&gt;
# All input signals on the red and green wires are summed within the combinator.&lt;br /&gt;
# The specified operation is performed on the selected signal(s).&lt;br /&gt;
# The result of this operation is output as the selected output signal.&lt;br /&gt;
&lt;br /&gt;
The left operand of the operation can be any single signal or the [[Virtual signals#Each|&#039;&#039;each&#039;&#039; virtual signal]], and the right operand can be any single signal or a constant value.&lt;br /&gt;
&lt;br /&gt;
If the left operand is a single signal, the output must be a single signal. The operation is performed on the values of the chosen left and right signals, and the result is sent to the output on the specified signal.&lt;br /&gt;
&lt;br /&gt;
If the left operand is the &#039;&#039;each&#039;&#039; signal, then the output can be a single signal or the &#039;&#039;each&#039;&#039; signal. If the output is the &#039;&#039;each&#039;&#039; signal, then the operation is performed individually on the value of each input signal along with the value of the right operand, and each result is sent to the output on the same signal. If the output is a single signal, the operation is done on each of the input signals, the individual results are all added together, and that result is sent to the output on the specified signal.&lt;br /&gt;
&lt;br /&gt;
== Notes on operations ==&lt;br /&gt;
When using &#039;&#039;&#039;division&#039;&#039;&#039;, the result is truncated:&lt;br /&gt;
* 21 / 10 = 2&lt;br /&gt;
* 19 / 10 = 1&lt;br /&gt;
* -21 / 10 = -2&lt;br /&gt;
* -19 / 10 = -1&lt;br /&gt;
* 21 / -10 = -2&lt;br /&gt;
* 19 / -10 = -1&lt;br /&gt;
* -21 / -10 = 2&lt;br /&gt;
* -19 / -10 = 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modulo&#039;&#039;&#039;, indicated using % as it is in most programming languages, is the remainder after division. For example, 13 % 3 is 1 (13 = 4 * 3 + 1). This can be used, for example, to separate out individual digits of a number for use in building visual indicators, along with division:&lt;br /&gt;
* (24321 / 10000) % 10  = 2&lt;br /&gt;
* (24321 / 1000) % 10  = 4&lt;br /&gt;
* (24321 / 100) % 10  = 3&lt;br /&gt;
* (24321 / 10) % 10  = 2&lt;br /&gt;
* (24321 / 1) % 10  = 1&lt;br /&gt;
&lt;br /&gt;
Negating the left operand of a modulo negates the result, while negating the right operand does nothing:&lt;br /&gt;
* 13 % 3 = 1&lt;br /&gt;
* 13 % -3 = 1&lt;br /&gt;
* -13 % 3 = -1&lt;br /&gt;
* -13 % -3 = -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right bit shift&#039;&#039;&#039; is arithmetic (sign extended), not logical.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected wires are highlighted when hovering over a combinator connected to the [[circuit network]].&lt;br /&gt;
* Combinators show input and output in alt mode.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* Decider combinator &amp;quot;input count&amp;quot; option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition.&lt;br /&gt;
* New combinator graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Combinators now emit light.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Combinators no longer turn off when no wires are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Decider combinator]]&lt;br /&gt;
*[[Constant combinator]]&lt;br /&gt;
*[[Tutorial:Combinator Tutorial|Combinator tutorial]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
*[[Tutorial:Circuit-network_Cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=137262</id>
		<title>Tutorial:Combinator tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=137262"/>
		<updated>2017-05-11T21:25:09Z</updated>

		<summary type="html">&lt;p&gt;Artorp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Combinator logic is achieved by cross-connecting outputs to inputs in such a way to achieve the desired logic. While advanced logic requires a multitude of combinators, some very useful basic logic can be achieved using only a handful of combinators. &#039;&#039;&#039;Combinator logic works because Factorio only updates at 60 times per second, such that combinators analyze their logic in a step, and then sum and/or decide the resulting output values on the next step.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When logic values are computed by combinators, the outputs are not recognized by the circuit network until the following step. So when a decider combinator is used to detect a certain input condition, it&#039;s output value will not take effect on the circuit network until the next step. &#039;&#039;&#039;This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Circuit wires act like a wire bus in electronics, it carries information in the connected wires, meaning that &#039;&#039;&#039;if there are similar signals on a wire, it will add them automatically, unless if it is a different signal, that means it will be carried in that wire as well, but as a different signal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When cross-connecting combinators &#039;&#039;&#039;it&#039;s good practice to use the unused color to cross-connect, this will split the input and output networks and prevent unwanted inputs from accidentally connecting to a larger circuit network.&#039;&#039;&#039; Combinators will sum the red &amp;amp;/or green inputs prior to calculation, so either color can be used when wiring the output back to the input, but in most cases, it is more useful to use the opposing colour of the wire so that it will not interfere with the resulting output and input.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is also an example heavy [[Circuit-network_Cookbook|circuit network cookbook]] that you may find helpful to learn and refer to about circuit networks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Virtual Signals ==&lt;br /&gt;
&lt;br /&gt;
===Everything Wildcard:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This Red Wildcard serves to check all the specifed input signals.&lt;br /&gt;
&lt;br /&gt;
As the Decider Combinator, &amp;lt;br /&amp;gt;&lt;br /&gt;
its input is used to serve if all inputs meets the specified signals or variables. &amp;lt;br /&amp;gt;&lt;br /&gt;
its output is used to serve output every signal. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Anything Wildcard:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This Green Wildcard serves to check all the specifed input signals.&lt;br /&gt;
&lt;br /&gt;
As the Decider Combinator, &lt;br /&gt;
its input is used to serve if any of its inputs meets the specified signals or variables.&lt;br /&gt;
&lt;br /&gt;
===Each Wildcard:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This Yellow Wildcard serves to check for each the specifed input signals.&lt;br /&gt;
&lt;br /&gt;
As the Decider Combinator, &amp;lt;br /&amp;gt;&lt;br /&gt;
its input is used to serve if any inputs meets the specified signals or variables. &amp;lt;br /&amp;gt;&lt;br /&gt;
its output is used to serve output the each variable. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the Arithmetic Combinator, &amp;lt;br /&amp;gt;&lt;br /&gt;
its input is used to serve each input, then the following summations are summed and outputted, with each signal as its own respective signals.&lt;br /&gt;
&lt;br /&gt;
== Input Isolator &amp;amp; Gate ==&lt;br /&gt;
An arithmetic combinator set to (In: Each + 0, Out: Each) can be used to swap wire colors and as an isolator to prevent downstream logic from backfeeding into the circuit network&#039;s inputs.&lt;br /&gt;
&lt;br /&gt;
A decider combinator set to (Out: Everything, Input-&amp;gt; Output) will also function as an isolator as long as the set logic condition is true. This can also selectively pass or &#039;gate&#039; inputs only when desired. This could be used to sequentially poll remote train stations for their chest contents, and include only desired stations.&lt;br /&gt;
&lt;br /&gt;
== Set/Reset Latching Switch ==&lt;br /&gt;
You want something to SET a trigger at some quantity, but then STAY on until that quantity hits some other value, the RESET value. You&#039;ll need one decider combinator and one arithmetic combinator. Two decider combinators and a constant combinator can also be used for more complex multi-channel conditions.&lt;br /&gt;
&lt;br /&gt;
Setup the first decider combinator to the desired set conditional and to output a 1. Then connect the output to the input of an arithmetic combinator, and configure it to multiply by the bias value, the difference between the set and reset values, and wire the arithmetic output to the input of the decider. The arithmetic output channel MUST be set the same as the decider&#039;s input channel. That&#039;s it! Whenever your set conditional is reached, the decider will output a &#039;1&#039;, and the bias of the arithmetic combinator will be applied. This will &#039;hold&#039; the output true until the value goes back below the reset point.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more specific example : &lt;br /&gt;
i want the pump to run when petrol reach 2000, and turn off when reach 200.&amp;lt;br&amp;gt;&lt;br /&gt;
only with green wire&amp;lt;br&amp;gt;&lt;br /&gt;
Tank -&amp;gt; in decider&amp;lt;br&amp;gt;&lt;br /&gt;
out decider-&amp;gt; in arithmetic&amp;lt;br&amp;gt;&lt;br /&gt;
out arithmetic -&amp;gt; in decider&amp;lt;br&amp;gt;&lt;br /&gt;
green wire from in decider, to pump&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pump have the same condition as the decider (Petrol &amp;gt; 2000)&lt;br /&gt;
&lt;br /&gt;
Decider : Petrol &amp;gt; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
out : A = 1&amp;lt;br&amp;gt;&lt;br /&gt;
Arithmetic : A x 1800 (2000 - 200 )&amp;lt;br&amp;gt;&lt;br /&gt;
out : petrol&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Factorio combinator switch.png|620px]]&lt;br /&gt;
&lt;br /&gt;
== Comparing Outputs ==&lt;br /&gt;
&lt;br /&gt;
== Addressing Outposts ==&lt;br /&gt;
&lt;br /&gt;
== Smart Train Loading ==&lt;br /&gt;
&lt;br /&gt;
Initially designed by [https://www.youtube.com/user/Darkphade MadZuri],&lt;br /&gt;
&lt;br /&gt;
This solves the problem of loading logistics into chests, which tend to be unequal and is slower in the rate of loading logistics into the cargo of trains.&lt;br /&gt;
&lt;br /&gt;
To setup the design, you require an Arithmetic Combinator, as well as Red and Green wires. &#039;&#039;&#039;Wire all the chests used, to the input of the Arithmetic Combinator&#039;&#039;&#039;. &#039;&#039;&#039;Then write (Logistics Item / -Amount of chests) and as the output as the Logistics Item in the Arithmetic Combinator&#039;&#039;&#039;, this will average the amount of items within the chests. Lastly, &#039;&#039;&#039;wire all the inserters used to the output of the Arithmetic Combinator and have the other color of the wire be wired to the adjacent chest&#039;&#039;&#039;. &#039;&#039;&#039;Have the inserters enabled when Logistics Item &amp;lt; 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A more visual representation as well as questions for the design can be found [https://www.reddit.com/r/factorio/comments/4e03g2/madzuris_smart_loading_train_station_guide/ here].&lt;br /&gt;
&lt;br /&gt;
Explanation of why this works:&lt;br /&gt;
It compares the average amount of total items within the chests and the chest adjacent to the inserter so that it activates when the average number of items is higher than the amount within the chest.&lt;br /&gt;
The reason for why the division denominator is negative is because if the items in the chests are 0, it basically makes it so that it adds 1 to the equation.&lt;br /&gt;
&lt;br /&gt;
== Oil Control ==&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
How to store a constant value for later use, either for a basic counter or for more advanced logic. A decider combinator wired output tied to input and configured greater than zero (for positive values), input -&amp;gt; output will &#039;hold&#039; a value, as long as all other inputs on the network are zero.&lt;br /&gt;
&lt;br /&gt;
Any non-zero input condition will create a basic clock; incrementing the stored value by the sum of all connected input values every cycle. A single pulse of an input will cause a single increment by the pulsed value. Reset to zero occurs whenever the set condition is no longer met, or if a negative pulse equal to the input occurs.&lt;br /&gt;
&lt;br /&gt;
== Basic Clocks ==&lt;br /&gt;
[[File:Timer.png|thumb|right|377px|A basic clock. 30 ticks is the ceiling for Signal 1; which is continuously added.]]&lt;br /&gt;
Clocks are constructed by having the output of a combinator tied back to its own input, such that every cycle advances its own count. Either the arithmetic combinator or the decider combinator can be used.&lt;br /&gt;
&lt;br /&gt;
An arithmetic combinator tied to itself is fun to watch and will happily run-away, but requires additional control logic to reset.&lt;br /&gt;
&lt;br /&gt;
A self-resetting clock requires just a single decider combinator with output wired to input and configured with Less Than (&amp;lt;) and Input -&amp;gt; Output. When a constant combinator is then connected to the input, every cycle it will count up by the value of the Constant Combinator until the set conditional value is reached, then output a zero which will be summed with the constant combinator, and reset the process.&lt;br /&gt;
&lt;br /&gt;
The clock sequence will not include zero, will begin at the value set by the constant combinator, and will include whatever value eventually causes the conditional to be false. An arithmetic combinator can modify the clock sequence but remember its outputs will occur one cycle later than the clock cycle values.&lt;br /&gt;
&lt;br /&gt;
A clock that only counts once can be built using the following setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Onetime_Clock.png|thumb|none|360px|One-time clock. Runs until T=Z+1. Reset via R&amp;gt;0.]]&lt;br /&gt;
&lt;br /&gt;
== Pulse Generators ==&lt;br /&gt;
&lt;br /&gt;
Connecting an additional (=) decider combinator to the output of a basic clock will create a pulse generator, and will pulse a single output every time the clock cycles through the set condition. Any output value can be used, either directly from the clock sequence (input-&amp;gt;output), a 1, or some value on a separate logic channel on the circuit network, such as set by a constant combinator. or by the circuit network.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PulseGen.png|500px]]&lt;br /&gt;
*&#039;&#039;The value 1 can be written as any positive integer, so long as it is within the cap or ceiling of your timer.&#039;&#039;&lt;br /&gt;
*&#039;&#039;As an example from the above timer, this light will pulse every 1st tick after the timer reaches 30 ticks, making it pulse 1/30th of a second, as Factorio updates at 60 times per second.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Counter ==&lt;br /&gt;
A counter is used to count the number of input events, and output the sum of that count. Any pulsing input into a decider combinator configured input -&amp;gt; output and wired between output and input will create a counter, but this input must be zero at all other times or else the combinator will run away like a clock. A pulse generator is normally used to accomplish this. Combining several gating decider isolators set with sequential conditionals, a clock, and a pulse generator to the input of a counter will allow remote polling and counting of each isolator&#039;s contents.&lt;br /&gt;
&lt;br /&gt;
== Logic Gates ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Unary NOT&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:NOT.png|415px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary OR&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:OR.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 2!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1  || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Deprecated: Use the Arithemetic Combinator&#039;s OR option instead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary NOR&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:NOR.png|415px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 2!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary XOR&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:XOR.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 1!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 ||  0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 ||  1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Deprecated: Use the Arithemetic Combinator&#039;s XOR option instead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary AND&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:AND.png|530px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 2!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Deprecated: Use the Arithemetic Combinator&#039;s AND option instead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Trinary AND&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:TrinaryAND.png|415px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 2!!Input 3!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0  || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1  || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0  || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1  || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0  || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1  || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0  || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1  || 1  || 1&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary NAND&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:NAND.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 2!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary XNOR/XAND&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:XAND.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 2!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1  || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Memory Cells ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simple Latch&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
When looping the combinator to itself, use a different colour of wire from your main inputs or outputs. &lt;br /&gt;
&lt;br /&gt;
[[File:SimpleLatchv2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Output 1!!Input 1!!Input 2!! Output 1 (t+1)&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 0 || 1 &#039;&#039;(2)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1 || 1 &#039;&#039;(2)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&#039;&#039;Output 1 is the green wire loop seen in the picture, it carries the value to latch.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Input 1 is Set, while Input 2 is Reset.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary Cell&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
RS NOR Latch&lt;br /&gt;
[[File:RS-NOR.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Advanced Cell&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Cell for storing a positive value:&lt;br /&gt;
&lt;br /&gt;
[[File:AdvancedMemoryCell.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Connect the desired value as signal 3 on the right side to set the memory cell and connect a negative value as signal 3 to reset the cell.  *Please note the arithmetic combinator&#039;s output should be facing the opposite direction of the decider combinators.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address Enable Switch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=14556 Combinators 101 (Tutorial)]&lt;br /&gt;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Constant Combinator]]&lt;br /&gt;
*[[Decider Combinator]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
*[[Circuit-network_Cookbook]]&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:English page]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=137261</id>
		<title>Tutorial:Combinator tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=137261"/>
		<updated>2017-05-11T21:23:59Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Basic Clocks */ Make images thumbs to improve flow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Combinator logic is achieved by cross-connecting outputs to inputs in such a way to achieve the desired logic. While advanced logic requires a multitude of combinators, some very useful basic logic can be achieved using only a handful of combinators. &#039;&#039;&#039;Combinator logic works because Factorio only updates at 60 times per second, such that combinators analyze their logic in a step, and then sum and/or decide the resulting output values on the next step.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When logic values are computed by combinators, the outputs are not recognized by the circuit network until the following step. So when a decider combinator is used to detect a certain input condition, it&#039;s output value will not take effect on the circuit network until the next step. &#039;&#039;&#039;This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Circuit wires act like a wire bus in electronics, it carries information in the connected wires, meaning that &#039;&#039;&#039;if there are similar signals on a wire, it will add them automatically, unless if it is a different signal, that means it will be carried in that wire as well, but as a different signal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When cross-connecting combinators &#039;&#039;&#039;it&#039;s good practice to use the unused color to cross-connect, this will split the input and output networks and prevent unwanted inputs from accidentally connecting to a larger circuit network.&#039;&#039;&#039; Combinators will sum the red &amp;amp;/or green inputs prior to calculation, so either color can be used when wiring the output back to the input, but in most cases, it is more useful to use the opposing colour of the wire so that it will not interfere with the resulting output and input.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is also an example heavy [[Circuit-network_Cookbook|circuit network cookbook]] that you may find helpful to learn and refer to about circuit networks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Virtual Signals ==&lt;br /&gt;
&lt;br /&gt;
===Everything Wildcard:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This Red Wildcard serves to check all the specifed input signals.&lt;br /&gt;
&lt;br /&gt;
As the Decider Combinator, &amp;lt;br /&amp;gt;&lt;br /&gt;
its input is used to serve if all inputs meets the specified signals or variables. &amp;lt;br /&amp;gt;&lt;br /&gt;
its output is used to serve output every signal. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Anything Wildcard:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This Green Wildcard serves to check all the specifed input signals.&lt;br /&gt;
&lt;br /&gt;
As the Decider Combinator, &lt;br /&gt;
its input is used to serve if any of its inputs meets the specified signals or variables.&lt;br /&gt;
&lt;br /&gt;
===Each Wildcard:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This Yellow Wildcard serves to check for each the specifed input signals.&lt;br /&gt;
&lt;br /&gt;
As the Decider Combinator, &amp;lt;br /&amp;gt;&lt;br /&gt;
its input is used to serve if any inputs meets the specified signals or variables. &amp;lt;br /&amp;gt;&lt;br /&gt;
its output is used to serve output the each variable. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the Arithmetic Combinator, &amp;lt;br /&amp;gt;&lt;br /&gt;
its input is used to serve each input, then the following summations are summed and outputted, with each signal as its own respective signals.&lt;br /&gt;
&lt;br /&gt;
== Input Isolator &amp;amp; Gate ==&lt;br /&gt;
An arithmetic combinator set to (In: Each + 0, Out: Each) can be used to swap wire colors and as an isolator to prevent downstream logic from backfeeding into the circuit network&#039;s inputs.&lt;br /&gt;
&lt;br /&gt;
A decider combinator set to (Out: Everything, Input-&amp;gt; Output) will also function as an isolator as long as the set logic condition is true. This can also selectively pass or &#039;gate&#039; inputs only when desired. This could be used to sequentially poll remote train stations for their chest contents, and include only desired stations.&lt;br /&gt;
&lt;br /&gt;
== Set/Reset Latching Switch ==&lt;br /&gt;
You want something to SET a trigger at some quantity, but then STAY on until that quantity hits some other value, the RESET value. You&#039;ll need one decider combinator and one arithmetic combinator. Two decider combinators and a constant combinator can also be used for more complex multi-channel conditions.&lt;br /&gt;
&lt;br /&gt;
Setup the first decider combinator to the desired set conditional and to output a 1. Then connect the output to the input of an arithmetic combinator, and configure it to multiply by the bias value, the difference between the set and reset values, and wire the arithmetic output to the input of the decider. The arithmetic output channel MUST be set the same as the decider&#039;s input channel. That&#039;s it! Whenever your set conditional is reached, the decider will output a &#039;1&#039;, and the bias of the arithmetic combinator will be applied. This will &#039;hold&#039; the output true until the value goes back below the reset point.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more specific example : &lt;br /&gt;
i want the pump to run when petrol reach 2000, and turn off when reach 200.&amp;lt;br&amp;gt;&lt;br /&gt;
only with green wire&amp;lt;br&amp;gt;&lt;br /&gt;
Tank -&amp;gt; in decider&amp;lt;br&amp;gt;&lt;br /&gt;
out decider-&amp;gt; in arithmetic&amp;lt;br&amp;gt;&lt;br /&gt;
out arithmetic -&amp;gt; in decider&amp;lt;br&amp;gt;&lt;br /&gt;
green wire from in decider, to pump&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pump have the same condition as the decider (Petrol &amp;gt; 2000)&lt;br /&gt;
&lt;br /&gt;
Decider : Petrol &amp;gt; 2000&amp;lt;br&amp;gt;&lt;br /&gt;
out : A = 1&amp;lt;br&amp;gt;&lt;br /&gt;
Arithmetic : A x 1800 (2000 - 200 )&amp;lt;br&amp;gt;&lt;br /&gt;
out : petrol&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Factorio combinator switch.png|620px]]&lt;br /&gt;
&lt;br /&gt;
== Comparing Outputs ==&lt;br /&gt;
&lt;br /&gt;
== Addressing Outposts ==&lt;br /&gt;
&lt;br /&gt;
== Smart Train Loading ==&lt;br /&gt;
&lt;br /&gt;
Initially designed by [https://www.youtube.com/user/Darkphade MadZuri],&lt;br /&gt;
&lt;br /&gt;
This solves the problem of loading logistics into chests, which tend to be unequal and is slower in the rate of loading logistics into the cargo of trains.&lt;br /&gt;
&lt;br /&gt;
To setup the design, you require an Arithmetic Combinator, as well as Red and Green wires. &#039;&#039;&#039;Wire all the chests used, to the input of the Arithmetic Combinator&#039;&#039;&#039;. &#039;&#039;&#039;Then write (Logistics Item / -Amount of chests) and as the output as the Logistics Item in the Arithmetic Combinator&#039;&#039;&#039;, this will average the amount of items within the chests. Lastly, &#039;&#039;&#039;wire all the inserters used to the output of the Arithmetic Combinator and have the other color of the wire be wired to the adjacent chest&#039;&#039;&#039;. &#039;&#039;&#039;Have the inserters enabled when Logistics Item &amp;lt; 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A more visual representation as well as questions for the design can be found [https://www.reddit.com/r/factorio/comments/4e03g2/madzuris_smart_loading_train_station_guide/ here].&lt;br /&gt;
&lt;br /&gt;
Explanation of why this works:&lt;br /&gt;
It compares the average amount of total items within the chests and the chest adjacent to the inserter so that it activates when the average number of items is higher than the amount within the chest.&lt;br /&gt;
The reason for why the division denominator is negative is because if the items in the chests are 0, it basically makes it so that it adds 1 to the equation.&lt;br /&gt;
&lt;br /&gt;
== Oil Control ==&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
How to store a constant value for later use, either for a basic counter or for more advanced logic. A decider combinator wired output tied to input and configured greater than zero (for positive values), input -&amp;gt; output will &#039;hold&#039; a value, as long as all other inputs on the network are zero.&lt;br /&gt;
&lt;br /&gt;
Any non-zero input condition will create a basic clock; incrementing the stored value by the sum of all connected input values every cycle. A single pulse of an input will cause a single increment by the pulsed value. Reset to zero occurs whenever the set condition is no longer met, or if a negative pulse equal to the input occurs.&lt;br /&gt;
&lt;br /&gt;
== Basic Clocks ==&lt;br /&gt;
[[File:Timer.png|thumb|right|377px|A basic clock. 30 ticks is the ceiling for Signal 1; which is continuously added.]]&lt;br /&gt;
Clocks are constructed by having the output of a combinator tied back to its own input, such that every cycle advances its own count. Either the arithmetic combinator or the decider combinator can be used.&lt;br /&gt;
&lt;br /&gt;
An arithmetic combinator tied to itself is fun to watch and will happily run-away, but requires additional control logic to reset.&lt;br /&gt;
&lt;br /&gt;
A self-resetting clock requires just a single decider combinator with output wired to input and configured with Less Than (&amp;lt;) and Input -&amp;gt; Output. When a constant combinator is then connected to the input, every cycle it will count up by the value of the Constant Combinator until the set conditional value is reached, then output a zero which will be summed with the constant combinator, and reset the process.&lt;br /&gt;
&lt;br /&gt;
The clock sequence will not include zero, will begin at the value set by the constant combinator, and will include whatever value eventually causes the conditional to be false. An arithmetic combinator can modify the clock sequence but remember its outputs will occur one cycle later than the clock cycle values.&lt;br /&gt;
&lt;br /&gt;
A clock that only counts once can be built using the following setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Onetime_Clock.png|thumb|left|360px|One-time clock. Runs until T=Z+1. Reset via R&amp;gt;0.]]&lt;br /&gt;
&lt;br /&gt;
== Pulse Generators ==&lt;br /&gt;
&lt;br /&gt;
Connecting an additional (=) decider combinator to the output of a basic clock will create a pulse generator, and will pulse a single output every time the clock cycles through the set condition. Any output value can be used, either directly from the clock sequence (input-&amp;gt;output), a 1, or some value on a separate logic channel on the circuit network, such as set by a constant combinator. or by the circuit network.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PulseGen.png|500px]]&lt;br /&gt;
*&#039;&#039;The value 1 can be written as any positive integer, so long as it is within the cap or ceiling of your timer.&#039;&#039;&lt;br /&gt;
*&#039;&#039;As an example from the above timer, this light will pulse every 1st tick after the timer reaches 30 ticks, making it pulse 1/30th of a second, as Factorio updates at 60 times per second.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Counter ==&lt;br /&gt;
A counter is used to count the number of input events, and output the sum of that count. Any pulsing input into a decider combinator configured input -&amp;gt; output and wired between output and input will create a counter, but this input must be zero at all other times or else the combinator will run away like a clock. A pulse generator is normally used to accomplish this. Combining several gating decider isolators set with sequential conditionals, a clock, and a pulse generator to the input of a counter will allow remote polling and counting of each isolator&#039;s contents.&lt;br /&gt;
&lt;br /&gt;
== Logic Gates ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Unary NOT&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:NOT.png|415px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary OR&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:OR.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 2!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1  || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Deprecated: Use the Arithemetic Combinator&#039;s OR option instead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary NOR&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:NOR.png|415px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 2!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary XOR&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:XOR.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 1!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 ||  0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 ||  1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Deprecated: Use the Arithemetic Combinator&#039;s XOR option instead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary AND&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:AND.png|530px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 2!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Deprecated: Use the Arithemetic Combinator&#039;s AND option instead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Trinary AND&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:TrinaryAND.png|415px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 2!!Input 3!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0  || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1  || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0  || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1  || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0  || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1  || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0  || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1  || 1  || 1&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary NAND&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:NAND.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 2!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary XNOR/XAND&#039;&#039;&#039;===&lt;br /&gt;
----&lt;br /&gt;
[[File:XAND.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Input 1!!Input 2!!Output&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1  || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Memory Cells ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Simple Latch&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
When looping the combinator to itself, use a different colour of wire from your main inputs or outputs. &lt;br /&gt;
&lt;br /&gt;
[[File:SimpleLatchv2.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Output 1!!Input 1!!Input 2!! Output 1 (t+1)&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 0 || 1 &#039;&#039;(2)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1 || 1 &#039;&#039;(2)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&#039;&#039;Output 1 is the green wire loop seen in the picture, it carries the value to latch.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Input 1 is Set, while Input 2 is Reset.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Binary Cell&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
RS NOR Latch&lt;br /&gt;
[[File:RS-NOR.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Advanced Cell&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Cell for storing a positive value:&lt;br /&gt;
&lt;br /&gt;
[[File:AdvancedMemoryCell.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Connect the desired value as signal 3 on the right side to set the memory cell and connect a negative value as signal 3 to reset the cell.  *Please note the arithmetic combinator&#039;s output should be facing the opposite direction of the decider combinators.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address Enable Switch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=14556 Combinators 101 (Tutorial)]&lt;br /&gt;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Constant Combinator]]&lt;br /&gt;
*[[Decider Combinator]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
*[[Circuit-network_Cookbook]]&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:English page]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Timer.png&amp;diff=137259</id>
		<title>File:Timer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Timer.png&amp;diff=137259"/>
		<updated>2017-05-11T21:08:57Z</updated>

		<summary type="html">&lt;p&gt;Artorp: Artorp uploaded a new version of File:Timer.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Beacon&amp;diff=135521</id>
		<title>Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Beacon&amp;diff=135521"/>
		<updated>2017-04-06T18:13:05Z</updated>

		<summary type="html">&lt;p&gt;Artorp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Beacon/infobox}}&lt;br /&gt;
[[File:factorio-beacon.png|thumb|right|Basic beacon and 12 [[Electric furnace]]s affected by it.]]&lt;br /&gt;
&lt;br /&gt;
A  &#039;&#039;beacon&#039;&#039; is a device that transmits [[module]] effects to nearby machines, in a 9x9 square. The effects are transmitted at only half efficiency. However, a beacon allows transmitting the effect of a module to multiple machines and the effect of all beacons around is added together (the effect stacks on a single machine). Additionally, beacons can add qualities beyond the normal effective module cap of an item (module slots), such as boosting a [[Pumpjack]]&#039;s output at peak oil to .25 oil per cycle where, alone, it could only reach .2 yield. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Beacons are &#039;&#039;&#039;&#039;&#039;best&#039;&#039;&#039;&#039;&#039; in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* There are a lot of compatible machines in a dense area&lt;br /&gt;
&lt;br /&gt;
This allows the beacon&#039;s effect to reach multiple machines, allowing the player to save materials from crafting modules.&lt;br /&gt;
&lt;br /&gt;
* There is one machine that must have an extreme speed of operation&lt;br /&gt;
&lt;br /&gt;
Mining drills are the best example of this. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn&#039;t possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the singular drill several times, to make up for the low quantity of drills. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Beacons should &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be used in these scenarios:&lt;br /&gt;
&lt;br /&gt;
* The machine(s) being boosted operate infrequently&lt;br /&gt;
&lt;br /&gt;
This leads to power waste as beacons will always consume power, even when the machines they&#039;re boosting are halted. This however can be circumvented with some planning, and using a [[Power switch]].&lt;br /&gt;
&lt;br /&gt;
* Attempting to boost non-module-compatible machines&lt;br /&gt;
&lt;br /&gt;
Only machines that have module slots will be affected by a beacon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
&lt;br /&gt;
* Only buildings with module slots can benefit from modules distributed by beacons(i.e. [[laser turret]] doesn&#039;t benefit), and beacons themselves don&#039;t benefit from the modules inserted (or other beacons), so their energy cost can&#039;t be reduced.&lt;br /&gt;
&lt;br /&gt;
* Currently, only [[Module#Speed_Module|speed]] and [[Module#Effectivity_Module|efficiency]] modules can be used in the basic beacon, and [[Module#Productivity Module|productivity]] modules cannot.&lt;br /&gt;
&lt;br /&gt;
* A beacon&#039;s effect transmitted is only half of the effect of the modules within. So, two of the same module = one module&#039;s worth transmitted. This limitation can be overcome with more beacons with overlapping areas.&lt;br /&gt;
&lt;br /&gt;
* The beacon itself is 3x3 tiles, making it difficult to fit between buildings sometimes. It may be necessary to place the beacon first and design the system around it.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed from Basic beacon to Beacon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New beacon graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Area of effect can now be seen on hover.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Deactivated beacons will not give bonuses.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Restricted use of productivity modules in beacons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Crafting network]]&lt;br /&gt;
*[[Electric network]]&lt;br /&gt;
*[[Module|Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;br /&gt;
[[Category:Crafting network]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Inserters&amp;diff=135510</id>
		<title>Talk:Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Inserters&amp;diff=135510"/>
		<updated>2017-04-05T20:47:25Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Inserter speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [http://kovarex.com/forum/viewtopic.php?f=7&amp;amp;t=22#p71]&lt;br /&gt;
&lt;br /&gt;
Removed. But eventually helpful. [[User:Ssilk|Ssilk]] ([[User talk:Ssilk|talk]]) 02:45, 31 December 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
&lt;br /&gt;
I updated this wiki to show ticks per turn in the inserter speed section. My results seem to clash with the previous information about rotation speed (102 ticks = 1.7 seconds, there is a discrepancy between the rotation time of burner inserters most notably). The experiment I performed was done on vanilla factorio 0.14.22. I used two steel chests with varying inserters for each experiment. The inserters were fully powered at all times. The first chest is wired to a combinator which tests for any items in the chest, and outputs 1 signal X. This signal is added to a tallying arithmetic combinator. This arithmetic combinator is wired to itself, and outputs T + X. The value of T at setup is 0. I begin this experiment by placing large stacks of items into the first chest. I place only 201 transfers worth of material into the chest. This will stop the timer as soon as the last item is removed, which occurs after 200 transfers. With this setup I obtained the results as I have reported them. The timer always stopped on a multiple of 200, indicating that the number of ticks per full turn is an integer number. This is why I decided to add a separate column for this value. I may in the future update the other rotation speed metrics to match my results. --[[User:Reububble|Reububble]] ([[User talk:Reububble|talk]]) 18:19, 8 March 2017 (UTC)&lt;br /&gt;
:Which orientation were the inserters? Inserters facing north have lower throughput, might mean they have slower rotation speed. --[[User:Artorp|Artorp]] ([[User talk:Artorp|talk]]) 20:47, 5 April 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Exoskeleton&amp;diff=135506</id>
		<title>Talk:Exoskeleton</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Exoskeleton&amp;diff=135506"/>
		<updated>2017-04-04T23:50:48Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Movement speed experiments */  Clarify table column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Movement speed experiments ==&lt;br /&gt;
&lt;br /&gt;
Movement speed testing in &#039;&#039;&#039;version 0.14.22&#039;&#039;&#039; of Factorio. Testing environment: Empty local world, no biters, zoomed in (to stabilize frames), horizontal movement over &#039;&#039;&#039;400 tiles&#039;&#039;&#039;. Recorded game footage to disk and counted amount of frames/ticks using the debug collision box as a guidance. Detailed data in table below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of exoskeletons&lt;br /&gt;
! Number of frames&lt;br /&gt;
! tiles / seconds&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 2696&lt;br /&gt;
| 8.9021&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 2090&lt;br /&gt;
| 11.4833&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 1680&lt;br /&gt;
| 14.2857&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1423&lt;br /&gt;
| 16.8658&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 1220&lt;br /&gt;
| 19.6721&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 1068&lt;br /&gt;
| 22.4719&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 959&lt;br /&gt;
| 25.0260&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also tested internal energy storage, 17 frames to empty it at 200 kW should mean internal storage of about 56 kJ.&lt;br /&gt;
&lt;br /&gt;
--[[User:Artorp|Artorp]] ([[User talk:Artorp|talk]]) 22:37, 4 April 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tile&amp;diff=135505</id>
		<title>Tile</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tile&amp;diff=135505"/>
		<updated>2017-04-04T23:50:19Z</updated>

		<summary type="html">&lt;p&gt;Artorp: Updated stated run time, linked to experimental data. Might have been changed in a previous version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
A tile is the smallest piece of the world map. The whole factorio world is made out of them.&lt;br /&gt;
&lt;br /&gt;
Tiles are a [[Units|unit]] used to measure both area &#039;&#039;and&#039;&#039; distance.&lt;br /&gt;
&lt;br /&gt;
A [[Chunk]] is 32x32 tiles. A chunk is the next largest unit for area/distance.&lt;br /&gt;
&lt;br /&gt;
=== How to see tiles and chunks? ===&lt;br /&gt;
&lt;br /&gt;
You can either &lt;br /&gt;
* pause the game (by default with [[Keyboard bindings|Shift-Space]]) or&lt;br /&gt;
* you can use the [[Debug mode]] to turn the tile-layer on.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[Chunk]], read about [[Radar]] to understand this)&lt;br /&gt;
* Speed of a basic belt: about 1.8 tiles/sec.&lt;br /&gt;
* It takes about 1 minutes and 52 seconds to run 1000 tiles without speed up. &amp;lt;sup&amp;gt;[https://wiki.factorio.com/Talk:Exoskeleton#Movement%20speed%20experiments]&amp;lt;/sup&amp;gt;  Which means that the character is a very healthy man/woman.&lt;br /&gt;
&lt;br /&gt;
== Real size of tiles ==&lt;br /&gt;
&lt;br /&gt;
1 Tile is generally assumed to be 1 square meter in size (like Minecraft). This [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=9182&amp;amp;p=73352#p73349 Discussion] proves, that this assumption seems to be true.&lt;br /&gt;
&lt;br /&gt;
== Length or area? ==&lt;br /&gt;
&lt;br /&gt;
If you want to make it clear whether you are referring to a tile as length or area please use something like &amp;quot;tile length&amp;quot;, &amp;quot;square tiles&amp;quot;, &amp;quot;tile^2&amp;quot; or similar, but in most cases it should be clear.&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Exoskeleton&amp;diff=135500</id>
		<title>Infobox:Exoskeleton</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Exoskeleton&amp;diff=135500"/>
		<updated>2017-04-04T22:47:48Z</updated>

		<summary type="html">&lt;p&gt;Artorp: Updated energy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
| category = Items&lt;br /&gt;
| category-name = Item&lt;br /&gt;
|stack-size=10&lt;br /&gt;
|dimensions = 2x4&lt;br /&gt;
|movement-bonus = 30% (stackable)&lt;br /&gt;
|energy = 200 kW electric&lt;br /&gt;
|recipe        =Time, 10 + Processing unit, 10 + Electric engine unit, 30 + Steel plate, 20&lt;br /&gt;
|total-raw          =time,6900 + petroleum gas,60 + sulfuric acid,5 + lubricant,60 + iron ore,670 + copper ore,490 + coal,20&lt;br /&gt;
|required-technologies =exoskeleton equipment&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Exoskeleton&amp;diff=135499</id>
		<title>Exoskeleton</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Exoskeleton&amp;diff=135499"/>
		<updated>2017-04-04T22:47:22Z</updated>

		<summary type="html">&lt;p&gt;Artorp: Added table of increased movement speed, updated name and numbers for latest version, see talk page for sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Exoskeleton/infobox}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exoskeleton&#039;&#039;&#039; enhances the movement speed of your character by 30% when inserted in [[Modular armor]] and fully powered.  It consumes 200kW (200kJ/s) of power when used.&lt;br /&gt;
&lt;br /&gt;
Each exoskeleton occupies a 2x4 tall rectangle in modular armor.  It is possible to use multiple exoskeletons in modular armor, and the speed bonus will stack additively.  There is no speed limit; it is limited only by the amount of room available in your armor and by available power.&lt;br /&gt;
&lt;br /&gt;
Exoskeletons have a 56kJ internal electricity storage, visible as a charging bar.  With no power, this will sustain them for less than a second.  As the available power approaches 200kW, the charging bar will both drain more slowly and have a larger minimum size.  The exoskeleton will provide a full speed bonus until the charging bar hits the minimum size, at which point the exoskeleton&#039;s speed bonus drops to what it can maintain.  At 200kW or greater, the charging bar does not shrink and the speed bonus remains at maximum.&lt;br /&gt;
&lt;br /&gt;
Note, however, that exoskeletons are below shields in armor charging priority, and if the shields are damaged at all, exoskeletons will rapidly run dry and will not resume their full speed until the shields are fully charged.  This makes them fairly useless for quick getaways.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
While a Exoskeleton can be assembled by hand, the parts for it require automated construction to build, so it cannot be built from raw materials by hand.&lt;br /&gt;
&lt;br /&gt;
== Movement speed increase ==&lt;br /&gt;
&lt;br /&gt;
The base movement speed is &#039;&#039;&#039;8.902&#039;&#039;&#039; [[Tile|tiles]] per [[Game-second|gamesecond]]. &amp;lt;sup&amp;gt;[https://wiki.factorio.com/Talk:Exoskeleton#Movement%20speed%20experiments]&amp;lt;/sup&amp;gt;  Each additional exoskeleton increases the speed by 30 % of the base speed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of exoskeletons&lt;br /&gt;
! Tiles/game-second&lt;br /&gt;
! % of base speed&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 8.902&lt;br /&gt;
| 100 %&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 11.483&lt;br /&gt;
| 129 %&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 14.286&lt;br /&gt;
| 161 %&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 16.866&lt;br /&gt;
| 190 %&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 19.672&lt;br /&gt;
| 221 %&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 22.472&lt;br /&gt;
| 252 %&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 25.026&lt;br /&gt;
| 281 %&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]]&lt;br /&gt;
[[Category: Equipment]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Exoskeleton&amp;diff=135498</id>
		<title>Talk:Exoskeleton</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Exoskeleton&amp;diff=135498"/>
		<updated>2017-04-04T22:37:56Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Movement speed experiments */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Movement speed experiments ==&lt;br /&gt;
&lt;br /&gt;
Movement speed testing in &#039;&#039;&#039;version 0.14.22&#039;&#039;&#039; of Factorio. Testing environment: Empty local world, no biters, zoomed in (to stabilize frames), horizontal movement over &#039;&#039;&#039;400 tiles&#039;&#039;&#039;. Recorded game footage to disk and counted amount of frames/ticks using the debug collision box as a guidance. Detailed data in table below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of exoskeletons&lt;br /&gt;
! Number of frames&lt;br /&gt;
! 400 tiles / ( frames/60 )&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 2696&lt;br /&gt;
| 8.9021&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 2090&lt;br /&gt;
| 11.4833&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 1680&lt;br /&gt;
| 14.2857&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1423&lt;br /&gt;
| 16.8658&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 1220&lt;br /&gt;
| 19.6721&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 1068&lt;br /&gt;
| 22.4719&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 959&lt;br /&gt;
| 25.0260&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also tested internal energy storage, 17 frames to empty it at 200 kW should mean internal storage of about 56 kJ.&lt;br /&gt;
&lt;br /&gt;
--[[User:Artorp|Artorp]] ([[User talk:Artorp|talk]]) 22:37, 4 April 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Express_underground_belt&amp;diff=130045</id>
		<title>Express underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Express_underground_belt&amp;diff=130045"/>
		<updated>2016-09-28T09:55:53Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Notes */ Underground distance is 4, not 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health=60&lt;br /&gt;
|speed=5.625&lt;br /&gt;
|input=Time, 0.5 + Iron Gear Wheel, 40 + Fast underground belt, 2&lt;br /&gt;
|output=Express underground belt, 2&lt;br /&gt;
|raw=Time, 34.5 + Iron Plate, 138&lt;br /&gt;
|technologies=Logistics 3,3&lt;br /&gt;
|producers=Manual + Assembling machine&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Express underground belt&#039;&#039;&#039; is the third tier of [[Underground belts]].  These type of belts are generally used to allow a transport belt to cross another transport belt by going underneath it.&lt;br /&gt;
&lt;br /&gt;
The speed of the Express underground belt is the same speed as the [[Express transport belt]], three times as fast as a basic [[Transport belt]].&lt;br /&gt;
&lt;br /&gt;
== Other express belts ==&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} || {{imagelink|express-splitter|Express splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other [[Underground belts]] ==&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Basic-transport-belt-to-ground|Basic underground belt}} || {{imagelink|Fast-transport-belt-to-ground|Fast underground belt}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Allows for maximum underground distance of 4 squares&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
** [[Storages]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_underground_belt&amp;diff=130044</id>
		<title>Fast underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_underground_belt&amp;diff=130044"/>
		<updated>2016-09-28T09:54:51Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Notes */ Underground distance is 4, not 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health=60&lt;br /&gt;
|stack_size=50&lt;br /&gt;
|speed=3.75&lt;br /&gt;
|input=Time, 0.5 + Iron Gear Wheel, 20 + Underground belt, 2&lt;br /&gt;
|output=Fast underground belt, 2&lt;br /&gt;
|raw=Time, 14 + Iron Plate, 57.5&lt;br /&gt;
|technologies=Logistics 2,2&lt;br /&gt;
|producers=Manual + Assembling machine&lt;br /&gt;
|consumers=Express underground belt&lt;br /&gt;
}}&lt;br /&gt;
The [[Fast underground belt]] is the second tier of [[Underground belts]].  These type of belts are generally used to allow a transport belt to cross another transport belt by going underneath it.&lt;br /&gt;
&lt;br /&gt;
The speed of the Fast underground belt is the same speed as the [[Fast transport belt]], twice as fast as a basic [[Transport belt]].&lt;br /&gt;
&lt;br /&gt;
== Other fast belts ==&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}} || {{imagelink|fast-splitter|Fast splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other [[underground belts]] ==&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Basic-transport-belt-to-ground|Underground belt}} || {{imagelink|Express-transport-belt-to-ground|Express underground belt}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Allows for maximum underground distance of 4 squares&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
** [[Storages]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]]&lt;br /&gt;
[[Category: Transport network]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Underground_belt&amp;diff=130043</id>
		<title>Underground belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Underground_belt&amp;diff=130043"/>
		<updated>2016-09-28T09:54:46Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Notes */ Underground distance is 4, not 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health=70&lt;br /&gt;
|stack_size=50&lt;br /&gt;
|speed=1.875&lt;br /&gt;
|input=Time, 1 + Transport Belt, 5 + Iron Plate, 10&lt;br /&gt;
|output=Underground belt, 2&lt;br /&gt;
|raw=Time, 3.5 + Iron Plate, 17.5&lt;br /&gt;
|technologies=Logistics&lt;br /&gt;
|producers=Manual + Assembling machine&lt;br /&gt;
|consumers=Fast underground belt&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Underground belt&#039;&#039;&#039; is the first tier of [[underground belts]].  These type of belts are generally used to allow a transport belt to cross another transport belt by going underneath it.&lt;br /&gt;
&lt;br /&gt;
The speed of the underground belt is the same as the speed of the basic [[Transport belt]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Allows for maximum underground distance of 4 squares&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
** [[Storages]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
{{MachineNav}}&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_fuel&amp;diff=126023</id>
		<title>Rocket fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_fuel&amp;diff=126023"/>
		<updated>2016-07-11T11:59:32Z</updated>

		<summary type="html">&lt;p&gt;Artorp: Added stack size and fuel value for upcoming 0.13 release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{Item&lt;br /&gt;
|fuel         =225 MJ&lt;br /&gt;
|stack_size   =10&lt;br /&gt;
|icon         =rocket-fuel&lt;br /&gt;
|input        =Time, 30 + Solid fuel, 10&lt;br /&gt;
|technologies =Rocket silo&lt;br /&gt;
|producers    =Manual + Assembling machine&lt;br /&gt;
|consumers    =Rocket part + Satellite&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used in the production of orbital rockets.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
=== Rocket components ===&lt;br /&gt;
* [[Low density structure]]&lt;br /&gt;
* [[Rocket control unit]]&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solid_fuel&amp;diff=126021</id>
		<title>Solid fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solid_fuel&amp;diff=126021"/>
		<updated>2016-07-11T11:58:24Z</updated>

		<summary type="html">&lt;p&gt;Artorp: Added stack size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{languages}}&lt;br /&gt;
{{Resource&lt;br /&gt;
|fuel      =25 MJ&lt;br /&gt;
|stack_size=50&lt;br /&gt;
|producers =chemical plant&lt;br /&gt;
|consumers = burner inserter + burner mining drill + boiler + stone furnace + steel furnace + diesel locomotive + car + tank + rocket fuel&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solid Fuel&#039;&#039;&#039; is the third kind of [[Fuel]] besides wood and coal and is processed in a [[Chemical plant]]. &lt;br /&gt;
&lt;br /&gt;
Besides being useful as fuel in all [[Burner devices]], Solid Fuel is also used to produce [[Rocket fuel]], which is a component of [[Rocket part]]s built in the [[Rocket Silo]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
Solid Fuel can be created from [[Heavy Oil]], [[Light Oil]] or [[Petroleum Gas]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|solid-fuel-from-heavy-oil}} || {{icon|heavy-oil|2|Heavy oil}} + {{icon|time icon|3|time}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|solid-fuel-from-light-oil}} || {{icon|light-oil|1|Light oil}} + {{icon|time icon|3|time}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|solid-fuel-from-petroleum-gas}} || {{icon|petroleum-gas|2|Petroleum gas}} + {{icon|time icon|3|time}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== When to use Solid Fuel as fuel ==&lt;br /&gt;
&lt;br /&gt;
Coal and Solid Fuel production can both be automated, but each has advantages and disadvantages.  Solid Fuel is made from oil, and oil supplies are theoretically infinite, since oil spots never run completely dry.  However, coal is almost always used first, and if coal is plentiful on the map, it may not be worth it to switch systems over to an oil infrastructure just for fuel.&lt;br /&gt;
&lt;br /&gt;
One unit of Solid Fuel has 25MJ of energy, over three times the energy value of coal.&lt;br /&gt;
&lt;br /&gt;
== Which Solid Fuel recipe to use ==&lt;br /&gt;
* [[Light Oil]] has the best oil to Solid Fuel ratio (1:1), and has little other in-game use, making it the best choice.&lt;br /&gt;
* [[Heavy Oil]] has a much worse ratio (2:1) and should be cracked into Light Oil first instead.  The cracking process changes the ratio for Heavy Oil to 1.3:1, which is much better.&lt;br /&gt;
* [[Petroleum Gas]] also has a bad 2:1 ratio and should not be used to create solid fuel in most cases.&lt;br /&gt;
&lt;br /&gt;
However, full tanks of Heavy Oil, Light Oil, or Petroleum Gas can back up and block the Oil Refinery from refining more Crude Oil.  This can create a situation where, for example, you can&#039;t create Petroleum Gas because your Heavy Oil tanks are full.  It&#039;s advisable to set up some Solid Fuel factories to relieve the pressure in cases like this, particularly once [[Circuit network]]s have been researched and the factories can be switched on automatically once liquid levels reach a certain amount.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=125895</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=125895"/>
		<updated>2016-07-05T16:53:50Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Long Range Survey Scanning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|name = Radar&lt;br /&gt;
|icon	= radar&lt;br /&gt;
|health       =150&lt;br /&gt;
|energy       =300.0 kW electric&lt;br /&gt;
|input        =time, 0.5 + electronic circuit, 5 + iron plate, 10 + iron-gear-wheel, 5&lt;br /&gt;
|raw          =time, 9.3 + iron plate, 25 + copper plate, 7.5&lt;br /&gt;
|producers    =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
The radar is used to remotely explore a large piece of the map and to provide a smaller area of remote vision on the player&#039;s map. It is has a high [[Electric network|power]] demand of 300kW so a radar indirectly creates more [[Pollution]] when powered by [[Boiler]]s and steam engines, which attracts more biters. The radar will be attacked by enemies that come within very close range like turrets, but will not attract biters from long range like polluting structures do. See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;p=53660#p53660 Let&#039;s see your clever builds].&lt;br /&gt;
&lt;br /&gt;
The radar continuously scans a nearby 7x7 area to provide constant monitoring of nearby enemies, but will also slowly explore a much larger 29x29 chunk area. It will show enemy lifeforms and structures, as well as trains, cars, and other players in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radar continuously scans a 7x7 [[Chunk]] (224x224 [[Tile]]s), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations. &lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail on incoming waves of aliens. 20% power can be achieved by a single solar panel, or by using one isolating accumulator for every 5 radars. Reduced power also slows down the long-range scan.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radars explore (= scan) one far away [[Chunk]] every time the sector scanning progress bar fills, every 33.333... seconds at full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored country first, represented by pitch black areas on the map.&lt;br /&gt;
* One chunk scan takes 10 MJ to complete, with a power draw of 300 kW it takes 10 MJ / 300 kW = 33.333... seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29x29 chunks around the Radar, excluding the nearby 7x7 chunk.&lt;br /&gt;
** With a total number of 797 chunks (29x29 - 7x7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the oldest scanned chunk within range; one of the long range &#039;darkened&#039; chunks on the map.&lt;br /&gt;
* Multiple additional radars will smartly share long-range chunks, reducing the amount of time it takes to complete the long-range survey scan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that the natives will build a new nest or village while you are not scanning the area. Don&#039;t be surprised!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is always possible to stack more radars, to get more frequent update of the surrounding area.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3925 Self sufficient radar outpost].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5793 Self defending independent radar layout].&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Electric network]] [[Category: Weapons]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=125894</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=125894"/>
		<updated>2016-07-05T16:52:46Z</updated>

		<summary type="html">&lt;p&gt;Artorp: Added math for sector scan, cleanup on wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|name = Radar&lt;br /&gt;
|icon	= radar&lt;br /&gt;
|health       =150&lt;br /&gt;
|energy       =300.0 kW electric&lt;br /&gt;
|input        =time, 0.5 + electronic circuit, 5 + iron plate, 10 + iron-gear-wheel, 5&lt;br /&gt;
|raw          =time, 9.3 + iron plate, 25 + copper plate, 7.5&lt;br /&gt;
|producers    =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
The radar is used to remotely explore a large piece of the map and to provide a smaller area of remote vision on the player&#039;s map. It is has a high [[Electric network|power]] demand of 300kW so a radar indirectly creates more [[Pollution]] when powered by [[Boiler]]s and steam engines, which attracts more biters. The radar will be attacked by enemies that come within very close range like turrets, but will not attract biters from long range like polluting structures do. See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;p=53660#p53660 Let&#039;s see your clever builds].&lt;br /&gt;
&lt;br /&gt;
The radar continuously scans a nearby 7x7 area to provide constant monitoring of nearby enemies, but will also slowly explore a much larger 29x29 chunk area. It will show enemy lifeforms and structures, as well as trains, cars, and other players in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radar continuously scans a 7x7 [[Chunk]] (224x224 [[Tile]]s), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations. &lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail on incoming waves of aliens. 20% power can be achieved by a single solar panel, or by using one isolating accumulator for every 5 radars. Reduced power also slows down the long-range scan.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radars explore (= scan) one far away [[Chunk]] every time the sector scanning progress bar fills, every 33.333... seconds at full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored country first, represented by pitch black areas on the map.&lt;br /&gt;
* One chunk scan takes 10 MJ to complete, with a power draw of 300 kW it takes 10 MJ / 300 kW = 33.333... seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29*29 chunks around the Radar, excluding the nearby 7x7 chunk.&lt;br /&gt;
** With a total number of 797 chunks (29*29 - 7*7), it takes one radar 7 hours 20 minutes to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the oldest scanned chunk within range; one of the long range &#039;darkened&#039; chunks on the map.&lt;br /&gt;
* Multiple additional radars will smartly share long-range chunks, reducing the amount of time it takes to complete the long-range survey scan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that the natives will build a new nest or village while you are not scanning the area. Don&#039;t be surprised!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is always possible to stack more radars, to get more frequent update of the surrounding area.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3925 Self sufficient radar outpost].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5793 Self defending independent radar layout].&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Electric network]] [[Category: Weapons]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=125671</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=125671"/>
		<updated>2016-06-27T12:09:46Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Underground belts */ 4 tiles underground.&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]] !! Max. throughput ([[Items]] per [[game-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;
| 13.393&lt;br /&gt;
| [[Logistics 1]]&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;
| 26.786&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;
| 40.179 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transport belts move items. To take items from/put items onto 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 a 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 many different 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 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 one side of a belt will be more empty than the other. In this case, rebalancing the belt can be helpful.&lt;br /&gt;
&lt;br /&gt;
The left design will only rebalance 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 belts efficient. Therefore some definitions need to be introduced:&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 temporarily 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;
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.&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 4 [[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>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=125374</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=125374"/>
		<updated>2016-06-10T14:46:15Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Rotation speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Mpstark-KVmf6LZ.gif|right]]&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them, this way, they can move items from one transport belt to another, but also extract items from and insert items into machines or storage devices. There are five types of inserters, all requiring electricity to run (except the Burner Inserter, which burns [[Fuel|fuel]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE: Many behavioral things described on this page have changes with version 0.12. Be careful, this page is not fully updated yet!&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters will:&lt;br /&gt;
* &#039;&#039;&#039;Pick up&#039;&#039;&#039; [[Items]] off the [[Ground]], off a [[Transport belts|Transport belt]], or from any object that has storage space for [[Storages/Stack|stacks]] (including [[Storages/Chests|chests]], [[furnace|furnaces]] and [[Assembling machine|assembling machines]])&lt;br /&gt;
* &#039;&#039;&#039;Place&#039;&#039;&#039; the item onto the ground, onto a transport belt, or into any object that has storage space for [[Storages/Stack|stacks]].&lt;br /&gt;
&lt;br /&gt;
Inserters act differently depending on what they are moving items to/into so as not to monopolize all of the items being picked up. This allows other machines and inserters on the same transport belt to pick up a share of the items. If two inserters are picking up from the same tile, the first placed inserter has priority.&lt;br /&gt;
&lt;br /&gt;
==Insertion limits==&lt;br /&gt;
Inserters will stop inserting items into certain buildings if they already have enough of that item. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. When the fuel drops below 5 items, the inserter will continue to insert more fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
The reason for this behavior is, that otherwise the buffers would get too big; you would have resource problems for things further down the chain/line if the first things where trying to fill the input slot constantly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Inserter limit !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[Burner inserter]]s, [[Furnace]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5 || Modders should avoid recipes for furnaces with fuel.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || [[Magazines]] || align=&amp;quot;center&amp;quot; | 10 || Since v0.8.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of items needed for one research point ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that takes items from an object containing [[Storage/Stack|stacks]] of items (such as a chest) can overfill the target building due to the [[Inserter item stack size]]. Overfilling can also happen if you use multiple inserters to insert items into the building.&lt;br /&gt;
&lt;br /&gt;
==Inserters and transport belts==&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt. Which side they place it on depends on the orientation of the inserter and the belt, as described below. If you want to rearrange the items once they are on a belt see [[Transport_belts/Belt_lane#Changing_side_of_lane]].&lt;br /&gt;
&lt;br /&gt;
: [[File:PlaceOnFarSide.gif|left]]&lt;br /&gt;
* Inserters will &#039;&#039;&#039;always&#039;&#039;&#039; place the item on the furthest lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:TakeFromNearSide.gif|left]]&lt;br /&gt;
* Inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnRightSide.gif|left]]&lt;br /&gt;
* If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnInsideOfCorner.gif|left]]&lt;br /&gt;
* If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
* Inserters can place items on all types of conveyor belts (with v0.12 there is no limitation to splitters anymore; placing in curves will not longer have a chance to [[Transport belts/Blocking items|block]]).&lt;br /&gt;
* Inserters try to pick up items from all types of belts (with v0.12 there is no limitation anymore).&lt;br /&gt;
* Inserters have problems picking up items&lt;br /&gt;
** From fast belts, because the items are moving too quickly. (basic inserters cannot pick up from express belt for example, every try uses energy, burner inserters might not pick up from fast belts)&lt;br /&gt;
** From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
&lt;br /&gt;
==Inserter Item Stack Size Bonus==&lt;br /&gt;
&lt;br /&gt;
If an inserter moves items from stack to stack (for example from an assembler into a chest), it is able to transport more items at once. The secret behind this is the [[Inserter item stack size bonus]].&lt;br /&gt;
&lt;br /&gt;
==Power usage==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving&lt;br /&gt;
* The amount of energy used is the same for every movement&lt;br /&gt;
* The [[Burner inserter]] does not drain energy when idle, but uses more energy when it is active. It is quite useful for situations where inserters do not need to move very often.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5253 Inserter Power Efficiency]: Movements per energy and exact power usage numbers. See also [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6258 this thread], where energy per movement is explained.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5400 Small Inserter Test]: Comparison if energy usage per item.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5524 Inserter heartbeats]: In some situations it is not possible to calculate the needed power usage.&lt;br /&gt;
&lt;br /&gt;
==Inserter speed==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.01&amp;lt;br/&amp;gt;0.02 || 0.6&amp;lt;br/&amp;gt;1.2 || 1.667&amp;lt;br/&amp;gt;0.833&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.84&amp;lt;br/&amp;gt;1.8 || 1.191&amp;lt;br/&amp;gt;0.56&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.04 || 1.2&amp;lt;br/&amp;gt;2.4 || 0.833&amp;lt;br/&amp;gt;0.416&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|smart-inserter|Smart inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note, an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt.&lt;br /&gt;
&lt;br /&gt;
This effect is also important for [[Railway network/Train station|Train stations]], when unloading items from wagons, cause the inserters needs to stretch out to the center of a wagon, which is some tiles long and leads to visible slower speed.&lt;br /&gt;
&lt;br /&gt;
The extension speed is especially important for [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=9244 train unloading] (not loading!).&lt;br /&gt;
&lt;br /&gt;
==Inserter throughput==&lt;br /&gt;
&lt;br /&gt;
For an inserter removing items from a chest and placing them on a straight, empty belt ([https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=23409 experimentally measured to ±0.004], valid at least thru 0.12.33):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Items per [[Game-second]]&amp;lt;br/&amp;gt;Inserter facing East/West/South&lt;br /&gt;
! Items per Game-second&amp;lt;br/&amp;gt;Inserter facing North&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.588 || 0.579&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.831 || 0.820&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.153 || 1.129&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}} || 2.306 || 2.220&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|smart-inserter|Smart inserter}} || 2.306 || 2.220&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Actual rates may vary for different types of transfers (see also the note about inserter paths in the inserter speed section above).&lt;br /&gt;
&lt;br /&gt;
==Movement and energy usage==&lt;br /&gt;
The energy usage is not dependend on the amount of rotation or extension, it is depending if the inserter starts an action, which is like grabbing, moving, release and returning. The entry and exit-piece of underground belts is technically only a half belt. Inserters will have problems to grab/place items from there and every try costs energy.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Maximum power !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-inserter|Burner Inserter}} || 180 kW (burner) || Most basic inserter, needs burning fuel.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-inserter|Inserter}} || 13 kW || Basic electric inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|long-handed-inserter|Long handed inserter}} || 18 kW || Basic inserter able to grab [[Items]] from 2 tiles distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-inserter|Fast inserter}} || 30 kW || Working at double speed.&lt;br /&gt;
|- style=&amp;quot;background: #DDEEDD&amp;quot; &lt;br /&gt;
| {{imagelink|smart-inserter|Smart inserter}} || 40 kW || Able to connect to [[Circuit network]] and [[Logistic network]], to specify working conditions. Can grab also specified item types only.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
&lt;br /&gt;
===Special behavior===&lt;br /&gt;
* [[Inserters/Interaction with other Entities]]&lt;br /&gt;
* [[Inserter item stack size]]: Inserter moves more than an item per turn, works only for transport from stack to stack&lt;br /&gt;
* [[Inserters:Focus/Grep-Points]]&lt;br /&gt;
* [[Storages/Sorting]] (extended filtering)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=2640 Pick up only, if everything else is full]&lt;br /&gt;
* [[Inserter experiments]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1929#p13876|| Use inserters instead of belts]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=125166</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=125166"/>
		<updated>2016-05-18T03:15:18Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Beginner */ Max throughput is a much more useful measure than tiles/s&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]] !! Max. throughput ([[Items]] per [[game-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;
| 13.393&lt;br /&gt;
| [[Logistics 1]]&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;
| 26.786&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;
| 40.179 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Transport belts move items. To take items from/put items onto 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 a 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 many different 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 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 one side of a belt will be more empty than the other. In this case, rebalancing the belt can be helpful.&lt;br /&gt;
&lt;br /&gt;
The left design will only rebalance 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 belts efficient. Therefore some definitions need to be introduced:&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 temporarily 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;
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts. Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.&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>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roboport&amp;diff=125165</id>
		<title>Roboport</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roboport&amp;diff=125165"/>
		<updated>2016-05-18T01:25:17Z</updated>

		<summary type="html">&lt;p&gt;Artorp: 7 slots, not 8 slots, moved tip about inserter to storage section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health=500&lt;br /&gt;
|supplyarea=50x50&lt;br /&gt;
|constructionarea=100x100&lt;br /&gt;
|transmission=200 kW electric&lt;br /&gt;
|recharge=4 x 200 kW electric&lt;br /&gt;
|rechargebuffer=2.0 MW electric&lt;br /&gt;
|input=Steel Plate, 45 + Iron Gear Wheel, 45 + Advanced Circuit, 45 + Time, 15&lt;br /&gt;
|raw=Iron Plate, 180 + Copper Plate, 225 + Steel Plate, 45 + Plastic bar, 90&lt;br /&gt;
|technologies=Construction robotics&lt;br /&gt;
|producers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
The Roboport is the home for all [[Robots]]. It also spawns an area of 50x50, in which the robots can fly. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;orange&#039;&#039;&#039; square represents the reach of logistics network where logistics robots can move. &lt;br /&gt;
* The &#039;&#039;&#039;green&#039;&#039;&#039; square represents the extent of construction network where construction robots can repair, construct or remove structures. &lt;br /&gt;
&lt;br /&gt;
Roboports have also 4 chargers, which are used to recharge the flying bots.&lt;br /&gt;
&lt;br /&gt;
Two or more roboports can build a [[Robotic network|robotic network]], if the borders of the covered areas connect.&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
A Roboport contains 7 [[Storages/Stack|slots]] reserved for [[Robots|robots]], and another 7 for [[Repair pack|repair packs]]. You can insert robots and repair packs with an [[inserter]]. While seemingly useful, a repair pack inside a roboport is reserved for the robots inside the roboport. Repair packs are better stored inside a [[Storage Chest|logistics storage chest]] where they can be used by all robots in the logistics network.&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
The Roboport needs ~200 kW of energy when idle, but can use up to ~2 MW when charging bots.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6005 How exactly do RoboPorts work with each other?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7993 Splitting up roboport functions]: &lt;br /&gt;
** Recharge bots&lt;br /&gt;
** Store unused bots&lt;br /&gt;
** Create a construction network&lt;br /&gt;
** Create a logistics network&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
{{C|Items}}&lt;br /&gt;
{{C|Logistic network}}&lt;br /&gt;
{{C|Repair}}&lt;br /&gt;
{{C|Robots}}&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Boiler&amp;diff=124824</id>
		<title>Boiler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Boiler&amp;diff=124824"/>
		<updated>2016-04-30T15:29:58Z</updated>

		<summary type="html">&lt;p&gt;Artorp: +pollution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health       =100&lt;br /&gt;
|efficiency   =50%&lt;br /&gt;
|energy       =780 kW burner&lt;br /&gt;
|poweroutput  =390 kW&amp;lt;br /&amp;gt;(liquid heat)&lt;br /&gt;
|pollution    =6&lt;br /&gt;
|input        =time, 0.5 + stone furnace + pipe&lt;br /&gt;
|raw          =time, 1.5 + stone, 5 + iron plate&lt;br /&gt;
|producers    =manual + assembling machine&lt;br /&gt;
}}&lt;br /&gt;
[[File:boiler-example-1.png|thumb|256px]]&lt;br /&gt;
The boiler is used to heat [[Liquid]]s (mainly water). When [[Fuel|fueled]] it raises the temperature of water flowing through it. The resulting temperature depends on the speed of the liquid flow. In other words: The longer the water can stay in the boiler, the hotter it will become.&lt;br /&gt;
&lt;br /&gt;
Boilers are the main source of pollution in the early and midgame.&lt;br /&gt;
&lt;br /&gt;
== Inserter can take from boiler ==&lt;br /&gt;
&lt;br /&gt;
You can insert into boilers, but also take fuel out. See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;start=30#p64343 this post] and follow ups.&lt;br /&gt;
&lt;br /&gt;
This can be also used to create an early filter-device, which filters only fuel items: One inserter inserts into a boiler (not connected to water) another take the fuel out.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;br /&gt;
[[Category:Transport network]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Boiler&amp;diff=124791</id>
		<title>Boiler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Boiler&amp;diff=124791"/>
		<updated>2016-04-27T15:09:10Z</updated>

		<summary type="html">&lt;p&gt;Artorp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health       =100&lt;br /&gt;
|efficiency   =50%&lt;br /&gt;
|energy       =780 kW burner&lt;br /&gt;
|poweroutput  =390 kW&amp;lt;br /&amp;gt;(liquid heat)&lt;br /&gt;
|input        =time, 0.5 + stone furnace + pipe&lt;br /&gt;
|raw          =time, 1.5 + stone, 5 + iron plate&lt;br /&gt;
|producers    =manual + assembling machine&lt;br /&gt;
}}&lt;br /&gt;
[[File:boiler-example-1.png|thumb|256px]]&lt;br /&gt;
The boiler is used to heat [[Liquid]]s (mainly water). When [[Fuel|fueled]] it raises the temperature of water flowing through it. The resulting temperature depends on the speed of the liquid flow. In other words: The longer the water can stay in the boiler, the hotter it will become.&lt;br /&gt;
&lt;br /&gt;
Boilers are the main source of pollution in the early and midgame.&lt;br /&gt;
&lt;br /&gt;
== Inserter can take from boiler ==&lt;br /&gt;
&lt;br /&gt;
You can insert into boilers, but also take fuel out. See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;start=30#p64343 this post] and follow ups.&lt;br /&gt;
&lt;br /&gt;
This can be also used to create an early filter-device, which filters only fuel items: One inserter inserts into a boiler (not connected to water) another take the fuel out.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;br /&gt;
[[Category:Transport network]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Artorp&amp;diff=124790</id>
		<title>User talk:Artorp</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Artorp&amp;diff=124790"/>
		<updated>2016-04-27T14:47:51Z</updated>

		<summary type="html">&lt;p&gt;Artorp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi and welcome to my talk page! Use the &amp;quot;Add topic&amp;quot; button up to write on my talk page.&lt;br /&gt;
&lt;br /&gt;
== Welcome ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
We hope you will contribute much and well.&amp;lt;br&amp;gt;&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&amp;lt;br&amp;gt;&lt;br /&gt;
Again, welcome and have fun! [[User:Kovarex|Kovarex]] ([[User talk:Kovarex|talk]]) 21:26, 25 April 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Artorp&amp;diff=124789</id>
		<title>User talk:Artorp</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Artorp&amp;diff=124789"/>
		<updated>2016-04-27T14:46:09Z</updated>

		<summary type="html">&lt;p&gt;Artorp: /* Headline */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Kovarex|Kovarex]] ([[User talk:Kovarex|talk]]) 21:26, 25 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Headline ==&lt;br /&gt;
&lt;br /&gt;
Body.&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Transport_belts&amp;diff=124788</id>
		<title>Talk:Transport belts</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Transport_belts&amp;diff=124788"/>
		<updated>2016-04-27T14:43:45Z</updated>

		<summary type="html">&lt;p&gt;Artorp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== To do: ==&lt;br /&gt;
&lt;br /&gt;
Add&lt;br /&gt;
* belt direction, how to change it&lt;br /&gt;
* replacement,how to replace with faster belt type&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
I&#039;m against the deletion of the Page. This Page was written by me and explains the mechanics of all the &amp;quot;transport belts&amp;quot; in detail. Each specific yellow, red and blue transport belt wiki page links to the &amp;quot;transport belts&amp;quot; page for more general Information about transport belt mechanics. The reason for Deletion is that it got merged into the page &amp;quot;Belt transport system&amp;quot;. This Article is going to explain all of the core mechanics of belt&#039;s, underground Belt&#039;s and splitters at once. I can fill a long article with mechanics for each of them seperatly and merging everything into one page will end in a huge, messy article. If I want to know something about transport belt&#039;s in general, I don&#039;t want to read about splitters and underground belt first.&lt;br /&gt;
&lt;br /&gt;
- AntiElite / AntiElitz &amp;lt;small&amp;gt;&amp;lt;span class=&amp;quot;autosigned&amp;quot;&amp;gt;—&amp;amp;nbsp;Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:AntiElite|AntiElite]] ([[User talk:AntiElite|talk]] • [[Special:Contributions/AntiElite|contribs]]) 02:47, 25 April 2016‎ (UTC)&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;!-- Template:Unsigned --&amp;gt;&lt;br /&gt;
:I would suggest using [[Belt transport system]] as a general overview of belts, underground belts, and splitters. And have each section link to a more detailed article of each type (ala &#039;&#039;Main page: [[Transport belts]]&#039;&#039;). --[[User:Artorp|Artorp]] ([[User talk:Artorp|talk]]) 14:43, 27 April 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Unsigned/doc&amp;diff=124787</id>
		<title>Template:Unsigned/doc</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Unsigned/doc&amp;diff=124787"/>
		<updated>2016-04-27T14:42:46Z</updated>

		<summary type="html">&lt;p&gt;Artorp: Created page with &amp;quot;== Usage ==  &amp;lt;nowiki&amp;gt;{{Subst:Unsigned|Username}}&amp;lt;/nowiki&amp;gt;  &amp;lt;nowiki&amp;gt;{{Subst:Unsigned|Username|Date}}&amp;lt;/nowiki&amp;gt;  === Parameters === ;Parameter 1: Username or IP address :*Do not...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Usage ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Subst:Unsigned|Username}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Subst:Unsigned|Username|Date}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Parameters ===&lt;br /&gt;
;Parameter 1: Username or IP address&lt;br /&gt;
:*Do not include the User: part of the username&lt;br /&gt;
;Parameter 2 (optional): Date&lt;br /&gt;
:*Your history must be displayed in (UTC) in order to directly copy from the history page. The time showed in recentchanges and history are adjusted for the timezone specified in the user preferences (while signatures are not).&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{subst:Unsigned|Stephane Lo Presti}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;—&#039;&#039;The preceding [[Wikipedia:Signatures|unsigned]] comment was added by&#039;&#039; [[User:Stephane Lo Presti|Stephane Lo Presti]] ([[User talk:Stephane Lo Presti|talk]] • [[Special:Contributions/Stephane Lo Presti|contribs]]).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{subst:Unsigned|Stephane Lo Presti|18:07, 18 August 2012}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;—&#039;&#039;The preceding [[Wikipedia:Signatures|unsigned]] comment was added by&#039;&#039; [[User:Stephane Lo Presti|Stephane Lo Presti]] ([[User talk:Stephane Lo Presti|talk]] • [[Special:Contributions/Stephane Lo Presti|contribs]]) at 18:07, 18 August 2012 (UTC).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{subst:Unsigned|76.121.71.53}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;—&#039;&#039;The preceding [[Wikipedia:Signatures|unsigned]] comment was added by&#039;&#039; [[Special:Contributions/76.121.71.53|76.121.71.53]] ([[User talk:76.121.71.53|talk]] • [[Special:Contributions/76.121.71.53|contribs]]).&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Unsigned&amp;diff=124786</id>
		<title>Template:Unsigned</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Unsigned&amp;diff=124786"/>
		<updated>2016-04-27T14:37:38Z</updated>

		<summary type="html">&lt;p&gt;Artorp: Created page with &amp;quot;&amp;lt;small&amp;gt;&amp;lt;span class=&amp;quot;autosigned&amp;quot;&amp;gt;—&amp;amp;nbsp;Preceding unsigned comment added by {{{1}}} (talk • Special:Contri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;&amp;lt;span class=&amp;quot;autosigned&amp;quot;&amp;gt;—&amp;amp;nbsp;Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:{{{1}}}|{{{1}}}]] ([[User talk:{{{1}}}|talk]] • [[Special:Contributions/{{{1}}}|contribs]]) {{{2|}}}&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;!-- Template:Unsigned --&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belt&amp;diff=124785</id>
		<title>Transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belt&amp;diff=124785"/>
		<updated>2016-04-27T14:12:58Z</updated>

		<summary type="html">&lt;p&gt;Artorp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health=50&lt;br /&gt;
|MaxThroughput=13.393&lt;br /&gt;
|input=Time, 0.5 + Iron Plate + Iron Gear Wheel&lt;br /&gt;
|output=Transport Belt, 2&lt;br /&gt;
|raw=Time, 1 + Iron Plate, 3&lt;br /&gt;
|producers=Manual + Assembling machine&lt;br /&gt;
|consumers=Manual + Assembling machine&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Basic Transport Belt&#039;&#039;&#039; is the easiest way of automatic transportation of items. It is available from the beginning without [[research]].&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;[[Belt_transport_system|Belt transport system]]&#039;&#039;&#039; for more general information about transport belts.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
&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;
|}&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;
[[File:Basic_transport_belt_fulldensity.gif|top|400px|thumb|none|3 [[fast inserter]]s per side will fill a basic transport belt to maximum density.]]&lt;br /&gt;
&lt;br /&gt;
==Production Layouts==&lt;br /&gt;
Iron gear wheels take the same amount of time to manufacture as transport belts, so one gear assembler can supply one belt assembler at full capacity.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Design&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Input: ([[Items]] per [[game-second]])&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | [[File:Transport_belt_layout1.jpg|top|400px]] &lt;br /&gt;
|&lt;br /&gt;
{{icon|iron plate|3}} &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Output: ([[Items]] per [[game-second]])&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{{icon|transport belt|2}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Transport belts]]&lt;br /&gt;
! [[Underground belts]]&lt;br /&gt;
! [[Splitters]]&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;
|-&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;
|-&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;
|}&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;
** [[Inserters]]&lt;br /&gt;
** [[Storages]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
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{{MachineNav}}&lt;br /&gt;
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{{C|Items}}&lt;br /&gt;
{{C|Transport network}}&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam_engine&amp;diff=124784</id>
		<title>Steam engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam_engine&amp;diff=124784"/>
		<updated>2016-04-27T13:45:23Z</updated>

		<summary type="html">&lt;p&gt;Artorp: &lt;/p&gt;
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&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health       =300&lt;br /&gt;
|poweroutput  =510 kW&lt;br /&gt;
|input        =time, 0.5 + iron gear wheel, 5 + pipe, 5 + iron plate, 5&lt;br /&gt;
|raw          =time, 5.5 + iron plate, 20&lt;br /&gt;
|producers    =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Steam engines are used to produce electricity.  They do this by taking in hot water and converting it into electricity.  Thus the hotter the water the more electricity can be produced.  If there is an overabundance of electricity then steam engines will reduce their production to match consumption.&lt;br /&gt;
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Hovering the mouse over a steam engine will display information for that particular steam engine: current production as well as maximum productivity.&lt;br /&gt;
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It is possible to chain multiple steam engines together as water will pass through them.  The current optimal ratio is 1 [[offshore pump]] : 14 [[boiler]]s : 10 [[steam engine]]s&lt;br /&gt;
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&#039;&#039;&#039;Steam engines themselves don&#039;t produce any pollution.&#039;&#039;&#039; ([[Boiler]]s do!)&lt;br /&gt;
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== Using other liquids? ==&lt;br /&gt;
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The steam engine can use any type of liquid to generate electricity. This can be used to get rid of unused oil-products. Just fill unusable oil products into a steam engine and it will destroy the liquids (cold liquids will be destroyed at a rate of [https://forums.factorio.com/viewtopic.php?p=144748#p144748 6.0 fluid / second]). It works the same as for cold water; you don&#039;t need to warm it. If you heat the liquid before that, the hot oil will produce electrical power, just like with hot water.&lt;br /&gt;
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But of course you should convert the unusable oil products into useables, instead of just making electricity out of it!&lt;br /&gt;
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See also [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7108 Oil Refinery RANT]&lt;br /&gt;
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[[File:electric-network.jpg|600px]]&lt;br /&gt;
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== Examples ==&lt;br /&gt;
[[File:electrical-network-example-1.png|frame|384px|A basic modular power plant.]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
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== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
** [[Power Production]]&lt;br /&gt;
* [[Power production/Special accumulator usages]]&lt;br /&gt;
* About [[Power production/Optimal ratios|Calculation of good steam engine/boiler combinations]]&lt;br /&gt;
* [[Power production/Dealing with priorities#How_to_switch_off_steam_engines_in_the_night.2C_when_enough_accumulator_capacity_is_available.3F|How to switch off steam engines in the night, when enough accumulator capacity is available?]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
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{{MachineNav}}&lt;br /&gt;
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[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Artorp</name></author>
	</entry>
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