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		<id>https://wiki.factorio.com/index.php?title=Tutorial:Nuclear_power&amp;diff=151347</id>
		<title>Tutorial:Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Nuclear_power&amp;diff=151347"/>
		<updated>2017-10-20T18:57:36Z</updated>

		<summary type="html">&lt;p&gt;CalaveraDeluxe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Nuclear power]] is a major new feature introduced in version 0.15. It requires higher level technology compared to either solar power or steam boiler power, but it offers very high power output in exchange. It&#039;s a great solution for middle- to end-game power generation and it works well in combination with other power generation techniques.&lt;br /&gt;
&lt;br /&gt;
This guide is written for people who want to know exactly how nuclear power works, but don&#039;t necessarily want all the solutions. It focuses on what you should do and what you should know to get Nuclear up and running, but doesn&#039;t tell you what to do or exactly how to solve the problems.&lt;br /&gt;
&lt;br /&gt;
== First steps ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Technology required:&#039;&#039;&#039; [[Nuclear power (research)|Nuclear power]]&lt;br /&gt;
:&#039;&#039;You can mine uranium ore sooner, but you&#039;ll need the nuclear power technology to do anything useful with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Uranium ore]] ===&lt;br /&gt;
To start, you&#039;ll need uranium ore. It glows green, so you can&#039;t miss it. It tends to form smaller deposits, though, and you may have to search a while to find a good patch.&lt;br /&gt;
&lt;br /&gt;
Like every other ore in the game, you can mine it with a [[electric mining drill|mining drill]]. Unlike every other ore, however, you&#039;ll need to supply [[sulfuric acid]] to the drill. The drills conduct excess acid through themselves, so a row of drills can be supplied by acid from a single side.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mixed ores:&#039;&#039;&#039; If a mining drill covers even a single patch of uranium ore, it will require acid to run at all. The mine will produce mixed ore, as usual.&lt;br /&gt;
&lt;br /&gt;
=== [[Uranium processing|Ore processing]] ===&lt;br /&gt;
Once you&#039;ve got raw uranium ore, you&#039;ll need to process it into [[uranium-235]] and [[uranium-238]]. You do this in a centrifuge.&lt;br /&gt;
&lt;br /&gt;
In an un-moduled [[centrifuge]], you can process one ore every 13.3 seconds.&lt;br /&gt;
&lt;br /&gt;
Centrifuges produce a combination of U-235 (the light green stuff) and U-238 (the dark green stuff). Every ten ore processed have a chance to become precisely one of these two products. Out of every 10k ore you process, you can expect to get, on average:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Count !! Product &lt;br /&gt;
|-&lt;br /&gt;
| 7 || U-235 &lt;br /&gt;
|-&lt;br /&gt;
| 993 || U-238&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That means you can roughly expect to get a single U-235 in one out of every 143 ore. A centrifuge can then be expected to produce U-235 every 1904 seconds. Later on, this won&#039;t matter so much. However, when you first start out, this will be an important bottleneck.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Regarding averages:&#039;&#039;&#039; Be aware, random is random. These values are &#039;&#039;average&#039;&#039; values. Which means that over the long term, they work out to about these figures. In reality, you&#039;ll see long stretches with no U-235 and short stretches with lots of them. Eventually, it won&#039;t matter much. But early on, make sure your generation rate is sufficiently high, or you have a sufficient reserve, so you don&#039;t find yourself without power when you hit an unlucky stretch.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
Before you can burn it in a nuclear reactor, you need to create [[uranium fuel cell]]s. You&#039;ll probably be using an assembling machine 2, so these will take 13.3 seconds to create as well. Which is fine because fuel cell creation will very rarely be the bottleneck.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t want to automatically convert all U-235 into fuel. Only convert what you need to fill your reactor. You&#039;re going to want a big fat stockpile of it when you research [[Kovarex enrichment process|kovarex enrichment]] later on.&lt;br /&gt;
&lt;br /&gt;
Fuel cells are produced in stacks of 10, and to produce one such stack you need 1 U-235, 19 U-238, and 10 iron plate.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tip:&#039;&#039;&#039; It isn&#039;t a bad idea to use a chest and just stick a pile of iron in it rather than belting the iron in. A full chest of iron probably won&#039;t run out before you get bots and replace it with a requester.&lt;br /&gt;
&lt;br /&gt;
Each fuel cell has a nominal energy value of 8 GJ, but it&#039;s possible to make them go even farther with reactor neighbor bonuses (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== [[Nuclear reactor]] ===&lt;br /&gt;
Once you&#039;ve got fuel, you&#039;ll need to burn it in a nuclear reactor. This is the first step toward turning it into usable energy.&lt;br /&gt;
&lt;br /&gt;
A reactor will produce exactly 40 MW of heat energy. Since a Watt is a Joule per second, this means the reactor will consume one fuel cell every 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Once expended, reactors will produce a &amp;quot;[[used up uranium fuel cell]]&amp;quot;, which will need to be cleared. Initially, these will simply accumulate in a chest. Eventually, you can reprocess them into U-238.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Working backward:&#039;&#039;&#039; A reactor consumes a fuel cell every 200 seconds and each U-235 gives 10 fuel cells, so every U-235 provides 2000 seconds of reactor power. A centrifuge requires about 1904 seconds to produce a U-235, so you&#039;ll need about one processing centrifuges per reactor.&lt;br /&gt;
&lt;br /&gt;
=== [[Heat exchanger]] ===&lt;br /&gt;
The heat exchanger takes heat and uses it to convert [[water]] into [[steam]]. It works much like the boiler, but instead of burning fuel, you need to connect it to a heat source. The heat input is marked by a flame when you&#039;re placing it.&lt;br /&gt;
&lt;br /&gt;
For simple reactor designs, you can connect it directly to your reactor (which produces heat at points also marked with a flame).&lt;br /&gt;
&lt;br /&gt;
Heat exchangers also require water input, in precisely the way boilers do. They can heat up to 103.09 units/second of water into 500°C steam.&lt;br /&gt;
&lt;br /&gt;
Heat exchangers produce nothing when they are below 500°C. Since they only cool as a consequence of heating water, they will never cool to below that temperature once they&#039;ve reached it.&lt;br /&gt;
&lt;br /&gt;
Heat exchangers transfer 10 MW of power, so you&#039;ll need 4 exchangers to fully consume the power produced by a lone reactor. (Neighbor bonuses can increase this significantly. Again, discussed later.)&lt;br /&gt;
&lt;br /&gt;
==== [[Heat pipe]]s ====&lt;br /&gt;
More complex designs will require heat pipes. Heat pipes work much like regular pipes. Like regular pipes, they have limited throughput, which means that shorter pipes are better. &lt;br /&gt;
&lt;br /&gt;
Connect heat pipes point to point, flame to flame, exactly as you would with water pipes. Heat pipes cannot go underground, so if water pipes need to cross them, the water pipe will need to go under. They don&#039;t block movement, though, so you can walk right over them.&lt;br /&gt;
&lt;br /&gt;
Throughput on heat pipes is far more limited than regular pipes, in part because there is no analogous &amp;quot;Heat pump&amp;quot;. Here are some rough limits on transfer distance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Power !! Distance&lt;br /&gt;
|-&lt;br /&gt;
| 40 MW || ~140&lt;br /&gt;
|-&lt;br /&gt;
| 80 MW || ~80&lt;br /&gt;
|-&lt;br /&gt;
| 120 MW || ~55&lt;br /&gt;
|-&lt;br /&gt;
| 160 MW || ~45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past these distances, less than 100% of the power will be transferred. This is because at this distance, the maximum reactor temperature of 1000ºC is insufficient to heat the pipe to beyond 500ºC.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Heat pipe storage:&#039;&#039;&#039; Heat pipes can store quite a bit of heat as well. A single heat pipe can hold as much energy as a tank with 5.1k steam in it, which makes them even more space efficient than tanks for holding energy (though considerably more expensive). Be cautious, however, with transfer efficiencies. It&#039;s very easy to lose more power than you store with an inefficient design.&lt;br /&gt;
&lt;br /&gt;
=== [[Steam turbine]] ===&lt;br /&gt;
These are the steam engine&#039;s beefy big brother. Using regular fluid pipes, you&#039;ll pipe the steam produced by heat exchangers into these turbines.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Perfect matches:&#039;&#039;&#039; The steam turbine is a perfect match for the heat exchanger. The steam engine is a perfect match for the boiler. Although it is possible to get energy out of mismatched systems, it&#039;s very wasteful and there&#039;s no real reason to do it.&lt;br /&gt;
&lt;br /&gt;
Steam turbines consume up to 60 units of steam/second, so you need roughly two steam turbines for every heat exchanger. At large scales, however, you can use fewer turbines, since exchangers only produce 103.09 steam/second. You&#039;ll require a separate pump for every 20 turbines.&lt;br /&gt;
&lt;br /&gt;
=== Simplest thing that works ===&lt;br /&gt;
At this point, you have all the parts to build your very first reactor:&lt;br /&gt;
&lt;br /&gt;
* A few uranium miners, supplied with sulfuric acid&lt;br /&gt;
* 1 Centrifuge, processing uranium ore&lt;br /&gt;
* 1 Assembling machine, making uranium fuel cells&lt;br /&gt;
* 1 Nuclear reactor&lt;br /&gt;
* 4 Heat exchangers, supplied by a single off-shore pump&lt;br /&gt;
* 8 Steam turbines&lt;br /&gt;
&lt;br /&gt;
And, of course, assorted, belts, inserters, filter inserters, and other tools for moving things around. This will produce a maximum of 40 MW of power.&lt;br /&gt;
&lt;br /&gt;
== Moving forward ==&lt;br /&gt;
Past your simplest reactor, there are some additional nuclear features of which you should be aware.&lt;br /&gt;
&lt;br /&gt;
=== Neighbor bonus ===&lt;br /&gt;
This is a critical part of how nuclear designs scale, but it&#039;s not complicated. Simply put:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every reactor gets +100% heating power for every active neighboring reactor.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neighbors have to align completely on each side, so reactors will line up in a nice square grid. When they do, the neighbor bonus is activated. You can see the current bonus by hovering over an active reactor.&lt;br /&gt;
&lt;br /&gt;
The bonus to heating power does not increase the fuel consumption. Rather, it simply increases the heat produced!&lt;br /&gt;
&lt;br /&gt;
This, of course, means you&#039;ll need more heat exchangers and steam turbines to turn that heat into electricity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Configuration !! Reactors !! Exchangers !! Turbines !! Power !! Power per reactor&lt;br /&gt;
|-&lt;br /&gt;
| Single || 1 || 4 || 7 || 40MW || 40MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x1 || 2 || 16 || 28 || 160MW || 80MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x2 || 4 || 48 || 83 || 480MW || 120MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x3 || 6 || 80 || 138 || 800MW || 133MW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to count heat exchangers:&#039;&#039;&#039; Count the number of edges where reactors fully touch. Double that. Add the total number of reactors. Then multiply it all by 4. That&#039;s your count of Heat Exchangers. You&#039;ll need 1.718 turbines per exchanger (rounded up). Each exchanger will provide up to 10 MW of power.&lt;br /&gt;
&lt;br /&gt;
=== Always on! ===&lt;br /&gt;
Unlike every other power generation technique, nuclear reactors &#039;&#039;&#039;DO NOT&#039;&#039;&#039; scale down power usage. Nuclear reactors will continue consuming one fuel cell every 200 seconds, regardless of the need.&lt;br /&gt;
&lt;br /&gt;
As the reactor consumes its fuel, it heats up to a maximum temperature of 1000°C. At that point, additional fuel burned is simply wasted.&lt;br /&gt;
&lt;br /&gt;
Turbines do scale their production (and steam consumption) to match demand. Likewise, exchangers won&#039;t consume heat if there&#039;s nowhere to put the steam.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Turbines and engines:&#039;&#039;&#039; Be aware that steam turbines and steam engines are both the same &amp;quot;class&amp;quot; of energy producer, so they&#039;ll need to be scaled all together. This means that in a complete energy system, your coal boilers may be running when the nuclear plant could fully cover the load. And, worse yet, the nuclear power is just being wasted!&lt;br /&gt;
:Consider using accumulators, switches, and circuit logic to disable the coal boilers when nuclear systems can cover the demand.&lt;br /&gt;
&lt;br /&gt;
The simplest solution to this problem is to just run the nuclear reactors part of the time. You can store steam in tanks. (And check out the &amp;quot;fill gauge&amp;quot;; the steam floats!) Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger.&lt;br /&gt;
&lt;br /&gt;
You can put a tank or two at the end of each heat exchanger and use circuit logic to only insert a fuel into the reactors when they get low. Make sure all exchangers are powered at the same time, or you won&#039;t get full neighbor bonuses. If you can&#039;t keep it from over-fueling, you can also add extra tanks to lengthen the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Enrichment ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Kovarex enrichment process (research)|Kovarex enrichment process]]&lt;br /&gt;
:&#039;&#039;Kovarex Enrichment allows you to turn some U-238 into U-235, but it&#039;s slow and takes a lot of U-235 as catalyst.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your first few patches of uranium ore will last you a reasonable length of time, but eventually you will start running out of ore and places to put extraneous U-238. Enrichment helps solve both problems.&lt;br /&gt;
&lt;br /&gt;
The enrichment process takes about 67 seconds in an un-moduled centrifuge. It requires 40 U-235 (!) and 5 U-238 and makes 41 U-235 and 2 U-238. In effect, it turns 3 U-238 and turns it into 1 U-235; it just requires an extra 40 U-235 and 2 U-238 along for the ride to act as a catalyst.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;All the things!:&#039;&#039;&#039; Before you &#039;&#039;enrich all the things!&#039;&#039;, be aware that you do need 19 U-238 for each fuel cell, as well as requiring it for uranium ammo you will want for storing inside biters and their nests. Circuit logic can help you put a limiter on large-scale enrichment operations.&lt;br /&gt;
&lt;br /&gt;
One Centrifuge enriching uranium is sufficient to supply 29 reactors with fuel, assuming plenty of U-238.&lt;br /&gt;
&lt;br /&gt;
=== Reprocessing fuel ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Nuclear fuel reprocessing (research)|Nuclear fuel reprocessing]]&lt;br /&gt;
:&#039;&#039;Reprocessing turns your spent fuel into U-238.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eventually, you will run out of places to put spent fuel. You can use reprocessing to turn it back into U-238 to use for enrichment, fuel cells, or ammo. Of the 19 U-238 that go into each 10-pack of fuel cells, this returns 6. This significantly reduces the total ore requirement for nuclear fuel.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Uranium ammo (research)|Uranium ammo]] / [[Atomic bomb (research)|Atomic bomb]]&lt;br /&gt;
:&#039;&#039;Better bullets / Bigger bombs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the Nuclear Age comes nuclear weapons. Uranium ammunition is top-tier, especially when you load a tank with it. It mows down biter nests and clears swarms quite quickly. It uses U-238, so you&#039;ve probably got plenty of it lying around.&lt;br /&gt;
&lt;br /&gt;
On the other side, you can get [[atomic bomb]]s, which are rockets (shot by a [[rocket launcher]]) that do incredible damage. Be aware, they can easily kill you if you fire them anywhere near you, and even at max range, it&#039;s advised that you run in the opposite direction. Rather than a single explosion, they do damage in an expanding ring, giving you time to escape. They require a lot of U-235 and blue chips, so they&#039;re an expensive weapon.&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
This guide is compatible with Factorio 0.15.13. Newer versions may, and likely will, change many of the values and mechanics on which this guide depends.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;License:&#039;&#039;&#039; [https://creativecommons.org/licenses/by-sa/4.0/ CC BY-SA 4.0]&lt;br /&gt;
:As an exception to the above, any or all of this work or adaptations thereof may be used on the official [https://wiki.factorio.com Factorio Wiki].&lt;/div&gt;</summary>
		<author><name>CalaveraDeluxe</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Icon&amp;diff=133127</id>
		<title>Template:Icon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Icon&amp;diff=133127"/>
		<updated>2016-11-24T14:08:02Z</updated>

		<summary type="html">&lt;p&gt;CalaveraDeluxe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;icon&amp;quot; style=&amp;quot;display:inline-block; margin:5px; position:relative; padding:3px; width:32px; height:32px; background-color:#{{{color|929292}}}; border:1px solid #4B4543;&amp;quot;&amp;gt;{{#ifexist: File:{{ConvertName|{{{1}}}}}.png | [[File:{{ConvertName|{{{1}}}}}.png{{!}}32px{{!}}link={{#if: {{{3|}}} |{{{3}}}|{{{1}}}{{If language suffix}}}}]] | [[File:Placeholder icon.png{{!}}link=]] &amp;lt;includeonly&amp;gt;&amp;lt;div style=&amp;quot;display:none;&amp;quot;&amp;gt;[[File:{{{1}}}.png{{!}}32px]]&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;}}&amp;lt;div style=&amp;quot;position:absolute; bottom:0; right:3px; color:#fff; font-size:larger; font-weight: bold; text-shadow: 0px 1px 1px #000, 0px -1px 1px #000, 1px 0px 1px #000,-1px 0px 1px #000;&amp;quot;&amp;gt;{{{2|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{icon|Logistics|2|Logistics_2}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Produces:&lt;br /&gt;
{{icon|Logistics|2|Logistics_2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== All available icons ==&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{{icon|active provider chest}}&lt;br /&gt;
{{icon|advanced circuit}}&lt;br /&gt;
{{icon|advanced oil processing}}&lt;br /&gt;
{{icon|alien artifact}}&lt;br /&gt;
{{icon|alien science pack}}&lt;br /&gt;
{{icon|arithmetic combinator}}&lt;br /&gt;
{{icon|assembling machine}}&lt;br /&gt;
{{icon|assembling machine 1}}&lt;br /&gt;
{{icon|assembling machine 2}}&lt;br /&gt;
{{icon|assembling machine 3}}&lt;br /&gt;
{{icon|accumulator}}&lt;br /&gt;
{{icon|basic accumulator}}&lt;br /&gt;
{{icon|beacon}}&lt;br /&gt;
{{icon|basic beacon}}&lt;br /&gt;
{{icon|cluster grenade}}&lt;br /&gt;
{{icon|discharge defense remote}}&lt;br /&gt;
{{icon|basic electric discharge defense remote}}&lt;br /&gt;
{{icon|exoskeleton}}&lt;br /&gt;
{{icon|basic exoskeleton equipment}}&lt;br /&gt;
{{icon|grenade}}&lt;br /&gt;
{{icon|basic grenade}}&lt;br /&gt;
{{icon|modular armor}}&lt;br /&gt;
{{icon|basic modular armor}}&lt;br /&gt;
{{icon|basic oil processing}}&lt;br /&gt;
{{icon|battery}}&lt;br /&gt;
{{icon|battery equipment}}&lt;br /&gt;
{{icon|battery mk2 equipment}}&lt;br /&gt;
{{icon|battery equipment mk2}}&lt;br /&gt;
{{icon|battery mk1}}&lt;br /&gt;
{{icon|battery mk2}}&lt;br /&gt;
{{icon|big electric pole}}&lt;br /&gt;
{{icon|blueprint}}&lt;br /&gt;
{{icon|boiler}}&lt;br /&gt;
{{icon|burner inserter}}&lt;br /&gt;
{{icon|burner mining drill}}&lt;br /&gt;
{{icon|cannon shell}}&lt;br /&gt;
{{icon|cannon shells}}&lt;br /&gt;
{{icon|car}}&lt;br /&gt;
{{icon|cargo wagon}}&lt;br /&gt;
{{icon|chemical plant}}&lt;br /&gt;
{{icon|coal}}&lt;br /&gt;
{{icon|combat shotgun}}&lt;br /&gt;
{{icon|concrete}}&lt;br /&gt;
{{icon|constant combinator}}&lt;br /&gt;
{{icon|construction robot}}&lt;br /&gt;
{{icon|copper cable}}&lt;br /&gt;
{{icon|copper ore}}&lt;br /&gt;
{{icon|copper plate}}&lt;br /&gt;
{{icon|crude oil}}&lt;br /&gt;
{{icon|curved rail}}&lt;br /&gt;
{{icon|decider combinator}}&lt;br /&gt;
{{icon|deconstruction planner}}&lt;br /&gt;
{{icon|defender}}&lt;br /&gt;
{{icon|defender capsule}}&lt;br /&gt;
{{icon|destroyer}}&lt;br /&gt;
{{icon|destroyer capsule}}&lt;br /&gt;
{{icon|diesel locomotive}}&lt;br /&gt;
{{icon|discharge defense}}&lt;br /&gt;
{{icon|distractor}}&lt;br /&gt;
{{icon|distractor capsule}}&lt;br /&gt;
{{icon|efficiency module}}&lt;br /&gt;
{{icon|efficiency module 1}}&lt;br /&gt;
{{icon|efficiency module 2}}&lt;br /&gt;
{{icon|efficiency module 3}}&lt;br /&gt;
{{icon|electric engine unit}}&lt;br /&gt;
{{icon|electric furnace}}&lt;br /&gt;
{{icon|electric mining drill}}&lt;br /&gt;
{{icon|electronic circuit}}&lt;br /&gt;
{{icon|empty barrel}}&lt;br /&gt;
{{icon|fill crude oil barrel}}&lt;br /&gt;
{{icon|empty crude oil barrel}}&lt;br /&gt;
{{icon|energy shield}}&lt;br /&gt;
{{icon|energy shield mk2}}&lt;br /&gt;
{{icon|engine unit}}&lt;br /&gt;
{{icon|explosive cannon shell}}&lt;br /&gt;
{{icon|explosive cannon shells}}&lt;br /&gt;
{{icon|explosive rocket}}&lt;br /&gt;
{{icon|explosives}}&lt;br /&gt;
{{icon|express splitter}}&lt;br /&gt;
{{icon|express transport belt}}&lt;br /&gt;
{{icon|express underground belt}}&lt;br /&gt;
{{icon|fast inserter}}&lt;br /&gt;
{{icon|fast splitter}}&lt;br /&gt;
{{icon|fast transport belt}}&lt;br /&gt;
{{icon|fast underground belt}}&lt;br /&gt;
{{icon|flamethrower}}&lt;br /&gt;
{{icon|flamethrower ammo}}&lt;br /&gt;
{{icon|flamethrower turret}}&lt;br /&gt;
{{icon|flying robot frame}}&lt;br /&gt;
{{icon|gate}}&lt;br /&gt;
{{icon|green wire}}&lt;br /&gt;
{{icon|gun turret}}&lt;br /&gt;
{{icon|hazard concrete}}&lt;br /&gt;
{{icon|heavy armor}}&lt;br /&gt;
{{icon|heavy oil}}&lt;br /&gt;
{{icon|heavy oil cracking}}&lt;br /&gt;
{{icon|heavy oil cracking to light oil}}&lt;br /&gt;
{{icon|inserter}}&lt;br /&gt;
{{icon|light armor}}&lt;br /&gt;
{{icon|iron armor}}&lt;br /&gt;
{{icon|iron axe}}&lt;br /&gt;
{{icon|iron chest}}&lt;br /&gt;
{{icon|iron gear wheel}}&lt;br /&gt;
{{icon|iron ore}}&lt;br /&gt;
{{icon|iron plate}}&lt;br /&gt;
{{icon|iron stick}}&lt;br /&gt;
{{icon|lab}}&lt;br /&gt;
{{icon|lamp}}&lt;br /&gt;
{{icon|land mine}}&lt;br /&gt;
{{icon|landfill}}&lt;br /&gt;
{{icon|laser turret}}&lt;br /&gt;
{{icon|light oil}}&lt;br /&gt;
{{icon|light oil cracking}}&lt;br /&gt;
{{icon|light oil cracking to petroleum gas}}&lt;br /&gt;
{{icon|logistic robot}}&lt;br /&gt;
{{icon|long handed inserter}}&lt;br /&gt;
{{icon|low density structure}}&lt;br /&gt;
{{icon|lubricant}}&lt;br /&gt;
{{icon|medium electric pole}}&lt;br /&gt;
{{icon|night vision}}&lt;br /&gt;
{{icon|nightvision}}&lt;br /&gt;
{{icon|offshore pump}}&lt;br /&gt;
{{icon|oil refinery}}&lt;br /&gt;
{{icon|passive provider chest}}&lt;br /&gt;
{{icon|personal laser defense}}&lt;br /&gt;
{{icon|personal roboport}}&lt;br /&gt;
{{icon|petroleum gas}}&lt;br /&gt;
{{icon|piercing round magazine}}&lt;br /&gt;
{{icon|piercing rounds magazine}}&lt;br /&gt;
{{icon|piercing shotgun shell}}&lt;br /&gt;
{{icon|piercing shotgun shells}}&lt;br /&gt;
{{icon|pipe}}&lt;br /&gt;
{{icon|pipe to ground}}&lt;br /&gt;
{{icon|pipe-to-ground}}&lt;br /&gt;
{{icon|pistol}}&lt;br /&gt;
{{icon|plastic bar}}&lt;br /&gt;
{{icon|poison capsule}}&lt;br /&gt;
{{icon|portable fusion reactor}}&lt;br /&gt;
{{icon|portable solar panel}}&lt;br /&gt;
{{icon|power armor}}&lt;br /&gt;
{{icon|power armor mk2}}&lt;br /&gt;
{{icon|power switch}}&lt;br /&gt;
{{icon|processing unit}}&lt;br /&gt;
{{icon|productivity module}}&lt;br /&gt;
{{icon|productivity module 1}}&lt;br /&gt;
{{icon|productivity module 2}}&lt;br /&gt;
{{icon|productivity module 3}}&lt;br /&gt;
{{icon|pumpjack}}&lt;br /&gt;
{{icon|radar}}&lt;br /&gt;
{{icon|rail chain signal}}&lt;br /&gt;
{{icon|rail signal}}&lt;br /&gt;
{{icon|raw fish}}&lt;br /&gt;
{{icon|raw wood}}&lt;br /&gt;
{{icon|red wire}}&lt;br /&gt;
{{icon|firearm magazine}}&lt;br /&gt;
{{icon|regular magazine}}&lt;br /&gt;
{{icon|repair pack}}&lt;br /&gt;
{{icon|requester chest}}&lt;br /&gt;
{{icon|roboport}}&lt;br /&gt;
{{icon|rocket}}&lt;br /&gt;
{{icon|rocket control unit}}&lt;br /&gt;
{{icon|rocket fuel}}&lt;br /&gt;
{{icon|rocket launcher}}&lt;br /&gt;
{{icon|rocket part}}&lt;br /&gt;
{{icon|rocket silo}}&lt;br /&gt;
{{icon|satellite}}&lt;br /&gt;
{{icon|science pack 1}}&lt;br /&gt;
{{icon|science pack 2}}&lt;br /&gt;
{{icon|science pack 3}}&lt;br /&gt;
{{icon|shotgun}}&lt;br /&gt;
{{icon|shotgun shell}}&lt;br /&gt;
{{icon|shotgun shells}}&lt;br /&gt;
{{icon|slowdown capsule}}&lt;br /&gt;
{{icon|small electric pole}}&lt;br /&gt;
{{icon|small pump}}&lt;br /&gt;
{{icon|smart chest}}&lt;br /&gt;
{{icon|smart inserter}}&lt;br /&gt;
{{icon|solar panel}}&lt;br /&gt;
{{icon|solid fuel}}&lt;br /&gt;
{{icon|solid fuel from heavy oil}}&lt;br /&gt;
{{icon|solid fuel from light oil}}&lt;br /&gt;
{{icon|solid fuel from petroleum gas}}&lt;br /&gt;
{{icon|speed module 1}}&lt;br /&gt;
{{icon|speed module}}&lt;br /&gt;
{{icon|speed module 2}}&lt;br /&gt;
{{icon|speed module 3}}&lt;br /&gt;
{{icon|splitter}}&lt;br /&gt;
{{icon|stack inserter}}&lt;br /&gt;
{{icon|steam engine}}&lt;br /&gt;
{{icon|steel axe}}&lt;br /&gt;
{{icon|steel chest}}&lt;br /&gt;
{{icon|steel furnace}}&lt;br /&gt;
{{icon|steel plate}}&lt;br /&gt;
{{icon|stone}}&lt;br /&gt;
{{icon|stone brick}}&lt;br /&gt;
{{icon|stone furnace}}&lt;br /&gt;
{{icon|stone wall}}&lt;br /&gt;
{{icon|storage chest}}&lt;br /&gt;
{{icon|storage tank}}&lt;br /&gt;
{{icon|rail}}&lt;br /&gt;
{{icon|straight rail}}&lt;br /&gt;
{{icon|submachine gun}}&lt;br /&gt;
{{icon|substation}}&lt;br /&gt;
{{icon|sulfur}}&lt;br /&gt;
{{icon|sulfuric acid}}&lt;br /&gt;
{{icon|tank}}&lt;br /&gt;
{{icon|train stop}}&lt;br /&gt;
{{icon|transport belt}}&lt;br /&gt;
{{icon|underground belt}}&lt;br /&gt;
{{icon|water}}&lt;br /&gt;
{{icon|wood}}&lt;br /&gt;
{{icon|wooden chest}}&lt;br /&gt;
=== Technologies ===&lt;br /&gt;
{{icon|advanced electronics (research)}}&lt;br /&gt;
{{icon|advanced electronics 2 (research)}}&lt;br /&gt;
{{icon|advanced material processing (research)}}&lt;br /&gt;
{{icon|advanced material processing 2 (research)}}&lt;br /&gt;
{{icon|advanced oil processing (research)}}&lt;br /&gt;
{{icon|alien technology (research)}}&lt;br /&gt;
{{icon|armor crafting (research)}}&lt;br /&gt;
{{icon|armor crafting 1 (research)}}&lt;br /&gt;
{{icon|armor crafting 2 (research)}}&lt;br /&gt;
{{icon|modular armor (research)}}&lt;br /&gt;
{{icon|armor crafting 3 (research)}}&lt;br /&gt;
{{icon|auto character logistic trash slots (research)}}&lt;br /&gt;
{{icon|automated construction (research)}}&lt;br /&gt;
{{icon|automated rail transportation (research)}}&lt;br /&gt;
{{icon|automation (research)}}&lt;br /&gt;
{{icon|automation 2 (research)}}&lt;br /&gt;
{{icon|automation 3 (research)}}&lt;br /&gt;
{{icon|automobilism (research)}}&lt;br /&gt;
{{icon|exoskeleton equipment (research)}}&lt;br /&gt;
{{icon|basic exoskeleton equipment (research)}}&lt;br /&gt;
{{icon|battery (research)}}&lt;br /&gt;
{{icon|battery equipment (research)}}&lt;br /&gt;
{{icon|battery mk2 equipment (research)}}&lt;br /&gt;
{{icon|battery equipment mk2 (research)}}&lt;br /&gt;
{{icon|bullet damage (research)}}&lt;br /&gt;
{{icon|bullet damage 1 (research)}}&lt;br /&gt;
{{icon|bullet damage 2 (research)}}&lt;br /&gt;
{{icon|bullet damage 3 (research)}}&lt;br /&gt;
{{icon|bullet damage 4 (research)}}&lt;br /&gt;
{{icon|bullet damage 5 (research)}}&lt;br /&gt;
{{icon|bullet damage 6 (research)}}&lt;br /&gt;
{{icon|bullet shooting speed (research)}}&lt;br /&gt;
{{icon|bullet shooting speed 1 (research)}}&lt;br /&gt;
{{icon|bullet shooting speed 2 (research)}}&lt;br /&gt;
{{icon|bullet shooting speed 3 (research)}}&lt;br /&gt;
{{icon|bullet shooting speed 4 (research)}}&lt;br /&gt;
{{icon|bullet shooting speed 5 (research)}}&lt;br /&gt;
{{icon|bullet shooting speed 6 (research)}}&lt;br /&gt;
{{icon|character logistic slots (research)}}&lt;br /&gt;
{{icon|character logistic slots 1 (research)}}&lt;br /&gt;
{{icon|character logistic slots 2 (research)}}&lt;br /&gt;
{{icon|character logistic slots 3 (research)}}&lt;br /&gt;
{{icon|character logistic slots 4 (research)}}&lt;br /&gt;
{{icon|character logistic slots 5 (research)}}&lt;br /&gt;
{{icon|character logistic trash slots (research)}}&lt;br /&gt;
{{icon|character logistic trash slots 1 (research)}}&lt;br /&gt;
{{icon|character logistic trash slots 2 (research)}}&lt;br /&gt;
{{icon|circuit network (research)}}&lt;br /&gt;
{{icon|cluster grenade (research)}}&lt;br /&gt;
{{icon|combat robotics (research)}}&lt;br /&gt;
{{icon|combat robotics 1 (research)}}&lt;br /&gt;
{{icon|combat robotics 2 (research)}}&lt;br /&gt;
{{icon|combat robotics 3 (research)}}&lt;br /&gt;
{{icon|combat robot damage (research)}}&lt;br /&gt;
{{icon|combat robot damage 1 (research)}}&lt;br /&gt;
{{icon|combat robot damage 2 (research)}}&lt;br /&gt;
{{icon|combat robot damage 3 (research)}}&lt;br /&gt;
{{icon|combat robot damage 4 (research)}}&lt;br /&gt;
{{icon|combat robot damage 5 (research)}}&lt;br /&gt;
{{icon|concrete (research)}}&lt;br /&gt;
{{icon|construction robotics (research)}}&lt;br /&gt;
{{icon|discharge defense (research)}}&lt;br /&gt;
{{icon|effect transmission (research)}}&lt;br /&gt;
{{icon|efficiency module (research)}}&lt;br /&gt;
{{icon|efficiency module 1 (research)}}&lt;br /&gt;
{{icon|efficiency module 2 (research)}}&lt;br /&gt;
{{icon|efficiency module 3 (research)}}&lt;br /&gt;
{{icon|electronics (research)}}&lt;br /&gt;
{{icon|electric energy accumulators (research)}}&lt;br /&gt;
{{icon|electric energy accumulators 1 (research)}}&lt;br /&gt;
{{icon|electric energy distribution 1 (research)}}&lt;br /&gt;
{{icon|electric energy distribution 2 (research)}}&lt;br /&gt;
{{icon|electric engine (research)}}&lt;br /&gt;
{{icon|energy shield equipment (research)}}&lt;br /&gt;
{{icon|energy shield mk2 equipment (research)}}&lt;br /&gt;
{{icon|engine (research)}}&lt;br /&gt;
{{icon|explosive rocketry (research)}}&lt;br /&gt;
{{icon|explosives (research)}}&lt;br /&gt;
{{icon|flamethrower (research)}}&lt;br /&gt;
{{icon|flame thrower (research)}}&lt;br /&gt;
{{icon|flamethrower damage (research)}}&lt;br /&gt;
{{icon|flamethrower damage 1 (research)}}&lt;br /&gt;
{{icon|flamethrower damage 2 (research)}}&lt;br /&gt;
{{icon|flamethrower damage 3 (research)}}&lt;br /&gt;
{{icon|flamethrower damage 4 (research)}}&lt;br /&gt;
{{icon|flamethrower damage 5 (research)}}&lt;br /&gt;
{{icon|flamethrower damage 6 (research)}}&lt;br /&gt;
{{icon|flammables (research)}}&lt;br /&gt;
{{icon|flight (research)}}&lt;br /&gt;
{{icon|fluid handling (research)}}&lt;br /&gt;
{{icon|follower robot count (research)}}&lt;br /&gt;
{{icon|follower robot count 1 (research)}}&lt;br /&gt;
{{icon|follower robot count 2 (research)}}&lt;br /&gt;
{{icon|follower robot count 3 (research)}}&lt;br /&gt;
{{icon|follower robot count 4 (research)}}&lt;br /&gt;
{{icon|follower robot count 5 (research)}}&lt;br /&gt;
{{icon|follower robot count 6 (research)}}&lt;br /&gt;
{{icon|follower robot count 7 (research)}}&lt;br /&gt;
{{icon|follower robot count 8 (research)}}&lt;br /&gt;
{{icon|follower robot count 9 (research)}}&lt;br /&gt;
{{icon|follower robot count 10 (research)}}&lt;br /&gt;
{{icon|follower robot count 11 (research)}}&lt;br /&gt;
{{icon|follower robot count 12 (research)}}&lt;br /&gt;
{{icon|follower robot count 13 (research)}}&lt;br /&gt;
{{icon|follower robot count 14 (research)}}&lt;br /&gt;
{{icon|follower robot count 15 (research)}}&lt;br /&gt;
{{icon|follower robot count 16 (research)}}&lt;br /&gt;
{{icon|follower robot count 17 (research)}}&lt;br /&gt;
{{icon|follower robot count 18 (research)}}&lt;br /&gt;
{{icon|follower robot count 19 (research)}}&lt;br /&gt;
{{icon|follower robot count 20 (research)}}&lt;br /&gt;
{{icon|gates (research)}}&lt;br /&gt;
{{icon|grenade damage (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade 1 (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade 2 (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade 3 (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade 4 (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade 5 (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade 6 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 1 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 2 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 3 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 4 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 5 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 6 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 7 (research)}}&lt;br /&gt;
{{icon|lab research speed (research)}}&lt;br /&gt;
{{icon|lab efficiency (research)}}&lt;br /&gt;
{{icon|lab efficiency 1 (research)}}&lt;br /&gt;
{{icon|lab efficiency 2 (research)}}&lt;br /&gt;
{{icon|lab efficiency 3 (research)}}&lt;br /&gt;
{{icon|lab efficiency 4 (research)}}&lt;br /&gt;
{{icon|landmines (research)}}&lt;br /&gt;
{{icon|land mines (research)}}&lt;br /&gt;
{{icon|landfill (research)}}&lt;br /&gt;
{{icon|laser (research)}}&lt;br /&gt;
{{icon|laser turret damage (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade 1 (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade 2 (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade 3 (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade 4 (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade 5 (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade 6 (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed 1 (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed 2 (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed 3 (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed 4 (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed 5 (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed 6 (research)}}&lt;br /&gt;
{{icon|laser turrets (research)}}&lt;br /&gt;
{{icon|logistic robotics (research)}}&lt;br /&gt;
{{icon|logistic system (research)}}&lt;br /&gt;
{{icon|logistics (research)}}&lt;br /&gt;
{{icon|logistics 2 (research)}}&lt;br /&gt;
{{icon|logistics 3 (research)}}&lt;br /&gt;
{{icon|military (research)}}&lt;br /&gt;
{{icon|military 1 (research)}}&lt;br /&gt;
{{icon|military 2 (research)}}&lt;br /&gt;
{{icon|military 3 (research)}}&lt;br /&gt;
{{icon|military 4 (research)}}&lt;br /&gt;
{{icon|modules (research)}}&lt;br /&gt;
{{icon|night vision (research)}}&lt;br /&gt;
{{icon|nightvision (research)}}&lt;br /&gt;
{{icon|nightvision equipment (research)}}&lt;br /&gt;
{{icon|oil processing (research)}}&lt;br /&gt;
{{icon|optics (research)}}&lt;br /&gt;
{{icon|personal laser defense (research)}}&lt;br /&gt;
{{icon|personal roboport (research)}}&lt;br /&gt;
{{icon|plastics (research)}}&lt;br /&gt;
{{icon|portable fusion reactor (research)}}&lt;br /&gt;
{{icon|portable solar panel (research)}}&lt;br /&gt;
{{icon|power armor (research)}}&lt;br /&gt;
{{icon|power armor 2 (research)}}&lt;br /&gt;
{{icon|productivity module (research)}}&lt;br /&gt;
{{icon|productivity module 1 (research)}}&lt;br /&gt;
{{icon|productivity module 2 (research)}}&lt;br /&gt;
{{icon|productivity module 3 (research)}}&lt;br /&gt;
{{icon|rail signals (research)}}&lt;br /&gt;
{{icon|railway (research)}}&lt;br /&gt;
{{icon|robotics (research)}}&lt;br /&gt;
{{icon|rocket damage (research)}}&lt;br /&gt;
{{icon|rocket damage 1 (research)}}&lt;br /&gt;
{{icon|rocket damage 2 (research)}}&lt;br /&gt;
{{icon|rocket damage 3 (research)}}&lt;br /&gt;
{{icon|rocket damage 4 (research)}}&lt;br /&gt;
{{icon|rocket damage 5 (research)}}&lt;br /&gt;
{{icon|rocket shooting speed (research)}}&lt;br /&gt;
{{icon|rocket shooting speed 1 (research)}}&lt;br /&gt;
{{icon|rocket shooting speed 2 (research)}}&lt;br /&gt;
{{icon|rocket shooting speed 3 (research)}}&lt;br /&gt;
{{icon|rocket shooting speed 4 (research)}}&lt;br /&gt;
{{icon|rocket shooting speed 5 (research)}}&lt;br /&gt;
{{icon|rocket silo (research)}}&lt;br /&gt;
{{icon|rocketry (research)}}&lt;br /&gt;
{{icon|shotgun shell damage (research)}}&lt;br /&gt;
{{icon|shotgun shell damage 1 (research)}}&lt;br /&gt;
{{icon|shotgun shell damage 2 (research)}}&lt;br /&gt;
{{icon|shotgun shell damage 3 (research)}}&lt;br /&gt;
{{icon|shotgun shell damage 4 (research)}}&lt;br /&gt;
{{icon|shotgun shell damage 5 (research)}}&lt;br /&gt;
{{icon|shotgun shell damage 6 (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed 1 (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed 2 (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed 3 (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed 4 (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed 5 (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed 6 (research)}}&lt;br /&gt;
{{icon|solar energy (research)}}&lt;br /&gt;
{{icon|speed module (research)}}&lt;br /&gt;
{{icon|speed module 1 (research)}}&lt;br /&gt;
{{icon|speed module 2 (research)}}&lt;br /&gt;
{{icon|speed module 3 (research)}}&lt;br /&gt;
{{icon|stack inserter (research)}}&lt;br /&gt;
{{icon|steel processing (research)}}&lt;br /&gt;
{{icon|stone walls (research)}}&lt;br /&gt;
{{icon|sulfur processing (research)}}&lt;br /&gt;
{{icon|tanks (research)}}&lt;br /&gt;
{{icon|toolbelt (research)}}&lt;br /&gt;
{{icon|turrets (research)}}&lt;br /&gt;
{{icon|worker robot cargo size (research)}}&lt;br /&gt;
{{icon|worker robot cargo size 1 (research)}}&lt;br /&gt;
{{icon|worker robot cargo size 2 (research)}}&lt;br /&gt;
{{icon|worker robot cargo size 3 (research)}}&lt;br /&gt;
{{icon|worker robot speed (research)}}&lt;br /&gt;
{{icon|worker robot speed 1 (research)}}&lt;br /&gt;
{{icon|worker robot speed 2 (research)}}&lt;br /&gt;
{{icon|worker robot speed 3 (research)}}&lt;br /&gt;
{{icon|worker robot speed 4 (research)}}&lt;br /&gt;
{{icon|worker robot speed 5 (research)}}&lt;br /&gt;
=== Legacy ===&lt;br /&gt;
{{icon|advanced chemistry (research)}}&lt;br /&gt;
{{icon|chemistry (research)}}&lt;br /&gt;
{{icon|filter inserter}}&lt;br /&gt;
{{icon|iron working (research)}}&lt;br /&gt;
{{icon|rocket defense}}&lt;br /&gt;
{{icon|rocket defense (research)}}&lt;br /&gt;
=== Other ===&lt;br /&gt;
{{icon|hand}}&lt;br /&gt;
{{icon|manual}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>CalaveraDeluxe</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Icon&amp;diff=133126</id>
		<title>Template:Icon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Icon&amp;diff=133126"/>
		<updated>2016-11-24T14:06:46Z</updated>

		<summary type="html">&lt;p&gt;CalaveraDeluxe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;icon&amp;quot; style=&amp;quot;display:inline-block; margin:5px; position:relative; padding:3px; width:32px; height:32px; background-color:#{{{color|929292}}}; border:1px solid #4B4543;&amp;quot;&amp;gt;{{#ifexist: File:{{ConvertName|{{{1}}}}}.png | [[File:{{ConvertName|{{{1}}}}}.png{{!}}32px{{!}}link={{#if: {{{3|}}} |{{{3}}}|{{{1}}}{{If language suffix}}}}]] | [[File:Placeholder icon.png{{!}}link=]] &amp;lt;includeonly&amp;gt;&amp;lt;div style=&amp;quot;display:none;&amp;quot;&amp;gt;[[File:{{{1}}}.png{{!}}32px]]&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;}}&amp;lt;div style=&amp;quot;position:absolute; bottom:0; right:3px; color:#fff; font-size:larger; font-weight: bold; text-shadow: 0px 1px 1px #000, 0px -1px 1px #000, 1px 0px 1px #000,-1px 0px 1px #000;&amp;quot;&amp;gt;{{{2|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{icon|Logistics|2|Logistics_2}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Produces:&lt;br /&gt;
{{icon|Logistics|2|Logistics_2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LOL ==&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{{icon|active provider chest}}&lt;br /&gt;
{{icon|advanced circuit}}&lt;br /&gt;
{{icon|advanced oil processing}}&lt;br /&gt;
{{icon|alien artifact}}&lt;br /&gt;
{{icon|alien science pack}}&lt;br /&gt;
{{icon|arithmetic combinator}}&lt;br /&gt;
{{icon|assembling machine}}&lt;br /&gt;
{{icon|assembling machine 1}}&lt;br /&gt;
{{icon|assembling machine 2}}&lt;br /&gt;
{{icon|assembling machine 3}}&lt;br /&gt;
{{icon|accumulator}}&lt;br /&gt;
{{icon|basic accumulator}}&lt;br /&gt;
{{icon|beacon}}&lt;br /&gt;
{{icon|basic beacon}}&lt;br /&gt;
{{icon|cluster grenade}}&lt;br /&gt;
{{icon|discharge defense remote}}&lt;br /&gt;
{{icon|basic electric discharge defense remote}}&lt;br /&gt;
{{icon|exoskeleton}}&lt;br /&gt;
{{icon|basic exoskeleton equipment}}&lt;br /&gt;
{{icon|grenade}}&lt;br /&gt;
{{icon|basic grenade}}&lt;br /&gt;
{{icon|modular armor}}&lt;br /&gt;
{{icon|basic modular armor}}&lt;br /&gt;
{{icon|basic oil processing}}&lt;br /&gt;
{{icon|battery}}&lt;br /&gt;
{{icon|battery equipment}}&lt;br /&gt;
{{icon|battery mk2 equipment}}&lt;br /&gt;
{{icon|battery equipment mk2}}&lt;br /&gt;
{{icon|battery mk1}}&lt;br /&gt;
{{icon|battery mk2}}&lt;br /&gt;
{{icon|big electric pole}}&lt;br /&gt;
{{icon|blueprint}}&lt;br /&gt;
{{icon|boiler}}&lt;br /&gt;
{{icon|burner inserter}}&lt;br /&gt;
{{icon|burner mining drill}}&lt;br /&gt;
{{icon|cannon shell}}&lt;br /&gt;
{{icon|cannon shells}}&lt;br /&gt;
{{icon|car}}&lt;br /&gt;
{{icon|cargo wagon}}&lt;br /&gt;
{{icon|chemical plant}}&lt;br /&gt;
{{icon|coal}}&lt;br /&gt;
{{icon|combat shotgun}}&lt;br /&gt;
{{icon|concrete}}&lt;br /&gt;
{{icon|constant combinator}}&lt;br /&gt;
{{icon|construction robot}}&lt;br /&gt;
{{icon|copper cable}}&lt;br /&gt;
{{icon|copper ore}}&lt;br /&gt;
{{icon|copper plate}}&lt;br /&gt;
{{icon|crude oil}}&lt;br /&gt;
{{icon|curved rail}}&lt;br /&gt;
{{icon|decider combinator}}&lt;br /&gt;
{{icon|deconstruction planner}}&lt;br /&gt;
{{icon|defender}}&lt;br /&gt;
{{icon|defender capsule}}&lt;br /&gt;
{{icon|destroyer}}&lt;br /&gt;
{{icon|destroyer capsule}}&lt;br /&gt;
{{icon|diesel locomotive}}&lt;br /&gt;
{{icon|discharge defense}}&lt;br /&gt;
{{icon|distractor}}&lt;br /&gt;
{{icon|distractor capsule}}&lt;br /&gt;
{{icon|efficiency module}}&lt;br /&gt;
{{icon|efficiency module 1}}&lt;br /&gt;
{{icon|efficiency module 2}}&lt;br /&gt;
{{icon|efficiency module 3}}&lt;br /&gt;
{{icon|electric engine unit}}&lt;br /&gt;
{{icon|electric furnace}}&lt;br /&gt;
{{icon|electric mining drill}}&lt;br /&gt;
{{icon|electronic circuit}}&lt;br /&gt;
{{icon|empty barrel}}&lt;br /&gt;
{{icon|fill crude oil barrel}}&lt;br /&gt;
{{icon|empty crude oil barrel}}&lt;br /&gt;
{{icon|energy shield}}&lt;br /&gt;
{{icon|energy shield mk2}}&lt;br /&gt;
{{icon|engine unit}}&lt;br /&gt;
{{icon|explosive cannon shell}}&lt;br /&gt;
{{icon|explosive cannon shells}}&lt;br /&gt;
{{icon|explosive rocket}}&lt;br /&gt;
{{icon|explosives}}&lt;br /&gt;
{{icon|express splitter}}&lt;br /&gt;
{{icon|express transport belt}}&lt;br /&gt;
{{icon|express underground belt}}&lt;br /&gt;
{{icon|fast inserter}}&lt;br /&gt;
{{icon|fast splitter}}&lt;br /&gt;
{{icon|fast transport belt}}&lt;br /&gt;
{{icon|fast underground belt}}&lt;br /&gt;
{{icon|flamethrower}}&lt;br /&gt;
{{icon|flamethrower ammo}}&lt;br /&gt;
{{icon|flamethrower turret}}&lt;br /&gt;
{{icon|flying robot frame}}&lt;br /&gt;
{{icon|gate}}&lt;br /&gt;
{{icon|green wire}}&lt;br /&gt;
{{icon|gun turret}}&lt;br /&gt;
{{icon|hazard concrete}}&lt;br /&gt;
{{icon|heavy armor}}&lt;br /&gt;
{{icon|heavy oil}}&lt;br /&gt;
{{icon|heavy oil cracking}}&lt;br /&gt;
{{icon|heavy oil cracking to light oil}}&lt;br /&gt;
{{icon|inserter}}&lt;br /&gt;
{{icon|light armor}}&lt;br /&gt;
{{icon|iron armor}}&lt;br /&gt;
{{icon|iron axe}}&lt;br /&gt;
{{icon|iron chest}}&lt;br /&gt;
{{icon|iron gear wheel}}&lt;br /&gt;
{{icon|iron ore}}&lt;br /&gt;
{{icon|iron plate}}&lt;br /&gt;
{{icon|iron stick}}&lt;br /&gt;
{{icon|lab}}&lt;br /&gt;
{{icon|lamp}}&lt;br /&gt;
{{icon|land mine}}&lt;br /&gt;
{{icon|landfill}}&lt;br /&gt;
{{icon|laser turret}}&lt;br /&gt;
{{icon|light oil}}&lt;br /&gt;
{{icon|light oil cracking}}&lt;br /&gt;
{{icon|light oil cracking to petroleum gas}}&lt;br /&gt;
{{icon|logistic robot}}&lt;br /&gt;
{{icon|long handed inserter}}&lt;br /&gt;
{{icon|low density structure}}&lt;br /&gt;
{{icon|lubricant}}&lt;br /&gt;
{{icon|medium electric pole}}&lt;br /&gt;
{{icon|night vision}}&lt;br /&gt;
{{icon|nightvision}}&lt;br /&gt;
{{icon|offshore pump}}&lt;br /&gt;
{{icon|oil refinery}}&lt;br /&gt;
{{icon|passive provider chest}}&lt;br /&gt;
{{icon|personal laser defense}}&lt;br /&gt;
{{icon|personal roboport}}&lt;br /&gt;
{{icon|petroleum gas}}&lt;br /&gt;
{{icon|piercing round magazine}}&lt;br /&gt;
{{icon|piercing rounds magazine}}&lt;br /&gt;
{{icon|piercing shotgun shell}}&lt;br /&gt;
{{icon|piercing shotgun shells}}&lt;br /&gt;
{{icon|pipe}}&lt;br /&gt;
{{icon|pipe to ground}}&lt;br /&gt;
{{icon|pipe-to-ground}}&lt;br /&gt;
{{icon|pistol}}&lt;br /&gt;
{{icon|plastic bar}}&lt;br /&gt;
{{icon|poison capsule}}&lt;br /&gt;
{{icon|portable fusion reactor}}&lt;br /&gt;
{{icon|portable solar panel}}&lt;br /&gt;
{{icon|power armor}}&lt;br /&gt;
{{icon|power armor mk2}}&lt;br /&gt;
{{icon|power switch}}&lt;br /&gt;
{{icon|processing unit}}&lt;br /&gt;
{{icon|productivity module}}&lt;br /&gt;
{{icon|productivity module 1}}&lt;br /&gt;
{{icon|productivity module 2}}&lt;br /&gt;
{{icon|productivity module 3}}&lt;br /&gt;
{{icon|pumpjack}}&lt;br /&gt;
{{icon|radar}}&lt;br /&gt;
{{icon|rail chain signal}}&lt;br /&gt;
{{icon|rail signal}}&lt;br /&gt;
{{icon|raw fish}}&lt;br /&gt;
{{icon|raw wood}}&lt;br /&gt;
{{icon|red wire}}&lt;br /&gt;
{{icon|firearm magazine}}&lt;br /&gt;
{{icon|regular magazine}}&lt;br /&gt;
{{icon|repair pack}}&lt;br /&gt;
{{icon|requester chest}}&lt;br /&gt;
{{icon|roboport}}&lt;br /&gt;
{{icon|rocket}}&lt;br /&gt;
{{icon|rocket control unit}}&lt;br /&gt;
{{icon|rocket fuel}}&lt;br /&gt;
{{icon|rocket launcher}}&lt;br /&gt;
{{icon|rocket part}}&lt;br /&gt;
{{icon|rocket silo}}&lt;br /&gt;
{{icon|satellite}}&lt;br /&gt;
{{icon|science pack 1}}&lt;br /&gt;
{{icon|science pack 2}}&lt;br /&gt;
{{icon|science pack 3}}&lt;br /&gt;
{{icon|shotgun}}&lt;br /&gt;
{{icon|shotgun shell}}&lt;br /&gt;
{{icon|shotgun shells}}&lt;br /&gt;
{{icon|slowdown capsule}}&lt;br /&gt;
{{icon|small electric pole}}&lt;br /&gt;
{{icon|small pump}}&lt;br /&gt;
{{icon|smart chest}}&lt;br /&gt;
{{icon|smart inserter}}&lt;br /&gt;
{{icon|solar panel}}&lt;br /&gt;
{{icon|solid fuel}}&lt;br /&gt;
{{icon|solid fuel from heavy oil}}&lt;br /&gt;
{{icon|solid fuel from light oil}}&lt;br /&gt;
{{icon|solid fuel from petroleum gas}}&lt;br /&gt;
{{icon|speed module 1}}&lt;br /&gt;
{{icon|speed module}}&lt;br /&gt;
{{icon|speed module 2}}&lt;br /&gt;
{{icon|speed module 3}}&lt;br /&gt;
{{icon|splitter}}&lt;br /&gt;
{{icon|stack inserter}}&lt;br /&gt;
{{icon|steam engine}}&lt;br /&gt;
{{icon|steel axe}}&lt;br /&gt;
{{icon|steel chest}}&lt;br /&gt;
{{icon|steel furnace}}&lt;br /&gt;
{{icon|steel plate}}&lt;br /&gt;
{{icon|stone}}&lt;br /&gt;
{{icon|stone brick}}&lt;br /&gt;
{{icon|stone furnace}}&lt;br /&gt;
{{icon|stone wall}}&lt;br /&gt;
{{icon|storage chest}}&lt;br /&gt;
{{icon|storage tank}}&lt;br /&gt;
{{icon|rail}}&lt;br /&gt;
{{icon|straight rail}}&lt;br /&gt;
{{icon|submachine gun}}&lt;br /&gt;
{{icon|substation}}&lt;br /&gt;
{{icon|sulfur}}&lt;br /&gt;
{{icon|sulfuric acid}}&lt;br /&gt;
{{icon|tank}}&lt;br /&gt;
{{icon|train stop}}&lt;br /&gt;
{{icon|transport belt}}&lt;br /&gt;
{{icon|underground belt}}&lt;br /&gt;
{{icon|water}}&lt;br /&gt;
{{icon|wood}}&lt;br /&gt;
{{icon|wooden chest}}&lt;br /&gt;
=== Technologies ===&lt;br /&gt;
{{icon|advanced electronics (research)}}&lt;br /&gt;
{{icon|advanced electronics 2 (research)}}&lt;br /&gt;
{{icon|advanced material processing (research)}}&lt;br /&gt;
{{icon|advanced material processing 2 (research)}}&lt;br /&gt;
{{icon|advanced oil processing (research)}}&lt;br /&gt;
{{icon|alien technology (research)}}&lt;br /&gt;
{{icon|armor crafting (research)}}&lt;br /&gt;
{{icon|armor crafting 1 (research)}}&lt;br /&gt;
{{icon|armor crafting 2 (research)}}&lt;br /&gt;
{{icon|modular armor (research)}}&lt;br /&gt;
{{icon|armor crafting 3 (research)}}&lt;br /&gt;
{{icon|auto character logistic trash slots (research)}}&lt;br /&gt;
{{icon|automated construction (research)}}&lt;br /&gt;
{{icon|automated rail transportation (research)}}&lt;br /&gt;
{{icon|automation (research)}}&lt;br /&gt;
{{icon|automation 2 (research)}}&lt;br /&gt;
{{icon|automation 3 (research)}}&lt;br /&gt;
{{icon|automobilism (research)}}&lt;br /&gt;
{{icon|exoskeleton equipment (research)}}&lt;br /&gt;
{{icon|basic exoskeleton equipment (research)}}&lt;br /&gt;
{{icon|battery (research)}}&lt;br /&gt;
{{icon|battery equipment (research)}}&lt;br /&gt;
{{icon|battery mk2 equipment (research)}}&lt;br /&gt;
{{icon|battery equipment mk2 (research)}}&lt;br /&gt;
{{icon|bullet damage (research)}}&lt;br /&gt;
{{icon|bullet damage 1 (research)}}&lt;br /&gt;
{{icon|bullet damage 2 (research)}}&lt;br /&gt;
{{icon|bullet damage 3 (research)}}&lt;br /&gt;
{{icon|bullet damage 4 (research)}}&lt;br /&gt;
{{icon|bullet damage 5 (research)}}&lt;br /&gt;
{{icon|bullet damage 6 (research)}}&lt;br /&gt;
{{icon|bullet shooting speed (research)}}&lt;br /&gt;
{{icon|bullet shooting speed 1 (research)}}&lt;br /&gt;
{{icon|bullet shooting speed 2 (research)}}&lt;br /&gt;
{{icon|bullet shooting speed 3 (research)}}&lt;br /&gt;
{{icon|bullet shooting speed 4 (research)}}&lt;br /&gt;
{{icon|bullet shooting speed 5 (research)}}&lt;br /&gt;
{{icon|bullet shooting speed 6 (research)}}&lt;br /&gt;
{{icon|character logistic slots (research)}}&lt;br /&gt;
{{icon|character logistic slots 1 (research)}}&lt;br /&gt;
{{icon|character logistic slots 2 (research)}}&lt;br /&gt;
{{icon|character logistic slots 3 (research)}}&lt;br /&gt;
{{icon|character logistic slots 4 (research)}}&lt;br /&gt;
{{icon|character logistic slots 5 (research)}}&lt;br /&gt;
{{icon|character logistic trash slots (research)}}&lt;br /&gt;
{{icon|character logistic trash slots 1 (research)}}&lt;br /&gt;
{{icon|character logistic trash slots 2 (research)}}&lt;br /&gt;
{{icon|circuit network (research)}}&lt;br /&gt;
{{icon|cluster grenade (research)}}&lt;br /&gt;
{{icon|combat robotics (research)}}&lt;br /&gt;
{{icon|combat robotics 1 (research)}}&lt;br /&gt;
{{icon|combat robotics 2 (research)}}&lt;br /&gt;
{{icon|combat robotics 3 (research)}}&lt;br /&gt;
{{icon|combat robot damage (research)}}&lt;br /&gt;
{{icon|combat robot damage 1 (research)}}&lt;br /&gt;
{{icon|combat robot damage 2 (research)}}&lt;br /&gt;
{{icon|combat robot damage 3 (research)}}&lt;br /&gt;
{{icon|combat robot damage 4 (research)}}&lt;br /&gt;
{{icon|combat robot damage 5 (research)}}&lt;br /&gt;
{{icon|concrete (research)}}&lt;br /&gt;
{{icon|construction robotics (research)}}&lt;br /&gt;
{{icon|discharge defense (research)}}&lt;br /&gt;
{{icon|effect transmission (research)}}&lt;br /&gt;
{{icon|efficiency module (research)}}&lt;br /&gt;
{{icon|efficiency module 1 (research)}}&lt;br /&gt;
{{icon|efficiency module 2 (research)}}&lt;br /&gt;
{{icon|efficiency module 3 (research)}}&lt;br /&gt;
{{icon|electronics (research)}}&lt;br /&gt;
{{icon|electric energy accumulators (research)}}&lt;br /&gt;
{{icon|electric energy accumulators 1 (research)}}&lt;br /&gt;
{{icon|electric energy distribution 1 (research)}}&lt;br /&gt;
{{icon|electric energy distribution 2 (research)}}&lt;br /&gt;
{{icon|electric engine (research)}}&lt;br /&gt;
{{icon|energy shield equipment (research)}}&lt;br /&gt;
{{icon|energy shield mk2 equipment (research)}}&lt;br /&gt;
{{icon|engine (research)}}&lt;br /&gt;
{{icon|explosive rocketry (research)}}&lt;br /&gt;
{{icon|explosives (research)}}&lt;br /&gt;
{{icon|flamethrower (research)}}&lt;br /&gt;
{{icon|flame thrower (research)}}&lt;br /&gt;
{{icon|flamethrower damage (research)}}&lt;br /&gt;
{{icon|flamethrower damage 1 (research)}}&lt;br /&gt;
{{icon|flamethrower damage 2 (research)}}&lt;br /&gt;
{{icon|flamethrower damage 3 (research)}}&lt;br /&gt;
{{icon|flamethrower damage 4 (research)}}&lt;br /&gt;
{{icon|flamethrower damage 5 (research)}}&lt;br /&gt;
{{icon|flamethrower damage 6 (research)}}&lt;br /&gt;
{{icon|flammables (research)}}&lt;br /&gt;
{{icon|flight (research)}}&lt;br /&gt;
{{icon|fluid handling (research)}}&lt;br /&gt;
{{icon|follower robot count (research)}}&lt;br /&gt;
{{icon|follower robot count 1 (research)}}&lt;br /&gt;
{{icon|follower robot count 2 (research)}}&lt;br /&gt;
{{icon|follower robot count 3 (research)}}&lt;br /&gt;
{{icon|follower robot count 4 (research)}}&lt;br /&gt;
{{icon|follower robot count 5 (research)}}&lt;br /&gt;
{{icon|follower robot count 6 (research)}}&lt;br /&gt;
{{icon|follower robot count 7 (research)}}&lt;br /&gt;
{{icon|follower robot count 8 (research)}}&lt;br /&gt;
{{icon|follower robot count 9 (research)}}&lt;br /&gt;
{{icon|follower robot count 10 (research)}}&lt;br /&gt;
{{icon|follower robot count 11 (research)}}&lt;br /&gt;
{{icon|follower robot count 12 (research)}}&lt;br /&gt;
{{icon|follower robot count 13 (research)}}&lt;br /&gt;
{{icon|follower robot count 14 (research)}}&lt;br /&gt;
{{icon|follower robot count 15 (research)}}&lt;br /&gt;
{{icon|follower robot count 16 (research)}}&lt;br /&gt;
{{icon|follower robot count 17 (research)}}&lt;br /&gt;
{{icon|follower robot count 18 (research)}}&lt;br /&gt;
{{icon|follower robot count 19 (research)}}&lt;br /&gt;
{{icon|follower robot count 20 (research)}}&lt;br /&gt;
{{icon|gates (research)}}&lt;br /&gt;
{{icon|grenade damage (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade 1 (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade 2 (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade 3 (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade 4 (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade 5 (research)}}&lt;br /&gt;
{{icon|gun turret damage upgrade 6 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 1 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 2 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 3 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 4 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 5 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 6 (research)}}&lt;br /&gt;
{{icon|inserter capacity bonus 7 (research)}}&lt;br /&gt;
{{icon|lab research speed (research)}}&lt;br /&gt;
{{icon|lab efficiency (research)}}&lt;br /&gt;
{{icon|lab efficiency 1 (research)}}&lt;br /&gt;
{{icon|lab efficiency 2 (research)}}&lt;br /&gt;
{{icon|lab efficiency 3 (research)}}&lt;br /&gt;
{{icon|lab efficiency 4 (research)}}&lt;br /&gt;
{{icon|landmines (research)}}&lt;br /&gt;
{{icon|land mines (research)}}&lt;br /&gt;
{{icon|landfill (research)}}&lt;br /&gt;
{{icon|laser (research)}}&lt;br /&gt;
{{icon|laser turret damage (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade 1 (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade 2 (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade 3 (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade 4 (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade 5 (research)}}&lt;br /&gt;
{{icon|laser turret damage upgrade 6 (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed 1 (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed 2 (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed 3 (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed 4 (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed 5 (research)}}&lt;br /&gt;
{{icon|laser turret shooting speed 6 (research)}}&lt;br /&gt;
{{icon|laser turrets (research)}}&lt;br /&gt;
{{icon|logistic robotics (research)}}&lt;br /&gt;
{{icon|logistic system (research)}}&lt;br /&gt;
{{icon|logistics (research)}}&lt;br /&gt;
{{icon|logistics 2 (research)}}&lt;br /&gt;
{{icon|logistics 3 (research)}}&lt;br /&gt;
{{icon|military (research)}}&lt;br /&gt;
{{icon|military 1 (research)}}&lt;br /&gt;
{{icon|military 2 (research)}}&lt;br /&gt;
{{icon|military 3 (research)}}&lt;br /&gt;
{{icon|military 4 (research)}}&lt;br /&gt;
{{icon|modules (research)}}&lt;br /&gt;
{{icon|night vision (research)}}&lt;br /&gt;
{{icon|nightvision (research)}}&lt;br /&gt;
{{icon|nightvision equipment (research)}}&lt;br /&gt;
{{icon|oil processing (research)}}&lt;br /&gt;
{{icon|optics (research)}}&lt;br /&gt;
{{icon|personal laser defense (research)}}&lt;br /&gt;
{{icon|personal roboport (research)}}&lt;br /&gt;
{{icon|plastics (research)}}&lt;br /&gt;
{{icon|portable fusion reactor (research)}}&lt;br /&gt;
{{icon|portable solar panel (research)}}&lt;br /&gt;
{{icon|power armor (research)}}&lt;br /&gt;
{{icon|power armor 2 (research)}}&lt;br /&gt;
{{icon|productivity module (research)}}&lt;br /&gt;
{{icon|productivity module 1 (research)}}&lt;br /&gt;
{{icon|productivity module 2 (research)}}&lt;br /&gt;
{{icon|productivity module 3 (research)}}&lt;br /&gt;
{{icon|rail signals (research)}}&lt;br /&gt;
{{icon|railway (research)}}&lt;br /&gt;
{{icon|robotics (research)}}&lt;br /&gt;
{{icon|rocket damage (research)}}&lt;br /&gt;
{{icon|rocket damage 1 (research)}}&lt;br /&gt;
{{icon|rocket damage 2 (research)}}&lt;br /&gt;
{{icon|rocket damage 3 (research)}}&lt;br /&gt;
{{icon|rocket damage 4 (research)}}&lt;br /&gt;
{{icon|rocket damage 5 (research)}}&lt;br /&gt;
{{icon|rocket shooting speed (research)}}&lt;br /&gt;
{{icon|rocket shooting speed 1 (research)}}&lt;br /&gt;
{{icon|rocket shooting speed 2 (research)}}&lt;br /&gt;
{{icon|rocket shooting speed 3 (research)}}&lt;br /&gt;
{{icon|rocket shooting speed 4 (research)}}&lt;br /&gt;
{{icon|rocket shooting speed 5 (research)}}&lt;br /&gt;
{{icon|rocket silo (research)}}&lt;br /&gt;
{{icon|rocketry (research)}}&lt;br /&gt;
{{icon|shotgun shell damage (research)}}&lt;br /&gt;
{{icon|shotgun shell damage 1 (research)}}&lt;br /&gt;
{{icon|shotgun shell damage 2 (research)}}&lt;br /&gt;
{{icon|shotgun shell damage 3 (research)}}&lt;br /&gt;
{{icon|shotgun shell damage 4 (research)}}&lt;br /&gt;
{{icon|shotgun shell damage 5 (research)}}&lt;br /&gt;
{{icon|shotgun shell damage 6 (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed 1 (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed 2 (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed 3 (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed 4 (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed 5 (research)}}&lt;br /&gt;
{{icon|shotgun shell shooting speed 6 (research)}}&lt;br /&gt;
{{icon|solar energy (research)}}&lt;br /&gt;
{{icon|speed module (research)}}&lt;br /&gt;
{{icon|speed module 1 (research)}}&lt;br /&gt;
{{icon|speed module 2 (research)}}&lt;br /&gt;
{{icon|speed module 3 (research)}}&lt;br /&gt;
{{icon|stack inserter (research)}}&lt;br /&gt;
{{icon|steel processing (research)}}&lt;br /&gt;
{{icon|stone walls (research)}}&lt;br /&gt;
{{icon|sulfur processing (research)}}&lt;br /&gt;
{{icon|tanks (research)}}&lt;br /&gt;
{{icon|toolbelt (research)}}&lt;br /&gt;
{{icon|turrets (research)}}&lt;br /&gt;
{{icon|worker robot cargo size (research)}}&lt;br /&gt;
{{icon|worker robot cargo size 1 (research)}}&lt;br /&gt;
{{icon|worker robot cargo size 2 (research)}}&lt;br /&gt;
{{icon|worker robot cargo size 3 (research)}}&lt;br /&gt;
{{icon|worker robot speed (research)}}&lt;br /&gt;
{{icon|worker robot speed 1 (research)}}&lt;br /&gt;
{{icon|worker robot speed 2 (research)}}&lt;br /&gt;
{{icon|worker robot speed 3 (research)}}&lt;br /&gt;
{{icon|worker robot speed 4 (research)}}&lt;br /&gt;
{{icon|worker robot speed 5 (research)}}&lt;br /&gt;
=== Legacy ===&lt;br /&gt;
{{icon|advanced chemistry (research)}}&lt;br /&gt;
{{icon|chemistry (research)}}&lt;br /&gt;
{{icon|filter inserter}}&lt;br /&gt;
{{icon|iron working (research)}}&lt;br /&gt;
{{icon|rocket defense}}&lt;br /&gt;
{{icon|rocket defense (research)}}&lt;br /&gt;
=== Other ===&lt;br /&gt;
{{icon|hand}}&lt;br /&gt;
{{icon|manual}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>CalaveraDeluxe</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=133106</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=133106"/>
		<updated>2016-11-23T22:51:01Z</updated>

		<summary type="html">&lt;p&gt;CalaveraDeluxe: Undo revision 133104 by CalaveraDeluxe (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs that others can use, combine and modify. They are designed to be as easy to understand as possible.&lt;br /&gt;
&lt;br /&gt;
Some of these designs are mine and some are based on ones I have seen on the forums or Reddit.&lt;br /&gt;
&lt;br /&gt;
If you wish to make a suggestion please reply to my post on reddit. https://www.reddit.com/r/factorio/comments/5e6b5n/circuitnetwork_cookbook/&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
*This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
*The Small pump is connected to the Storage tank by a Red Wire. &lt;br /&gt;
*The small pump has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left]]&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
*This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
*The Small pump has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
*This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
*It has a few elements that work together to do achieve this. &lt;br /&gt;
*Firstly the Small pump is connected to the Wooden chest by a Red wire and the enabled condition on the Small pump is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
*Both of the basic inserters are connected to the Storage tank by Red Wires. &lt;br /&gt;
*The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
*The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
*You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
*&lt;br /&gt;
*It is also possible to do this with combinators instead of the inserters, belt and the Wood chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
*In this circuit we connect a series of lights to a Storage Tank.&lt;br /&gt;
*By setting different conditions on each light we can build an indicator strip. &lt;br /&gt;
*The Enabled condition of the first light is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
*The others light up when gas is greater than 200, 300, 400 &amp;amp; 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
*To light a lamp with a color rather than white, you need to do two things. &lt;br /&gt;
*1. Send a colored signal to the lamp &lt;br /&gt;
*2. Select the &amp;quot;Use colors&amp;quot; checkbox on the lamp. &lt;br /&gt;
*In this case we want to convert a Petroleum gas singal into a pink signal. &lt;br /&gt;
*We can do this with an Arithmetic combinator, setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0) and set the output to the Pink signal (on the bottom row of the last tab of signals.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
*If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
*This also works with Storage tanks.&lt;br /&gt;
*and roboports&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left]]&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
*With a constant combinator you can generate any signals you my need. &lt;br /&gt;
*In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
*Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:LogicGates.png|left]]&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
*In each case the the two inputs can be connected with the same color wire or different colors. The inputs are powered by two constant combinators each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
*You can use decider combinators to make all of the common logic gates.&lt;br /&gt;
*The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
*Use the following settings to create different gates&lt;br /&gt;
 NOT  A=0&lt;br /&gt;
 NOR  A=0&lt;br /&gt;
 NAND A&amp;lt;2&lt;br /&gt;
 XOR  A=1&lt;br /&gt;
 AND  A=2&lt;br /&gt;
 OR   A&amp;gt;0&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
*You can use constant combinators to make signs.&lt;br /&gt;
*just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell ===&lt;br /&gt;
*Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
*The Fast inserter is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator. &lt;br /&gt;
*&lt;br /&gt;
*If the fast inserter hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
*When the fast inserter does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
* The Basic inserter is connected to the Wooden chest using a Red wire. &lt;br /&gt;
* The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
* In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up-to 3 at once. &lt;br /&gt;
* This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
* This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
* This circuit keeps a storage chest at an outpost stocked with customised levels of different items. &lt;br /&gt;
* For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
* The storage chest is attached to the input of the Arithmetric combinator (left side in the picture) with a Red wire. &lt;br /&gt;
* Another couple of Red wires join the output of the Arithmetric combinator (right side) to the constant combinator and to the filter stack inserter. &lt;br /&gt;
* The Arithmetric combinator &#039;&#039;&#039;multiples&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
* Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*&lt;br /&gt;
* So the input to the filter stack inserter is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
*This circuit balances production of Solar panels and Accumulators to a desired ratio in my case 24:20.&lt;br /&gt;
*The first Arithmetic combinator takes the number of accumulators in the chest and &#039;&#039;&#039;multiples&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
*The second Arithmetic combinator takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
*This gives us the a number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
*If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
*However, if they are equal neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color thus breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
*Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
*This Red wire is then connected to the inserters that insert onto the belt. &lt;br /&gt;
*Read hand contents is unselected for all inserters.&lt;br /&gt;
*Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
*The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
*The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
*This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
*Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
*These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
*The left Arithmetic combinator multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
*The right Arithmetic combinator is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
*The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left Arithmetic combinator. &lt;br /&gt;
*The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
[[file:CondSplitter.png|left]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
*This is the most simple circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
*A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
*The belt on the left is enabled when X=1.&lt;br /&gt;
*The belt on the right is enabled when X=0.&lt;br /&gt;
*The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
=== Priority splitters ===&lt;br /&gt;
=== Uneven splitters ===&lt;br /&gt;
=== Conditional splitters ===&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
=== Combinator latch ===&lt;br /&gt;
=== Counter ===&lt;br /&gt;
=== Displays ===&lt;/div&gt;</summary>
		<author><name>CalaveraDeluxe</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=133104</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=133104"/>
		<updated>2016-11-23T22:49:05Z</updated>

		<summary type="html">&lt;p&gt;CalaveraDeluxe: /* Sushi Belts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs that others can use, combine and modify. They are designed to be as easy to understand as possible.&lt;br /&gt;
&lt;br /&gt;
Some of these designs are mine and some are based on ones I have seen on the forums or Reddit.&lt;br /&gt;
&lt;br /&gt;
If you wish to make a suggestion please reply to my post on reddit. https://www.reddit.com/r/factorio/comments/5e6b5n/circuitnetwork_cookbook/&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
*This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
*The Small pump is connected to the Storage tank by a Red Wire. &lt;br /&gt;
*The small pump has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left]]&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
*This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
*The Small pump has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
*This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
*It has a few elements that work together to do achieve this. &lt;br /&gt;
*Firstly the Small pump is connected to the Wooden chest by a Red wire and the enabled condition on the Small pump is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
*Both of the basic inserters are connected to the Storage tank by Red Wires. &lt;br /&gt;
*The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
*The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
*You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
*&lt;br /&gt;
*It is also possible to do this with combinators instead of the inserters, belt and the Wood chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
*In this circuit we connect a series of lights to a Storage Tank.&lt;br /&gt;
*By setting different conditions on each light we can build an indicator strip. &lt;br /&gt;
*The Enabled condition of the first light is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
*The others light up when gas is greater than 200, 300, 400 &amp;amp; 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
*To light a lamp with a color rather than white, you need to do two things. &lt;br /&gt;
*1. Send a colored signal to the lamp &lt;br /&gt;
*2. Select the &amp;quot;Use colors&amp;quot; checkbox on the lamp. &lt;br /&gt;
*In this case we want to convert a Petroleum gas singal into a pink signal. &lt;br /&gt;
*We can do this with an Arithmetic combinator, setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0) and set the output to the Pink signal (on the bottom row of the last tab of signals.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
*If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
*This also works with Storage tanks.&lt;br /&gt;
*and roboports&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left]]&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
*With a constant combinator you can generate any signals you my need. &lt;br /&gt;
*In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
*Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:LogicGates.png|left]]&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
*In each case the the two inputs can be connected with the same color wire or different colors. The inputs are powered by two constant combinators each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
*You can use decider combinators to make all of the common logic gates.&lt;br /&gt;
*The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
*Use the following settings to create different gates&lt;br /&gt;
 NOT  A=0&lt;br /&gt;
 NOR  A=0&lt;br /&gt;
 NAND A&amp;lt;2&lt;br /&gt;
 XOR  A=1&lt;br /&gt;
 AND  A=2&lt;br /&gt;
 OR   A&amp;gt;0&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
*You can use constant combinators to make signs.&lt;br /&gt;
*just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell ===&lt;br /&gt;
*Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
*The Fast inserter is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator. &lt;br /&gt;
*&lt;br /&gt;
*If the fast inserter hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
*When the fast inserter does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
* The Basic inserter is connected to the Wooden chest using a Red wire. &lt;br /&gt;
* The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
* In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up-to 3 at once. &lt;br /&gt;
* This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
* This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
* This circuit keeps a storage chest at an outpost stocked with customised levels of different items. &lt;br /&gt;
* For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
* The storage chest is attached to the input of the Arithmetric combinator (left side in the picture) with a Red wire. &lt;br /&gt;
* Another couple of Red wires join the output of the Arithmetric combinator (right side) to the constant combinator and to the filter stack inserter. &lt;br /&gt;
* The Arithmetric combinator &#039;&#039;&#039;multiples&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
* Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*&lt;br /&gt;
* So the input to the filter stack inserter is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
*This circuit balances production of Solar panels and Accumulators to a desired ratio in my case 24:20.&lt;br /&gt;
*The first Arithmetic combinator takes the number of accumulators in the chest and &#039;&#039;&#039;multiples&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
*The second Arithmetic combinator takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
*This gives us the a number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
*If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
*However, if they are equal neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color thus breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
*Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
*This Red wire is then connected to the inserters that insert onto the belt. &lt;br /&gt;
*Read hand contents is unselected for all inserters.&lt;br /&gt;
*Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
*The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
*The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
*This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
*Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to&lt;br /&gt;
&#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
{{CircutInserterSettings}}&lt;br /&gt;
*These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
*The left Arithmetic combinator multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
*The right Arithmetic combinator is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
*The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left Arithmetic combinator. &lt;br /&gt;
*The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
[[file:CondSplitter.png|left]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
*This is the most simple circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
*A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
*The belt on the left is enabled when X=1.&lt;br /&gt;
*The belt on the right is enabled when X=0.&lt;br /&gt;
*The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
=== Priority splitters ===&lt;br /&gt;
=== Uneven splitters ===&lt;br /&gt;
=== Conditional splitters ===&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
=== Combinator latch ===&lt;br /&gt;
=== Counter ===&lt;br /&gt;
=== Displays ===&lt;/div&gt;</summary>
		<author><name>CalaveraDeluxe</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=133088</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=133088"/>
		<updated>2016-11-23T22:14:14Z</updated>

		<summary type="html">&lt;p&gt;CalaveraDeluxe: Undo revision 133087 by CalaveraDeluxe (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs that others can use, combine and modify. They are designed to be as easy to understand as possible.&lt;br /&gt;
&lt;br /&gt;
Some of these designs are mine and some are based on ones I have seen on the forums or Reddit.&lt;br /&gt;
&lt;br /&gt;
If you wish to make a suggestion please reply to my post on reddit. https://www.reddit.com/r/factorio/comments/5e6b5n/circuitnetwork_cookbook/&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
*This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
*The Small pump is connected to the Storage tank by a Red Wire. &lt;br /&gt;
*The small pump has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left]]&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
*This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
*The Small pump has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
*This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
*It has a few elements that work together to do achieve this. &lt;br /&gt;
*Firstly the Small pump is connected to the Wooden chest by a Red wire and the enabled condition on the Small pump is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
*Both of the basic inserters are connected to the Storage tank by Red Wires. &lt;br /&gt;
*The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
*The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
*You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
*&lt;br /&gt;
*It is also possible to do this with combinators instead of the inserters, belt and the Wood chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
*In this circuit we connect a series of lights to a Storage Tank.&lt;br /&gt;
*By setting different conditions on each light we can build an indicator strip. &lt;br /&gt;
*The Enabled condition of the first light is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
*The others light up when gas is greater than 200, 300, 400 &amp;amp; 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
*To light a lamp with a color rather than white, you need to do two things. &lt;br /&gt;
*1. Send a colored signal to the lamp &lt;br /&gt;
*2. Select the &amp;quot;Use colors&amp;quot; checkbox on the lamp. &lt;br /&gt;
*In this case we want to convert a Petroleum gas singal into a pink signal. &lt;br /&gt;
*We can do this with an Arithmetic combinator, setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0) and set the output to the Pink signal (on the bottom row of the last tab of signals.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
*If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
*This also works with Storage tanks.&lt;br /&gt;
*and roboports&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left]]&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
*With a constant combinator you can generate any signals you my need. &lt;br /&gt;
*In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
*Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:LogicGates.png|left]]&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
*In each case the the two inputs can be connected with the same color wire or different colors. The inputs are powered by two constant combinators each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
*You can use decider combinators to make all of the common logic gates.&lt;br /&gt;
*The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
*Use the following settings to create different gates&lt;br /&gt;
 NOT  A=0&lt;br /&gt;
 NOR  A=0&lt;br /&gt;
 NAND A&amp;lt;2&lt;br /&gt;
 XOR  A=1&lt;br /&gt;
 AND  A=2&lt;br /&gt;
 OR   A&amp;gt;0&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
*You can use constant combinators to make signs.&lt;br /&gt;
*just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell ===&lt;br /&gt;
*Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
*The Fast inserter is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator. &lt;br /&gt;
*&lt;br /&gt;
*If the fast inserter hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
*When the fast inserter does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
* The Basic inserter is connected to the Wooden chest using a Red wire. &lt;br /&gt;
* The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
* In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up-to 3 at once. &lt;br /&gt;
* This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
* This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
* This circuit keeps a storage chest at an outpost stocked with customised levels of different items. &lt;br /&gt;
* For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
* The storage chest is attached to the input of the Arithmetric combinator (left side in the picture) with a Red wire. &lt;br /&gt;
* Another couple of Red wires join the output of the Arithmetric combinator (right side) to the constant combinator and to the filter stack inserter. &lt;br /&gt;
* The Arithmetric combinator &#039;&#039;&#039;multiples&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
* Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*&lt;br /&gt;
* So the input to the filter stack inserter is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
*This circuit balances production of Solar panels and Accumulators to a desired ratio in my case 24:20.&lt;br /&gt;
*The first Arithmetic combinator takes the number of accumulators in the chest and &#039;&#039;&#039;multiples&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
*The second Arithmetic combinator takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
*This gives us the a number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
*If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
*However, if they are equal neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color thus breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
*Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
*This Red wire is then connected to the inserters that insert onto the belt. &lt;br /&gt;
*Read hand contents is unselected for all inserters.&lt;br /&gt;
*Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
*The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
*The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
*This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
*Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
*These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
*The left Arithmetic combinator multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
*The right Arithmetic combinator is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
*The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left Arithmetic combinator. &lt;br /&gt;
*The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
[[file:CondSplitter.png|left]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
*This is the most simple circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
*A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
*The belt on the left is enabled when X=1.&lt;br /&gt;
*The belt on the right is enabled when X=0.&lt;br /&gt;
*The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
=== Priority splitters ===&lt;br /&gt;
=== Uneven splitters ===&lt;br /&gt;
=== Conditional splitters ===&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
=== Combinator latch ===&lt;br /&gt;
=== Counter ===&lt;br /&gt;
=== Displays ===&lt;/div&gt;</summary>
		<author><name>CalaveraDeluxe</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=133087</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=133087"/>
		<updated>2016-11-23T22:13:49Z</updated>

		<summary type="html">&lt;p&gt;CalaveraDeluxe: /* Sushi Belts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs that others can use, combine and modify. They are designed to be as easy to understand as possible.&lt;br /&gt;
&lt;br /&gt;
Some of these designs are mine and some are based on ones I have seen on the forums or Reddit.&lt;br /&gt;
&lt;br /&gt;
If you wish to make a suggestion please reply to my post on reddit. https://www.reddit.com/r/factorio/comments/5e6b5n/circuitnetwork_cookbook/&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
*This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
*The Small pump is connected to the Storage tank by a Red Wire. &lt;br /&gt;
*The small pump has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left]]&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
*This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
*The Small pump has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
*This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
*It has a few elements that work together to do achieve this. &lt;br /&gt;
*Firstly the Small pump is connected to the Wooden chest by a Red wire and the enabled condition on the Small pump is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
*Both of the basic inserters are connected to the Storage tank by Red Wires. &lt;br /&gt;
*The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
*The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
*You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
*&lt;br /&gt;
*It is also possible to do this with combinators instead of the inserters, belt and the Wood chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
*In this circuit we connect a series of lights to a Storage Tank.&lt;br /&gt;
*By setting different conditions on each light we can build an indicator strip. &lt;br /&gt;
*The Enabled condition of the first light is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
*The others light up when gas is greater than 200, 300, 400 &amp;amp; 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
*To light a lamp with a color rather than white, you need to do two things. &lt;br /&gt;
*1. Send a colored signal to the lamp &lt;br /&gt;
*2. Select the &amp;quot;Use colors&amp;quot; checkbox on the lamp. &lt;br /&gt;
*In this case we want to convert a Petroleum gas singal into a pink signal. &lt;br /&gt;
*We can do this with an Arithmetic combinator, setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0) and set the output to the Pink signal (on the bottom row of the last tab of signals.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
*If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
*This also works with Storage tanks.&lt;br /&gt;
*and roboports&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left]]&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
*With a constant combinator you can generate any signals you my need. &lt;br /&gt;
*In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
*Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:LogicGates.png|left]]&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
*In each case the the two inputs can be connected with the same color wire or different colors. The inputs are powered by two constant combinators each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
*You can use decider combinators to make all of the common logic gates.&lt;br /&gt;
*The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
*Use the following settings to create different gates&lt;br /&gt;
 NOT  A=0&lt;br /&gt;
 NOR  A=0&lt;br /&gt;
 NAND A&amp;lt;2&lt;br /&gt;
 XOR  A=1&lt;br /&gt;
 AND  A=2&lt;br /&gt;
 OR   A&amp;gt;0&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
*You can use constant combinators to make signs.&lt;br /&gt;
*just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell ===&lt;br /&gt;
*Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
*The Fast inserter is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator. &lt;br /&gt;
*&lt;br /&gt;
*If the fast inserter hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
*When the fast inserter does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
* The Basic inserter is connected to the Wooden chest using a Red wire. &lt;br /&gt;
* The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
* In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up-to 3 at once. &lt;br /&gt;
* This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
* This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
* This circuit keeps a storage chest at an outpost stocked with customised levels of different items. &lt;br /&gt;
* For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
* The storage chest is attached to the input of the Arithmetric combinator (left side in the picture) with a Red wire. &lt;br /&gt;
* Another couple of Red wires join the output of the Arithmetric combinator (right side) to the constant combinator and to the filter stack inserter. &lt;br /&gt;
* The Arithmetric combinator &#039;&#039;&#039;multiples&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
* Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*&lt;br /&gt;
* So the input to the filter stack inserter is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
*This circuit balances production of Solar panels and Accumulators to a desired ratio in my case 24:20.&lt;br /&gt;
*The first Arithmetic combinator takes the number of accumulators in the chest and &#039;&#039;&#039;multiples&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
*The second Arithmetic combinator takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
*This gives us the a number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
*If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
*However, if they are equal neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color thus breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
*Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
*This Red wire is then connected to the inserters that insert onto the belt. &lt;br /&gt;
*Read hand contents is unselected for all inserters.&lt;br /&gt;
*Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
*The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
*The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
[[File:SushiScience2.png|left]]&lt;br /&gt;
*This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
*Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
{{CircutInserterSettings|mode=none}}&lt;br /&gt;
*These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
*The left Arithmetic combinator multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
*The right Arithmetic combinator is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
*The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left Arithmetic combinator. &lt;br /&gt;
*The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
[[file:CondSplitter.png|left]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
*This is the most simple circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
*A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
*The belt on the left is enabled when X=1.&lt;br /&gt;
*The belt on the right is enabled when X=0.&lt;br /&gt;
*The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
=== Priority splitters ===&lt;br /&gt;
=== Uneven splitters ===&lt;br /&gt;
=== Conditional splitters ===&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
=== Combinator latch ===&lt;br /&gt;
=== Counter ===&lt;br /&gt;
=== Displays ===&lt;/div&gt;</summary>
		<author><name>CalaveraDeluxe</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=133079</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=133079"/>
		<updated>2016-11-23T21:55:36Z</updated>

		<summary type="html">&lt;p&gt;CalaveraDeluxe: Undo revision 133078 by CalaveraDeluxe (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs that others can use, combine and modify. They are designed to be as easy to understand as possible.&lt;br /&gt;
&lt;br /&gt;
Some of these designs are mine and some are based on ones I have seen on the forums or Reddit.&lt;br /&gt;
&lt;br /&gt;
If you wish to make a suggestion please reply to my post on reddit. https://www.reddit.com/r/factorio/comments/5e6b5n/circuitnetwork_cookbook/&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
*This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
*The Small pump is connected to the Storage tank by a Red Wire. &lt;br /&gt;
*The small pump has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left]]&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
*This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
*The Small pump has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
*This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
*It has a few elements that work together to do achieve this. &lt;br /&gt;
*Firstly the Small pump is connected to the Wooden chest by a Red wire and the enabled condition on the Small pump is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
*Both of the basic inserters are connected to the Storage tank by Red Wires. &lt;br /&gt;
*The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
*The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
*You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
*&lt;br /&gt;
*It is also possible to do this with combinators instead of the inserters, belt and the Wood chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
*In this circuit we connect a series of lights to a Storage Tank.&lt;br /&gt;
*By setting different conditions on each light we can build an indicator strip. &lt;br /&gt;
*The Enabled condition of the first light is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
*The others light up when gas is greater than 200, 300, 400 &amp;amp; 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
*To light a lamp with a color rather than white, you need to do two things. &lt;br /&gt;
*1. Send a colored signal to the lamp &lt;br /&gt;
*2. Select the &amp;quot;Use colors&amp;quot; checkbox on the lamp. &lt;br /&gt;
*In this case we want to convert a Petroleum gas singal into a pink signal. &lt;br /&gt;
*We can do this with an Arithmetic combinator, setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0) and set the output to the Pink signal (on the bottom row of the last tab of signals.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
*If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
*This also works with Storage tanks.&lt;br /&gt;
*and roboports&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left]]&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
*With a constant combinator you can generate any signals you my need. &lt;br /&gt;
*In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
*Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:LogicGates.png|left]]&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
*In each case the the two inputs can be connected with the same color wire or different colors. The inputs are powered by two constant combinators each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
*You can use decider combinators to make all of the common logic gates.&lt;br /&gt;
*The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
*Use the following settings to create different gates&lt;br /&gt;
 NOT  A=0&lt;br /&gt;
 NOR  A=0&lt;br /&gt;
 NAND A&amp;lt;2&lt;br /&gt;
 XOR  A=1&lt;br /&gt;
 AND  A=2&lt;br /&gt;
 OR   A&amp;gt;0&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
*You can use constant combinators to make signs.&lt;br /&gt;
*just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell ===&lt;br /&gt;
*Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
*The Fast inserter is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator. &lt;br /&gt;
*&lt;br /&gt;
*If the fast inserter hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
*When the fast inserter does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
* The Basic inserter is connected to the Wooden chest using a Red wire. &lt;br /&gt;
* The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
* In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up-to 3 at once. &lt;br /&gt;
* This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
* This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
* This circuit keeps a storage chest at an outpost stocked with customised levels of different items. &lt;br /&gt;
* For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
* The storage chest is attached to the input of the Arithmetric combinator (left side in the picture) with a Red wire. &lt;br /&gt;
* Another couple of Red wires join the output of the Arithmetric combinator (right side) to the constant combinator and to the filter stack inserter. &lt;br /&gt;
* The Arithmetric combinator &#039;&#039;&#039;multiples&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
* Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*&lt;br /&gt;
* So the input to the filter stack inserter is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
*This circuit balances production of Solar panels and Accumulators to a desired ratio in my case 24:20.&lt;br /&gt;
*The first Arithmetic combinator takes the number of accumulators in the chest and &#039;&#039;&#039;multiples&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
*The second Arithmetic combinator takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
*This gives us the a number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
*If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
*However, if they are equal neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color thus breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
*Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
*This Red wire is then connected to the inserters that insert onto the belt. &lt;br /&gt;
*Read hand contents is unselected for all inserters.&lt;br /&gt;
*Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
*The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
*The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
*This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
*Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
*These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
*The left Arithmetic combinator multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
*The right Arithmetic combinator is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
*The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left Arithmetic combinator. &lt;br /&gt;
*The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
[[file:CondSplitter.png|left]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
*This is the most simple circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
*A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
*The belt on the left is enabled when X=1.&lt;br /&gt;
*The belt on the right is enabled when X=0.&lt;br /&gt;
*The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
=== Priority splitters ===&lt;br /&gt;
=== Uneven splitters ===&lt;br /&gt;
=== Conditional splitters ===&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
=== Combinator latch ===&lt;br /&gt;
=== Counter ===&lt;br /&gt;
=== Displays ===&lt;/div&gt;</summary>
		<author><name>CalaveraDeluxe</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=133078</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=133078"/>
		<updated>2016-11-23T21:55:11Z</updated>

		<summary type="html">&lt;p&gt;CalaveraDeluxe: /* Sushi Belts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs that others can use, combine and modify. They are designed to be as easy to understand as possible.&lt;br /&gt;
&lt;br /&gt;
Some of these designs are mine and some are based on ones I have seen on the forums or Reddit.&lt;br /&gt;
&lt;br /&gt;
If you wish to make a suggestion please reply to my post on reddit. https://www.reddit.com/r/factorio/comments/5e6b5n/circuitnetwork_cookbook/&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
*This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
*The Small pump is connected to the Storage tank by a Red Wire. &lt;br /&gt;
*The small pump has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left]]&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
*This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
*The Small pump has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
*This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
*It has a few elements that work together to do achieve this. &lt;br /&gt;
*Firstly the Small pump is connected to the Wooden chest by a Red wire and the enabled condition on the Small pump is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
*Both of the basic inserters are connected to the Storage tank by Red Wires. &lt;br /&gt;
*The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
*The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
*You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
*&lt;br /&gt;
*It is also possible to do this with combinators instead of the inserters, belt and the Wood chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
*In this circuit we connect a series of lights to a Storage Tank.&lt;br /&gt;
*By setting different conditions on each light we can build an indicator strip. &lt;br /&gt;
*The Enabled condition of the first light is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
*The others light up when gas is greater than 200, 300, 400 &amp;amp; 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
*To light a lamp with a color rather than white, you need to do two things. &lt;br /&gt;
*1. Send a colored signal to the lamp &lt;br /&gt;
*2. Select the &amp;quot;Use colors&amp;quot; checkbox on the lamp. &lt;br /&gt;
*In this case we want to convert a Petroleum gas singal into a pink signal. &lt;br /&gt;
*We can do this with an Arithmetic combinator, setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0) and set the output to the Pink signal (on the bottom row of the last tab of signals.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
*If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
*This also works with Storage tanks.&lt;br /&gt;
*and roboports&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left]]&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
*With a constant combinator you can generate any signals you my need. &lt;br /&gt;
*In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
*Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:LogicGates.png|left]]&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
*In each case the the two inputs can be connected with the same color wire or different colors. The inputs are powered by two constant combinators each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
*You can use decider combinators to make all of the common logic gates.&lt;br /&gt;
*The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
*Use the following settings to create different gates&lt;br /&gt;
 NOT  A=0&lt;br /&gt;
 NOR  A=0&lt;br /&gt;
 NAND A&amp;lt;2&lt;br /&gt;
 XOR  A=1&lt;br /&gt;
 AND  A=2&lt;br /&gt;
 OR   A&amp;gt;0&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
*You can use constant combinators to make signs.&lt;br /&gt;
*just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell ===&lt;br /&gt;
*Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
*The Fast inserter is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator. &lt;br /&gt;
*&lt;br /&gt;
*If the fast inserter hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
*When the fast inserter does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
* The Basic inserter is connected to the Wooden chest using a Red wire. &lt;br /&gt;
* The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
* In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up-to 3 at once. &lt;br /&gt;
* This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
* This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
* This circuit keeps a storage chest at an outpost stocked with customised levels of different items. &lt;br /&gt;
* For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
* The storage chest is attached to the input of the Arithmetric combinator (left side in the picture) with a Red wire. &lt;br /&gt;
* Another couple of Red wires join the output of the Arithmetric combinator (right side) to the constant combinator and to the filter stack inserter. &lt;br /&gt;
* The Arithmetric combinator &#039;&#039;&#039;multiples&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
* Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*&lt;br /&gt;
* So the input to the filter stack inserter is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
*This circuit balances production of Solar panels and Accumulators to a desired ratio in my case 24:20.&lt;br /&gt;
*The first Arithmetic combinator takes the number of accumulators in the chest and &#039;&#039;&#039;multiples&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
*The second Arithmetic combinator takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
*This gives us the a number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
*If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
*However, if they are equal neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color thus breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
*Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
*This Red wire is then connected to the inserters that insert onto the belt. &lt;br /&gt;
*Read hand contents is unselected for all inserters.&lt;br /&gt;
*Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
*The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
*The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
[[File:SushiScience2.png|left]]&lt;br /&gt;
*This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
*Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to&lt;br /&gt;
&lt;br /&gt;
{{CircutInserterSettings|mode=none}}&lt;br /&gt;
*These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
*The left Arithmetic combinator multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
*The right Arithmetic combinator is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
*The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left Arithmetic combinator. &lt;br /&gt;
*The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
[[file:CondSplitter.png|left]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
*This is the most simple circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
*A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
*The belt on the left is enabled when X=1.&lt;br /&gt;
*The belt on the right is enabled when X=0.&lt;br /&gt;
*The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
=== Priority splitters ===&lt;br /&gt;
=== Uneven splitters ===&lt;br /&gt;
=== Conditional splitters ===&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
=== Combinator latch ===&lt;br /&gt;
=== Counter ===&lt;br /&gt;
=== Displays ===&lt;/div&gt;</summary>
		<author><name>CalaveraDeluxe</name></author>
	</entry>
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