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	<updated>2026-06-03T19:34:24Z</updated>
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		<id>https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151600</id>
		<title>Circuit network/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151600"/>
		<updated>2017-10-22T13:43:03Z</updated>

		<summary type="html">&lt;p&gt;DrConsole: /* Geräte */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Netzwerkschaltungen&#039;&#039;&#039; werden mit grünen und roten Kabeln gebaut und ermöglichen die Kontrolle von Empfangsgeräten basierend auf den auf den von Sendegeräten in das Netzwerk ausgesandten Informationen. Die meisten Sendegeräte sind Speichergeräte (z.B. die Storage chest), welche ihre Informationen auf einem bestimmten Kanal, basierend auf der Menge der gelagerten Objekte / Flüssigkeiten, aussenden. Jede Netzwerkschaltung beinhaltet einen Kanal für jeden Typ von Objekt oder Flüssigkeit, sowie 45 [[#Virtual signals|Virtuelle Signale]], welche benutzerdefinierbar sind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alles&amp;quot; (Everything), &amp;quot;Etwas&amp;quot; (Anything) und &amp;quot;Jedes Einzeln&amp;quot; (Each) sind zusätzlich vorhandene Platzhalter.&lt;br /&gt;
&lt;br /&gt;
Insgesamt lassen sich das grüne / rote Kabel als ein Bündel von verschieden Signalleitungen vorstellen.&lt;br /&gt;
&lt;br /&gt;
[[File:InnerOfGreenCable.jpg|right|thumb|400px|Eine visualisierung des roten / grünen Kabels von einem Spieler.]]&lt;br /&gt;
&lt;br /&gt;
== Verwendung ==&lt;br /&gt;
=== Informationen senden ===&lt;br /&gt;
Sendegeräte senden entweder die Menge der Gegenstände oder Flüssigkeiten die sie enthalten oder ein vom Spieler definiertes Signal in das Netzwerk.&lt;br /&gt;
Jedes Signal wird als numerischer Wert auf dem Kanal gesendet der zu der jeweiligen Ware (oder virtuellem Kanal) gehört.&lt;br /&gt;
Zum Beispiel sendet ein Tank, welcher 1000 Einheiten Wasser enthält, den Wert 1000 auf dem Wasser-Kanal.&lt;br /&gt;
&lt;br /&gt;
Die Kanäle sind innerhalb des Kabels von einander getrennt, so dass jedes Netzwerk gleichzeitig einen Wert für jedes Objekt und jede Flüssigkeit im Spiel, sowie ein Signal für jeden virtuellen Kanal (die Nummern 0-9, die Buchstaben A-Z und 9 unterschiedliche Farben) beinhalten kann. Ungenutzte Kanäle haben dabei den Wert null.&lt;br /&gt;
&lt;br /&gt;
Wenn mehrere Senegeräte zeitgleich einen Wert auf dem selben Kanal in das Netzwerk senden, so addieren sich diese.&lt;br /&gt;
Wenn z.B. zwei Tanks 1000 Einheiten Wasser enthalten und beide den Wert in das Netzwerk senden, so wird auf dem Kanal der Wert 2000 anliegen.&lt;br /&gt;
&lt;br /&gt;
Alle Kabel der selben Farbe, welche über ein Netzwerkgerät miteinander verbunden sind verbinden ihre Signale.&lt;br /&gt;
Wenn zum Beispiel zwei rote Kabel am Eingang eines Kombinators angeschlossen sind, so summieren sich die Werte der jeweiligen Kanäle auf. Die Kabel sind also direkt miteinander verbunden.&lt;br /&gt;
Dies kann zu einer Rückkopplung führen, wenn nicht vorsichtig vorgegangen wird. (s. Rückkopplung)&lt;br /&gt;
&lt;br /&gt;
Jeder Kanal im Netzwerk kann einen Wert von -2147483648 bis einschließlich 2147483647 haben.&lt;br /&gt;
Dies rührt daher, dass der Wert als &amp;quot;signed 32 Bit integer&amp;quot; gespeichert wird.&lt;br /&gt;
Das heißt, dass wenn theorethisch der Wert 2147483657 wäre, er praktisch -2147483639 ist. (sog. Overflow)&lt;br /&gt;
&lt;br /&gt;
=== Empfangsgeräte ===&lt;br /&gt;
Empfangsgeräte können zumeist das empfangene Signal nutzen um sich an- oder abzuschalten.&lt;br /&gt;
Hierbei können die Geräte entweder verscheidene Kanäle miteinander oder mit einem fest vorgegebenen Wert vergleichen und bei erfüllter Bedingung den gewünschten Zustand annehmen.&lt;br /&gt;
&lt;br /&gt;
Empfangsgeräte summieren hierbei alle empfangenen Signale auf, egal ob sie von einem grünen oder roten Kabel stammen.&lt;br /&gt;
&lt;br /&gt;
Wenn z.B. ein Greifarm mit einem roten Kabel verbunden ist, welches das Signal 20 Eisenplatten führt, mit einem grünen Kabel, welches das Signal 10 Kupferplatten und mit einem weiteren grünen Kabel, welches das Signal 5 Eisenplatten verbunden ist, so wird insgesammt an dem Greifarm folgender Signalsatz anliegen:&lt;br /&gt;
&lt;br /&gt;
- 25 Eisenplatten&lt;br /&gt;
&lt;br /&gt;
- 10 Kupferplatten&lt;br /&gt;
&lt;br /&gt;
== Geräte ==&lt;br /&gt;
&lt;br /&gt;
Jedes Gerät, welches sich mit dem Netzwerk verbinden lässt hat in der oberen rechten Ecke zwei kleine Symbole. Wenn man auf das linke Symbol klickt, so hat man Zugriff auf die Einstellungen für die Netzwerkschaltung (soweit damit verbunden).&lt;br /&gt;
Durch einen Klick auf das rechte Symbol kann man die Einstellungen für das Logistiknetzwerk einstellen (sofern sich eins in Reichweite befindet).&lt;br /&gt;
Es können Einstellungen sowohl für die Netzwerkschaltung (rote und grüne Kabel werden aufsummiert) als auch für das Logistiknetzwerk bestehen, welche zusammen mit einem logischen UND verkettet werden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diese Geräte können mit der Netzwerkschaltung interagieren:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gerät !! Mögliche Ausgangssignale !! Mögliche Eingangsaktionen&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belts}} || Fließbänder können Menge und Typ des auf ihnen befindlichen Materials senden.&lt;br /&gt;
&#039;&#039;Pulsmodus&#039;&#039;: Das Signal wird nur für einen &amp;quot;Tick&amp;quot; gesendet wenn das Material das Fließband betritt. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Haltemodus&#039;&#039;: Das signal wird durchgängig gesendet, solange sich das Material auf dem Fließband befindet. &lt;br /&gt;
|| Fließbänder können mit einer Bedingung eingeschaltet werden.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter|Inserters}} || Alle Greifarme können Menge und Typ des gehaltenen Materials senden.&lt;br /&gt;
&#039;&#039;Pulsmodus&#039;&#039;: Das Signal wird gesendet, wenn das Material aufgenommen wird. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Haltemodus&#039;&#039;: Das Signal wird gesendet, solang der Greifarm das Material hält. &lt;br /&gt;
|| Alle Greifarme können mit einer Bedingung eingeschaltet werden. Die Stapelgröße des Greifarms kann ebenso mit einem Signal überschrieben werden.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Filter inserter|Filter inserter|Filter inserters}} || Siehe Greifarm || Der Filtergreifarm kann zusätzlich seinen Filter mit dem Signal einstellen.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wooden chest|Chests}} || Alle Kisten können Typ und Menge ihres Inhalts senden. Logistikkisten senden diese Siganle zusätzlich an das [[Logistic network|Logistiknetzwerk]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester chest}} || Siehe Kiste || Die angeforderten Materialien können mittels des Netzwerks gesetzt werden.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Storage tank}} || Der Tank kann Menge und Typ seines Inhalts senden.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Gate}} || Tore können ein Signal senden, wenn sich jemand nähert. || Tore können mit einer Bedingung geöffnet werden.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} || Rail signals can send their state  to the Circuit network. || Rail signals can prevent trains by passing on a condition (set signal to red).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. || Train stations can send the contents of the Circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Accumulator}} || It can send its charge level in percent to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || It can send its logistic network contents or its robot statistics to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electric mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || It can output the current oil mining rate. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} || || Power switches can connect power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Programmable speaker}} || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lamp}} || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Offshore pump}} || || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pump}} || || The pump can be enabled on a condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire.  Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up . However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[Arithmetic Combinator]] or [[Decider combinator]], take care to connect the wire to the correct input or output side. Use ALT-Key-Mode to see direction of combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which form the network of the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[Constant combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
&lt;br /&gt;
*The [[Arithmetic Combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The Arithmetic Combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device). &lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for Copper Plates and broadcasting it as Copper Plates is an action that results in an infinite loop if output is connected back to input.  The value for Copper Plates will rapidly (but not instantly) shoot upward. (Fun fact: The rate at which it climbs is the current tick rate)  This technique can be combined with Decider Combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The Arithmetic Combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
&lt;br /&gt;
*The [[Decider combinator]] functions much like an Arithmetic Combinator, but is designed to compare values. Essentially, it is a conditional. In terms of Connecting, Feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[Decider combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals == &lt;br /&gt;
&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;Everything&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;. When used the combinator will output all signals that pass the condition. The &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; signals are the only signals used in conditions that can make multiple signals pass a condition.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;Anything&#039;&#039; can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;Each&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as output when also used as input. When used in both the input and output it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&#039;&#039;&#039;[[Circuit-network Cookbook|Circuit Network Cookbook]]&#039;&#039;&#039; - &#039;&#039;Example heavy tutorials; for beginners who want to get to know and use the benefits of the Circuit Network.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combinator Tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic Network ==&lt;br /&gt;
The Logistic network used by [[Logistic robot|Logistic robots]] is essentially a third network (a wireless one), along with the green and red wired network.  The Logistic Network is based on proximity to a central [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See [[Logistic network]] and [[Roboport]] for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Pump]] and [[Offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[Lamp]], [[Storage tank]], [[Pump]] and [[Offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
&lt;br /&gt;
[[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>DrConsole</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151599</id>
		<title>Circuit network/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151599"/>
		<updated>2017-10-22T13:20:43Z</updated>

		<summary type="html">&lt;p&gt;DrConsole: /* Devices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Netzwerkschaltungen&#039;&#039;&#039; werden mit grünen und roten Kabeln gebaut und ermöglichen die Kontrolle von Empfangsgeräten basierend auf den auf den von Sendegeräten in das Netzwerk ausgesandten Informationen. Die meisten Sendegeräte sind Speichergeräte (z.B. die Storage chest), welche ihre Informationen auf einem bestimmten Kanal, basierend auf der Menge der gelagerten Objekte / Flüssigkeiten, aussenden. Jede Netzwerkschaltung beinhaltet einen Kanal für jeden Typ von Objekt oder Flüssigkeit, sowie 45 [[#Virtual signals|Virtuelle Signale]], welche benutzerdefinierbar sind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alles&amp;quot; (Everything), &amp;quot;Etwas&amp;quot; (Anything) und &amp;quot;Jedes Einzeln&amp;quot; (Each) sind zusätzlich vorhandene Platzhalter.&lt;br /&gt;
&lt;br /&gt;
Insgesamt lassen sich das grüne / rote Kabel als ein Bündel von verschieden Signalleitungen vorstellen.&lt;br /&gt;
&lt;br /&gt;
[[File:InnerOfGreenCable.jpg|right|thumb|400px|Eine visualisierung des roten / grünen Kabels von einem Spieler.]]&lt;br /&gt;
&lt;br /&gt;
== Verwendung ==&lt;br /&gt;
=== Informationen senden ===&lt;br /&gt;
Sendegeräte senden entweder die Menge der Gegenstände oder Flüssigkeiten die sie enthalten oder ein vom Spieler definiertes Signal in das Netzwerk.&lt;br /&gt;
Jedes Signal wird als numerischer Wert auf dem Kanal gesendet der zu der jeweiligen Ware (oder virtuellem Kanal) gehört.&lt;br /&gt;
Zum Beispiel sendet ein Tank, welcher 1000 Einheiten Wasser enthält, den Wert 1000 auf dem Wasser-Kanal.&lt;br /&gt;
&lt;br /&gt;
Die Kanäle sind innerhalb des Kabels von einander getrennt, so dass jedes Netzwerk gleichzeitig einen Wert für jedes Objekt und jede Flüssigkeit im Spiel, sowie ein Signal für jeden virtuellen Kanal (die Nummern 0-9, die Buchstaben A-Z und 9 unterschiedliche Farben) beinhalten kann. Ungenutzte Kanäle haben dabei den Wert null.&lt;br /&gt;
&lt;br /&gt;
Wenn mehrere Senegeräte zeitgleich einen Wert auf dem selben Kanal in das Netzwerk senden, so addieren sich diese.&lt;br /&gt;
Wenn z.B. zwei Tanks 1000 Einheiten Wasser enthalten und beide den Wert in das Netzwerk senden, so wird auf dem Kanal der Wert 2000 anliegen.&lt;br /&gt;
&lt;br /&gt;
Alle Kabel der selben Farbe, welche über ein Netzwerkgerät miteinander verbunden sind verbinden ihre Signale.&lt;br /&gt;
Wenn zum Beispiel zwei rote Kabel am Eingang eines Kombinators angeschlossen sind, so summieren sich die Werte der jeweiligen Kanäle auf. Die Kabel sind also direkt miteinander verbunden.&lt;br /&gt;
Dies kann zu einer Rückkopplung führen, wenn nicht vorsichtig vorgegangen wird. (s. Rückkopplung)&lt;br /&gt;
&lt;br /&gt;
Jeder Kanal im Netzwerk kann einen Wert von -2147483648 bis einschließlich 2147483647 haben.&lt;br /&gt;
Dies rührt daher, dass der Wert als &amp;quot;signed 32 Bit integer&amp;quot; gespeichert wird.&lt;br /&gt;
Das heißt, dass wenn theorethisch der Wert 2147483657 wäre, er praktisch -2147483639 ist. (sog. Overflow)&lt;br /&gt;
&lt;br /&gt;
=== Empfangsgeräte ===&lt;br /&gt;
Empfangsgeräte können zumeist das empfangene Signal nutzen um sich an- oder abzuschalten.&lt;br /&gt;
Hierbei können die Geräte entweder verscheidene Kanäle miteinander oder mit einem fest vorgegebenen Wert vergleichen und bei erfüllter Bedingung den gewünschten Zustand annehmen.&lt;br /&gt;
&lt;br /&gt;
Empfangsgeräte summieren hierbei alle empfangenen Signale auf, egal ob sie von einem grünen oder roten Kabel stammen.&lt;br /&gt;
&lt;br /&gt;
Wenn z.B. ein Greifarm mit einem roten Kabel verbunden ist, welches das Signal 20 Eisenplatten führt, mit einem grünen Kabel, welches das Signal 10 Kupferplatten und mit einem weiteren grünen Kabel, welches das Signal 5 Eisenplatten verbunden ist, so wird insgesammt an dem Greifarm folgender Signalsatz anliegen:&lt;br /&gt;
&lt;br /&gt;
- 25 Eisenplatten&lt;br /&gt;
&lt;br /&gt;
- 10 Kupferplatten&lt;br /&gt;
&lt;br /&gt;
== Geräte ==&lt;br /&gt;
&lt;br /&gt;
Jedes Gerät, welches sich mit dem Netzwerk verbinden lässt hat in der oberen rechten Ecke zwei kleine Symbole. Wenn man auf das linke Symbol klickt, so hat man Zugriff auf die Einstellungen für die Netzwerkschaltung (soweit damit verbunden).&lt;br /&gt;
Durch einen Klick auf das rechte Symbol kann man die Einstellungen für das Logistiknetzwerk einstellen (sofern sich eins in Reichweite befindet).&lt;br /&gt;
Es können Einstellungen sowohl für die Netzwerkschaltung (rote und grüne Kabel werden aufsummiert) als auch für das Logistiknetzwerk bestehen, welche zusammen mit einem logischen UND verkettet werden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diese Geräte können mit der Netzwerkschaltung interagieren:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gerät !! Mögliche Ausgangssignale !! Mögliche Eingangsaktionen&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belts}} || Transport belts can send their content to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter|Inserters}} || All inserters can send their held items to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item. &lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Filter inserter|Filter inserter|Filter inserters}} || Same as above. || The filter inserters can additionally set their filters from the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wooden chest|Chests}} || All chests can send their contents to the Circuit network. Logistic chests additionally send their contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester chest}} || Same as above. || Its requested items can be set by the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Storage tank}} || The storage tank can send its fluid content to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Gate}} || Gates can send a signal to the Circuit network. || Gates can be opened on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} || Rail signals can send their state  to the Circuit network. || Rail signals can prevent trains by passing on a condition (set signal to red).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. || Train stations can send the contents of the Circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Accumulator}} || It can send its charge level in percent to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || It can send its logistic network contents or its robot statistics to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electric mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || It can output the current oil mining rate. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} || || Power switches can connect power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Programmable speaker}} || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lamp}} || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Offshore pump}} || || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pump}} || || The pump can be enabled on a condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire.  Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up . However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[Arithmetic Combinator]] or [[Decider combinator]], take care to connect the wire to the correct input or output side. Use ALT-Key-Mode to see direction of combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which form the network of the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[Constant combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
&lt;br /&gt;
*The [[Arithmetic Combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The Arithmetic Combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device). &lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for Copper Plates and broadcasting it as Copper Plates is an action that results in an infinite loop if output is connected back to input.  The value for Copper Plates will rapidly (but not instantly) shoot upward. (Fun fact: The rate at which it climbs is the current tick rate)  This technique can be combined with Decider Combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The Arithmetic Combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
&lt;br /&gt;
*The [[Decider combinator]] functions much like an Arithmetic Combinator, but is designed to compare values. Essentially, it is a conditional. In terms of Connecting, Feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[Decider combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals == &lt;br /&gt;
&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;Everything&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;. When used the combinator will output all signals that pass the condition. The &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; signals are the only signals used in conditions that can make multiple signals pass a condition.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;Anything&#039;&#039; can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;Each&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as output when also used as input. When used in both the input and output it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&#039;&#039;&#039;[[Circuit-network Cookbook|Circuit Network Cookbook]]&#039;&#039;&#039; - &#039;&#039;Example heavy tutorials; for beginners who want to get to know and use the benefits of the Circuit Network.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combinator Tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic Network ==&lt;br /&gt;
The Logistic network used by [[Logistic robot|Logistic robots]] is essentially a third network (a wireless one), along with the green and red wired network.  The Logistic Network is based on proximity to a central [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See [[Logistic network]] and [[Roboport]] for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Pump]] and [[Offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[Lamp]], [[Storage tank]], [[Pump]] and [[Offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
&lt;br /&gt;
[[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>DrConsole</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151598</id>
		<title>Circuit network/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151598"/>
		<updated>2017-10-22T13:08:54Z</updated>

		<summary type="html">&lt;p&gt;DrConsole: /* Empfangsgeräte */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Netzwerkschaltungen&#039;&#039;&#039; werden mit grünen und roten Kabeln gebaut und ermöglichen die Kontrolle von Empfangsgeräten basierend auf den auf den von Sendegeräten in das Netzwerk ausgesandten Informationen. Die meisten Sendegeräte sind Speichergeräte (z.B. die Storage chest), welche ihre Informationen auf einem bestimmten Kanal, basierend auf der Menge der gelagerten Objekte / Flüssigkeiten, aussenden. Jede Netzwerkschaltung beinhaltet einen Kanal für jeden Typ von Objekt oder Flüssigkeit, sowie 45 [[#Virtual signals|Virtuelle Signale]], welche benutzerdefinierbar sind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alles&amp;quot; (Everything), &amp;quot;Etwas&amp;quot; (Anything) und &amp;quot;Jedes Einzeln&amp;quot; (Each) sind zusätzlich vorhandene Platzhalter.&lt;br /&gt;
&lt;br /&gt;
Insgesamt lassen sich das grüne / rote Kabel als ein Bündel von verschieden Signalleitungen vorstellen.&lt;br /&gt;
&lt;br /&gt;
[[File:InnerOfGreenCable.jpg|right|thumb|400px|Eine visualisierung des roten / grünen Kabels von einem Spieler.]]&lt;br /&gt;
&lt;br /&gt;
== Verwendung ==&lt;br /&gt;
=== Informationen senden ===&lt;br /&gt;
Sendegeräte senden entweder die Menge der Gegenstände oder Flüssigkeiten die sie enthalten oder ein vom Spieler definiertes Signal in das Netzwerk.&lt;br /&gt;
Jedes Signal wird als numerischer Wert auf dem Kanal gesendet der zu der jeweiligen Ware (oder virtuellem Kanal) gehört.&lt;br /&gt;
Zum Beispiel sendet ein Tank, welcher 1000 Einheiten Wasser enthält, den Wert 1000 auf dem Wasser-Kanal.&lt;br /&gt;
&lt;br /&gt;
Die Kanäle sind innerhalb des Kabels von einander getrennt, so dass jedes Netzwerk gleichzeitig einen Wert für jedes Objekt und jede Flüssigkeit im Spiel, sowie ein Signal für jeden virtuellen Kanal (die Nummern 0-9, die Buchstaben A-Z und 9 unterschiedliche Farben) beinhalten kann. Ungenutzte Kanäle haben dabei den Wert null.&lt;br /&gt;
&lt;br /&gt;
Wenn mehrere Senegeräte zeitgleich einen Wert auf dem selben Kanal in das Netzwerk senden, so addieren sich diese.&lt;br /&gt;
Wenn z.B. zwei Tanks 1000 Einheiten Wasser enthalten und beide den Wert in das Netzwerk senden, so wird auf dem Kanal der Wert 2000 anliegen.&lt;br /&gt;
&lt;br /&gt;
Alle Kabel der selben Farbe, welche über ein Netzwerkgerät miteinander verbunden sind verbinden ihre Signale.&lt;br /&gt;
Wenn zum Beispiel zwei rote Kabel am Eingang eines Kombinators angeschlossen sind, so summieren sich die Werte der jeweiligen Kanäle auf. Die Kabel sind also direkt miteinander verbunden.&lt;br /&gt;
Dies kann zu einer Rückkopplung führen, wenn nicht vorsichtig vorgegangen wird. (s. Rückkopplung)&lt;br /&gt;
&lt;br /&gt;
Jeder Kanal im Netzwerk kann einen Wert von -2147483648 bis einschließlich 2147483647 haben.&lt;br /&gt;
Dies rührt daher, dass der Wert als &amp;quot;signed 32 Bit integer&amp;quot; gespeichert wird.&lt;br /&gt;
Das heißt, dass wenn theorethisch der Wert 2147483657 wäre, er praktisch -2147483639 ist. (sog. Overflow)&lt;br /&gt;
&lt;br /&gt;
=== Empfangsgeräte ===&lt;br /&gt;
Empfangsgeräte können zumeist das empfangene Signal nutzen um sich an- oder abzuschalten.&lt;br /&gt;
Hierbei können die Geräte entweder verscheidene Kanäle miteinander oder mit einem fest vorgegebenen Wert vergleichen und bei erfüllter Bedingung den gewünschten Zustand annehmen.&lt;br /&gt;
&lt;br /&gt;
Empfangsgeräte summieren hierbei alle empfangenen Signale auf, egal ob sie von einem grünen oder roten Kabel stammen.&lt;br /&gt;
&lt;br /&gt;
Wenn z.B. ein Greifarm mit einem roten Kabel verbunden ist, welches das Signal 20 Eisenplatten führt, mit einem grünen Kabel, welches das Signal 10 Kupferplatten und mit einem weiteren grünen Kabel, welches das Signal 5 Eisenplatten verbunden ist, so wird insgesammt an dem Greifarm folgender Signalsatz anliegen:&lt;br /&gt;
&lt;br /&gt;
- 25 Eisenplatten&lt;br /&gt;
&lt;br /&gt;
- 10 Kupferplatten&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&lt;br /&gt;
Each entity connectable to one of the networks has icons in its top right corner. By clicking the left icon, you have access to the circuit network settings (if one is connected), by clicking the right icon, you have access to the logistic network settings, if one is reachable. There can be set conditions for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
These devices can interact with the circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Device !! Possible output signals !! Possible control options&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belts}} || Transport belts can send their content to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter|Inserters}} || All inserters can send their held items to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item. &lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Filter inserter|Filter inserter|Filter inserters}} || Same as above. || The filter inserters can additionally set their filters from the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wooden chest|Chests}} || All chests can send their contents to the Circuit network. Logistic chests additionally send their contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester chest}} || Same as above. || Its requested items can be set by the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Storage tank}} || The storage tank can send its fluid content to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Gate}} || Gates can send a signal to the Circuit network. || Gates can be opened on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} || Rail signals can send their state  to the Circuit network. || Rail signals can prevent trains by passing on a condition (set signal to red).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. || Train stations can send the contents of the Circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Accumulator}} || It can send its charge level in percent to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || It can send its logistic network contents or its robot statistics to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electric mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || It can output the current oil mining rate. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} || || Power switches can connect power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Programmable speaker}} || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lamp}} || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Offshore pump}} || || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pump}} || || The pump can be enabled on a condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire.  Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up . However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[Arithmetic Combinator]] or [[Decider combinator]], take care to connect the wire to the correct input or output side. Use ALT-Key-Mode to see direction of combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which form the network of the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[Constant combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
&lt;br /&gt;
*The [[Arithmetic Combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The Arithmetic Combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device). &lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for Copper Plates and broadcasting it as Copper Plates is an action that results in an infinite loop if output is connected back to input.  The value for Copper Plates will rapidly (but not instantly) shoot upward. (Fun fact: The rate at which it climbs is the current tick rate)  This technique can be combined with Decider Combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The Arithmetic Combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
&lt;br /&gt;
*The [[Decider combinator]] functions much like an Arithmetic Combinator, but is designed to compare values. Essentially, it is a conditional. In terms of Connecting, Feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[Decider combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals == &lt;br /&gt;
&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;Everything&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;. When used the combinator will output all signals that pass the condition. The &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; signals are the only signals used in conditions that can make multiple signals pass a condition.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;Anything&#039;&#039; can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;Each&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as output when also used as input. When used in both the input and output it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&#039;&#039;&#039;[[Circuit-network Cookbook|Circuit Network Cookbook]]&#039;&#039;&#039; - &#039;&#039;Example heavy tutorials; for beginners who want to get to know and use the benefits of the Circuit Network.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combinator Tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic Network ==&lt;br /&gt;
The Logistic network used by [[Logistic robot|Logistic robots]] is essentially a third network (a wireless one), along with the green and red wired network.  The Logistic Network is based on proximity to a central [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See [[Logistic network]] and [[Roboport]] for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Pump]] and [[Offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[Lamp]], [[Storage tank]], [[Pump]] and [[Offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
&lt;br /&gt;
[[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>DrConsole</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151597</id>
		<title>Circuit network/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151597"/>
		<updated>2017-10-22T13:07:39Z</updated>

		<summary type="html">&lt;p&gt;DrConsole: /* Empfangsgeräte */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Netzwerkschaltungen&#039;&#039;&#039; werden mit grünen und roten Kabeln gebaut und ermöglichen die Kontrolle von Empfangsgeräten basierend auf den auf den von Sendegeräten in das Netzwerk ausgesandten Informationen. Die meisten Sendegeräte sind Speichergeräte (z.B. die Storage chest), welche ihre Informationen auf einem bestimmten Kanal, basierend auf der Menge der gelagerten Objekte / Flüssigkeiten, aussenden. Jede Netzwerkschaltung beinhaltet einen Kanal für jeden Typ von Objekt oder Flüssigkeit, sowie 45 [[#Virtual signals|Virtuelle Signale]], welche benutzerdefinierbar sind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alles&amp;quot; (Everything), &amp;quot;Etwas&amp;quot; (Anything) und &amp;quot;Jedes Einzeln&amp;quot; (Each) sind zusätzlich vorhandene Platzhalter.&lt;br /&gt;
&lt;br /&gt;
Insgesamt lassen sich das grüne / rote Kabel als ein Bündel von verschieden Signalleitungen vorstellen.&lt;br /&gt;
&lt;br /&gt;
[[File:InnerOfGreenCable.jpg|right|thumb|400px|Eine visualisierung des roten / grünen Kabels von einem Spieler.]]&lt;br /&gt;
&lt;br /&gt;
== Verwendung ==&lt;br /&gt;
=== Informationen senden ===&lt;br /&gt;
Sendegeräte senden entweder die Menge der Gegenstände oder Flüssigkeiten die sie enthalten oder ein vom Spieler definiertes Signal in das Netzwerk.&lt;br /&gt;
Jedes Signal wird als numerischer Wert auf dem Kanal gesendet der zu der jeweiligen Ware (oder virtuellem Kanal) gehört.&lt;br /&gt;
Zum Beispiel sendet ein Tank, welcher 1000 Einheiten Wasser enthält, den Wert 1000 auf dem Wasser-Kanal.&lt;br /&gt;
&lt;br /&gt;
Die Kanäle sind innerhalb des Kabels von einander getrennt, so dass jedes Netzwerk gleichzeitig einen Wert für jedes Objekt und jede Flüssigkeit im Spiel, sowie ein Signal für jeden virtuellen Kanal (die Nummern 0-9, die Buchstaben A-Z und 9 unterschiedliche Farben) beinhalten kann. Ungenutzte Kanäle haben dabei den Wert null.&lt;br /&gt;
&lt;br /&gt;
Wenn mehrere Senegeräte zeitgleich einen Wert auf dem selben Kanal in das Netzwerk senden, so addieren sich diese.&lt;br /&gt;
Wenn z.B. zwei Tanks 1000 Einheiten Wasser enthalten und beide den Wert in das Netzwerk senden, so wird auf dem Kanal der Wert 2000 anliegen.&lt;br /&gt;
&lt;br /&gt;
Alle Kabel der selben Farbe, welche über ein Netzwerkgerät miteinander verbunden sind verbinden ihre Signale.&lt;br /&gt;
Wenn zum Beispiel zwei rote Kabel am Eingang eines Kombinators angeschlossen sind, so summieren sich die Werte der jeweiligen Kanäle auf. Die Kabel sind also direkt miteinander verbunden.&lt;br /&gt;
Dies kann zu einer Rückkopplung führen, wenn nicht vorsichtig vorgegangen wird. (s. Rückkopplung)&lt;br /&gt;
&lt;br /&gt;
Jeder Kanal im Netzwerk kann einen Wert von -2147483648 bis einschließlich 2147483647 haben.&lt;br /&gt;
Dies rührt daher, dass der Wert als &amp;quot;signed 32 Bit integer&amp;quot; gespeichert wird.&lt;br /&gt;
Das heißt, dass wenn theorethisch der Wert 2147483657 wäre, er praktisch -2147483639 ist. (sog. Overflow)&lt;br /&gt;
&lt;br /&gt;
=== Empfangsgeräte ===&lt;br /&gt;
Empfangsgeräte können zumeist das empfangene Signal nutzen um sich an- oder abzuschalten.&lt;br /&gt;
Hierbei können die Geräte entweder verscheidene Kanäle miteinander oder mit einem fest vorgegebenen Wert vergleichen und bei erfüllter Bedingung den gewünschten Zustand annehmen.&lt;br /&gt;
&lt;br /&gt;
Empfangsgeräte summieren hierbei alle empfangenen Signale auf, egal ob sie von einem grünen oder roten Kabel stammen.&lt;br /&gt;
&lt;br /&gt;
Wenn z.B. ein Greifarm mit einem roten Kabel verbunden ist, welches das Signal 20 Eisenplatten führt, mit einem grünen Kabel, welches das Signal 10 Kupferplatten und mit einem weiteren grünen Kabel, welches das Signal 5 Eisenplatten verbunden ist, so wird insgesammt an dem Greifarm folgender Signalsatz anliegen:&lt;br /&gt;
 - 25 Eisenplatten&lt;br /&gt;
 - 10 Kupferplatten&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&lt;br /&gt;
Each entity connectable to one of the networks has icons in its top right corner. By clicking the left icon, you have access to the circuit network settings (if one is connected), by clicking the right icon, you have access to the logistic network settings, if one is reachable. There can be set conditions for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
These devices can interact with the circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Device !! Possible output signals !! Possible control options&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belts}} || Transport belts can send their content to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter|Inserters}} || All inserters can send their held items to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item. &lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Filter inserter|Filter inserter|Filter inserters}} || Same as above. || The filter inserters can additionally set their filters from the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wooden chest|Chests}} || All chests can send their contents to the Circuit network. Logistic chests additionally send their contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester chest}} || Same as above. || Its requested items can be set by the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Storage tank}} || The storage tank can send its fluid content to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Gate}} || Gates can send a signal to the Circuit network. || Gates can be opened on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} || Rail signals can send their state  to the Circuit network. || Rail signals can prevent trains by passing on a condition (set signal to red).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. || Train stations can send the contents of the Circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Accumulator}} || It can send its charge level in percent to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || It can send its logistic network contents or its robot statistics to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electric mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || It can output the current oil mining rate. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} || || Power switches can connect power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Programmable speaker}} || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lamp}} || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Offshore pump}} || || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pump}} || || The pump can be enabled on a condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire.  Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up . However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[Arithmetic Combinator]] or [[Decider combinator]], take care to connect the wire to the correct input or output side. Use ALT-Key-Mode to see direction of combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which form the network of the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[Constant combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
&lt;br /&gt;
*The [[Arithmetic Combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The Arithmetic Combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device). &lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for Copper Plates and broadcasting it as Copper Plates is an action that results in an infinite loop if output is connected back to input.  The value for Copper Plates will rapidly (but not instantly) shoot upward. (Fun fact: The rate at which it climbs is the current tick rate)  This technique can be combined with Decider Combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The Arithmetic Combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
&lt;br /&gt;
*The [[Decider combinator]] functions much like an Arithmetic Combinator, but is designed to compare values. Essentially, it is a conditional. In terms of Connecting, Feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[Decider combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals == &lt;br /&gt;
&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;Everything&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;. When used the combinator will output all signals that pass the condition. The &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; signals are the only signals used in conditions that can make multiple signals pass a condition.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;Anything&#039;&#039; can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;Each&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as output when also used as input. When used in both the input and output it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&#039;&#039;&#039;[[Circuit-network Cookbook|Circuit Network Cookbook]]&#039;&#039;&#039; - &#039;&#039;Example heavy tutorials; for beginners who want to get to know and use the benefits of the Circuit Network.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combinator Tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic Network ==&lt;br /&gt;
The Logistic network used by [[Logistic robot|Logistic robots]] is essentially a third network (a wireless one), along with the green and red wired network.  The Logistic Network is based on proximity to a central [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See [[Logistic network]] and [[Roboport]] for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Pump]] and [[Offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[Lamp]], [[Storage tank]], [[Pump]] and [[Offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
&lt;br /&gt;
[[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>DrConsole</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151596</id>
		<title>Circuit network/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151596"/>
		<updated>2017-10-22T12:54:54Z</updated>

		<summary type="html">&lt;p&gt;DrConsole: /* Informationen senden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Netzwerkschaltungen&#039;&#039;&#039; werden mit grünen und roten Kabeln gebaut und ermöglichen die Kontrolle von Empfangsgeräten basierend auf den auf den von Sendegeräten in das Netzwerk ausgesandten Informationen. Die meisten Sendegeräte sind Speichergeräte (z.B. die Storage chest), welche ihre Informationen auf einem bestimmten Kanal, basierend auf der Menge der gelagerten Objekte / Flüssigkeiten, aussenden. Jede Netzwerkschaltung beinhaltet einen Kanal für jeden Typ von Objekt oder Flüssigkeit, sowie 45 [[#Virtual signals|Virtuelle Signale]], welche benutzerdefinierbar sind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alles&amp;quot; (Everything), &amp;quot;Etwas&amp;quot; (Anything) und &amp;quot;Jedes Einzeln&amp;quot; (Each) sind zusätzlich vorhandene Platzhalter.&lt;br /&gt;
&lt;br /&gt;
Insgesamt lassen sich das grüne / rote Kabel als ein Bündel von verschieden Signalleitungen vorstellen.&lt;br /&gt;
&lt;br /&gt;
[[File:InnerOfGreenCable.jpg|right|thumb|400px|Eine visualisierung des roten / grünen Kabels von einem Spieler.]]&lt;br /&gt;
&lt;br /&gt;
== Verwendung ==&lt;br /&gt;
=== Informationen senden ===&lt;br /&gt;
Sendegeräte senden entweder die Menge der Gegenstände oder Flüssigkeiten die sie enthalten oder ein vom Spieler definiertes Signal in das Netzwerk.&lt;br /&gt;
Jedes Signal wird als numerischer Wert auf dem Kanal gesendet der zu der jeweiligen Ware (oder virtuellem Kanal) gehört.&lt;br /&gt;
Zum Beispiel sendet ein Tank, welcher 1000 Einheiten Wasser enthält, den Wert 1000 auf dem Wasser-Kanal.&lt;br /&gt;
&lt;br /&gt;
Die Kanäle sind innerhalb des Kabels von einander getrennt, so dass jedes Netzwerk gleichzeitig einen Wert für jedes Objekt und jede Flüssigkeit im Spiel, sowie ein Signal für jeden virtuellen Kanal (die Nummern 0-9, die Buchstaben A-Z und 9 unterschiedliche Farben) beinhalten kann. Ungenutzte Kanäle haben dabei den Wert null.&lt;br /&gt;
&lt;br /&gt;
Wenn mehrere Senegeräte zeitgleich einen Wert auf dem selben Kanal in das Netzwerk senden, so addieren sich diese.&lt;br /&gt;
Wenn z.B. zwei Tanks 1000 Einheiten Wasser enthalten und beide den Wert in das Netzwerk senden, so wird auf dem Kanal der Wert 2000 anliegen.&lt;br /&gt;
&lt;br /&gt;
Alle Kabel der selben Farbe, welche über ein Netzwerkgerät miteinander verbunden sind verbinden ihre Signale.&lt;br /&gt;
Wenn zum Beispiel zwei rote Kabel am Eingang eines Kombinators angeschlossen sind, so summieren sich die Werte der jeweiligen Kanäle auf. Die Kabel sind also direkt miteinander verbunden.&lt;br /&gt;
Dies kann zu einer Rückkopplung führen, wenn nicht vorsichtig vorgegangen wird. (s. Rückkopplung)&lt;br /&gt;
&lt;br /&gt;
Jeder Kanal im Netzwerk kann einen Wert von -2147483648 bis einschließlich 2147483647 haben.&lt;br /&gt;
Dies rührt daher, dass der Wert als &amp;quot;signed 32 Bit integer&amp;quot; gespeichert wird.&lt;br /&gt;
Das heißt, dass wenn theorethisch der Wert 2147483657 wäre, er praktisch -2147483639 ist. (sog. Overflow)&lt;br /&gt;
&lt;br /&gt;
=== Empfangsgeräte ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device.&lt;br /&gt;
&lt;br /&gt;
They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 iron plates, a green wire with 10 copper plates and another green wire with 5 iron plates, the input signal set for that receiver will be 25 iron plates and 10 copper plates.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&lt;br /&gt;
Each entity connectable to one of the networks has icons in its top right corner. By clicking the left icon, you have access to the circuit network settings (if one is connected), by clicking the right icon, you have access to the logistic network settings, if one is reachable. There can be set conditions for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
These devices can interact with the circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Device !! Possible output signals !! Possible control options&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belts}} || Transport belts can send their content to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter|Inserters}} || All inserters can send their held items to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item. &lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Filter inserter|Filter inserter|Filter inserters}} || Same as above. || The filter inserters can additionally set their filters from the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wooden chest|Chests}} || All chests can send their contents to the Circuit network. Logistic chests additionally send their contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester chest}} || Same as above. || Its requested items can be set by the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Storage tank}} || The storage tank can send its fluid content to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Gate}} || Gates can send a signal to the Circuit network. || Gates can be opened on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} || Rail signals can send their state  to the Circuit network. || Rail signals can prevent trains by passing on a condition (set signal to red).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. || Train stations can send the contents of the Circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Accumulator}} || It can send its charge level in percent to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || It can send its logistic network contents or its robot statistics to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electric mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || It can output the current oil mining rate. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} || || Power switches can connect power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Programmable speaker}} || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lamp}} || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Offshore pump}} || || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pump}} || || The pump can be enabled on a condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire.  Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up . However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[Arithmetic Combinator]] or [[Decider combinator]], take care to connect the wire to the correct input or output side. Use ALT-Key-Mode to see direction of combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which form the network of the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[Constant combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
&lt;br /&gt;
*The [[Arithmetic Combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The Arithmetic Combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device). &lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for Copper Plates and broadcasting it as Copper Plates is an action that results in an infinite loop if output is connected back to input.  The value for Copper Plates will rapidly (but not instantly) shoot upward. (Fun fact: The rate at which it climbs is the current tick rate)  This technique can be combined with Decider Combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The Arithmetic Combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
&lt;br /&gt;
*The [[Decider combinator]] functions much like an Arithmetic Combinator, but is designed to compare values. Essentially, it is a conditional. In terms of Connecting, Feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[Decider combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals == &lt;br /&gt;
&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;Everything&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;. When used the combinator will output all signals that pass the condition. The &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; signals are the only signals used in conditions that can make multiple signals pass a condition.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;Anything&#039;&#039; can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;Each&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as output when also used as input. When used in both the input and output it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&#039;&#039;&#039;[[Circuit-network Cookbook|Circuit Network Cookbook]]&#039;&#039;&#039; - &#039;&#039;Example heavy tutorials; for beginners who want to get to know and use the benefits of the Circuit Network.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combinator Tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic Network ==&lt;br /&gt;
The Logistic network used by [[Logistic robot|Logistic robots]] is essentially a third network (a wireless one), along with the green and red wired network.  The Logistic Network is based on proximity to a central [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See [[Logistic network]] and [[Roboport]] for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Pump]] and [[Offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[Lamp]], [[Storage tank]], [[Pump]] and [[Offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
&lt;br /&gt;
[[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>DrConsole</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151595</id>
		<title>Circuit network/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151595"/>
		<updated>2017-10-22T12:53:12Z</updated>

		<summary type="html">&lt;p&gt;DrConsole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Netzwerkschaltungen&#039;&#039;&#039; werden mit grünen und roten Kabeln gebaut und ermöglichen die Kontrolle von Empfangsgeräten basierend auf den auf den von Sendegeräten in das Netzwerk ausgesandten Informationen. Die meisten Sendegeräte sind Speichergeräte (z.B. die Storage chest), welche ihre Informationen auf einem bestimmten Kanal, basierend auf der Menge der gelagerten Objekte / Flüssigkeiten, aussenden. Jede Netzwerkschaltung beinhaltet einen Kanal für jeden Typ von Objekt oder Flüssigkeit, sowie 45 [[#Virtual signals|Virtuelle Signale]], welche benutzerdefinierbar sind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alles&amp;quot; (Everything), &amp;quot;Etwas&amp;quot; (Anything) und &amp;quot;Jedes Einzeln&amp;quot; (Each) sind zusätzlich vorhandene Platzhalter.&lt;br /&gt;
&lt;br /&gt;
Insgesamt lassen sich das grüne / rote Kabel als ein Bündel von verschieden Signalleitungen vorstellen.&lt;br /&gt;
&lt;br /&gt;
[[File:InnerOfGreenCable.jpg|right|thumb|400px|Eine visualisierung des roten / grünen Kabels von einem Spieler.]]&lt;br /&gt;
&lt;br /&gt;
== Verwendung ==&lt;br /&gt;
=== Informationen senden ===&lt;br /&gt;
Sendegeräte senden entweder die Menge der Gegenstände oder Flüssigkeiten die sie enthalten oder ein vom Spieler definiertes Signal in das Netzwerk.&lt;br /&gt;
Jedes Signal wird als numerischer Wert auf dem Kanal gesendet der zu der jeweiligen Ware (oder virtuellem Kanal) gehört.&lt;br /&gt;
Zum Beispiel sendet ein Tank, welcher 1000 Einheiten Wasser enthält, den Wert 1000 auf den Wasser-Kanal senden.&lt;br /&gt;
&lt;br /&gt;
Die Kanäle sind innerhalb des Kabels von einander getrennt, so dass jedes Netzwerk gleichzeitig einen Wert für jedes Objekt und jede Flüssigkeit im Spiel, sowie ein Signal für jeden virtuellen Kanal (die Nummern 0-9, die Buchstaben A-Z und 9 unterschiedliche Farben) beinhalten kann. Ungenutzte Kanäle haben dabei den Wert null.&lt;br /&gt;
&lt;br /&gt;
Wenn mehrere Senegeräte zeitgleich einen Wert auf dem selben Kanal in das Netzwerk senden, so addieren sich diese.&lt;br /&gt;
Wenn z.B. zwei Tanks 1000 Einheiten Wasser enthalten und beide den Wert in das Netzwerk senden, so wird auf dem Kanal der Wert 2000 anliegen.&lt;br /&gt;
&lt;br /&gt;
Alle Kabel der selben Farbe, welche über ein Netzwerkgerät miteinander verbunden sind verbinden ihre Signale.&lt;br /&gt;
Wenn zum Beispiel zwei rote Kabel am Eingang eines Kombinators angeschlossen sind, so summieren sich die Werte der jeweiligen Kanäle auf. Die Kabel sind also direkt miteinander verbunden.&lt;br /&gt;
Dies kann zu einer Rückkopplung führen, wenn nicht vorsichtig vorgegangen wird. (s. Rückkopplung)&lt;br /&gt;
&lt;br /&gt;
Jeder Kanal im Netzwerk kann einen Wert von -2147483648 bis einschließlich 2147483647 haben.&lt;br /&gt;
Dies rührt daher, dass der Wert als &amp;quot;signed 32 Bit integer&amp;quot; gespeichert wird.&lt;br /&gt;
Das heißt, dass wenn theorethisch der Wert 2147483657 wäre, er praktisch -2147483639 ist. (sog. Overflow)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Empfangsgeräte ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device.&lt;br /&gt;
&lt;br /&gt;
They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 iron plates, a green wire with 10 copper plates and another green wire with 5 iron plates, the input signal set for that receiver will be 25 iron plates and 10 copper plates.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&lt;br /&gt;
Each entity connectable to one of the networks has icons in its top right corner. By clicking the left icon, you have access to the circuit network settings (if one is connected), by clicking the right icon, you have access to the logistic network settings, if one is reachable. There can be set conditions for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
These devices can interact with the circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Device !! Possible output signals !! Possible control options&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belts}} || Transport belts can send their content to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter|Inserters}} || All inserters can send their held items to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item. &lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Filter inserter|Filter inserter|Filter inserters}} || Same as above. || The filter inserters can additionally set their filters from the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wooden chest|Chests}} || All chests can send their contents to the Circuit network. Logistic chests additionally send their contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester chest}} || Same as above. || Its requested items can be set by the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Storage tank}} || The storage tank can send its fluid content to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Gate}} || Gates can send a signal to the Circuit network. || Gates can be opened on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} || Rail signals can send their state  to the Circuit network. || Rail signals can prevent trains by passing on a condition (set signal to red).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. || Train stations can send the contents of the Circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Accumulator}} || It can send its charge level in percent to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || It can send its logistic network contents or its robot statistics to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electric mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || It can output the current oil mining rate. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} || || Power switches can connect power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Programmable speaker}} || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lamp}} || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Offshore pump}} || || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pump}} || || The pump can be enabled on a condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire.  Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up . However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[Arithmetic Combinator]] or [[Decider combinator]], take care to connect the wire to the correct input or output side. Use ALT-Key-Mode to see direction of combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which form the network of the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[Constant combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
&lt;br /&gt;
*The [[Arithmetic Combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The Arithmetic Combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device). &lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for Copper Plates and broadcasting it as Copper Plates is an action that results in an infinite loop if output is connected back to input.  The value for Copper Plates will rapidly (but not instantly) shoot upward. (Fun fact: The rate at which it climbs is the current tick rate)  This technique can be combined with Decider Combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The Arithmetic Combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
&lt;br /&gt;
*The [[Decider combinator]] functions much like an Arithmetic Combinator, but is designed to compare values. Essentially, it is a conditional. In terms of Connecting, Feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[Decider combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals == &lt;br /&gt;
&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;Everything&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;. When used the combinator will output all signals that pass the condition. The &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; signals are the only signals used in conditions that can make multiple signals pass a condition.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;Anything&#039;&#039; can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;Each&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as output when also used as input. When used in both the input and output it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&#039;&#039;&#039;[[Circuit-network Cookbook|Circuit Network Cookbook]]&#039;&#039;&#039; - &#039;&#039;Example heavy tutorials; for beginners who want to get to know and use the benefits of the Circuit Network.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combinator Tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic Network ==&lt;br /&gt;
The Logistic network used by [[Logistic robot|Logistic robots]] is essentially a third network (a wireless one), along with the green and red wired network.  The Logistic Network is based on proximity to a central [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See [[Logistic network]] and [[Roboport]] for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Pump]] and [[Offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[Lamp]], [[Storage tank]], [[Pump]] and [[Offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
&lt;br /&gt;
[[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>DrConsole</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151594</id>
		<title>Circuit network/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151594"/>
		<updated>2017-10-22T12:28:04Z</updated>

		<summary type="html">&lt;p&gt;DrConsole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Netzwerkschaltungen&#039;&#039;&#039; werden mit grünen und roten Kabeln gebaut und ermöglichen die Kontrolle von Empfangsgeräten basierend auf den auf den von Sendegeräten in das Netzwerk ausgesandten Informationen. Die meisten Sendegeräte sind Speichergeräte (z.B. die Storage chest), welche ihre Informationen auf einem bestimmten Kanal, basierend auf der Menge der gelagerten Objekte / Flüssigkeiten, aussenden. Jede Netzwerkschaltung beinhaltet einen Kanal für jeden Typ von Objekt oder Flüssigkeit, sowie 45 [[#Virtual signals|Virtuelle Signale]], welche benutzerdefinierbar sind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alles&amp;quot; (Everything), &amp;quot;Etwas&amp;quot; (Anything) und &amp;quot;Jedes Einzel&amp;quot; (Each) sind zusätzlich vorhandene Platzhalter.&lt;br /&gt;
&lt;br /&gt;
[[File:InnerOfGreenCable.jpg|right|thumb|400px|Eine visualisierung des roten / grünen Kabels von einem Spieler.]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send Information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under Arithmetic Combinator, below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639.&lt;br /&gt;
&lt;br /&gt;
=== Control Devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device.&lt;br /&gt;
&lt;br /&gt;
They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 iron plates, a green wire with 10 copper plates and another green wire with 5 iron plates, the input signal set for that receiver will be 25 iron plates and 10 copper plates.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&lt;br /&gt;
Each entity connectable to one of the networks has icons in its top right corner. By clicking the left icon, you have access to the circuit network settings (if one is connected), by clicking the right icon, you have access to the logistic network settings, if one is reachable. There can be set conditions for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
These devices can interact with the circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Device !! Possible output signals !! Possible control options&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belts}} || Transport belts can send their content to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter|Inserters}} || All inserters can send their held items to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item. &lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Filter inserter|Filter inserter|Filter inserters}} || Same as above. || The filter inserters can additionally set their filters from the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wooden chest|Chests}} || All chests can send their contents to the Circuit network. Logistic chests additionally send their contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester chest}} || Same as above. || Its requested items can be set by the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Storage tank}} || The storage tank can send its fluid content to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Gate}} || Gates can send a signal to the Circuit network. || Gates can be opened on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} || Rail signals can send their state  to the Circuit network. || Rail signals can prevent trains by passing on a condition (set signal to red).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. || Train stations can send the contents of the Circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Accumulator}} || It can send its charge level in percent to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || It can send its logistic network contents or its robot statistics to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electric mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || It can output the current oil mining rate. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} || || Power switches can connect power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Programmable speaker}} || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lamp}} || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Offshore pump}} || || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pump}} || || The pump can be enabled on a condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire.  Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up . However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[Arithmetic Combinator]] or [[Decider combinator]], take care to connect the wire to the correct input or output side. Use ALT-Key-Mode to see direction of combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which form the network of the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[Constant combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
&lt;br /&gt;
*The [[Arithmetic Combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The Arithmetic Combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device). &lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for Copper Plates and broadcasting it as Copper Plates is an action that results in an infinite loop if output is connected back to input.  The value for Copper Plates will rapidly (but not instantly) shoot upward. (Fun fact: The rate at which it climbs is the current tick rate)  This technique can be combined with Decider Combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The Arithmetic Combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
&lt;br /&gt;
*The [[Decider combinator]] functions much like an Arithmetic Combinator, but is designed to compare values. Essentially, it is a conditional. In terms of Connecting, Feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[Decider combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals == &lt;br /&gt;
&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;Everything&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;. When used the combinator will output all signals that pass the condition. The &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; signals are the only signals used in conditions that can make multiple signals pass a condition.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;Anything&#039;&#039; can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;Each&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as output when also used as input. When used in both the input and output it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&#039;&#039;&#039;[[Circuit-network Cookbook|Circuit Network Cookbook]]&#039;&#039;&#039; - &#039;&#039;Example heavy tutorials; for beginners who want to get to know and use the benefits of the Circuit Network.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combinator Tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic Network ==&lt;br /&gt;
The Logistic network used by [[Logistic robot|Logistic robots]] is essentially a third network (a wireless one), along with the green and red wired network.  The Logistic Network is based on proximity to a central [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See [[Logistic network]] and [[Roboport]] for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Pump]] and [[Offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[Lamp]], [[Storage tank]], [[Pump]] and [[Offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
&lt;br /&gt;
[[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>DrConsole</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151243</id>
		<title>Circuit network/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network/de&amp;diff=151243"/>
		<updated>2017-10-15T13:24:55Z</updated>

		<summary type="html">&lt;p&gt;DrConsole: Started creating a german translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Work in progress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Netzwerkschaltungen&#039;&#039;&#039; werden mit grünen und roten Kabeln gebaut und ermöglichen die Kontrolle von Empfangsgeräten basierend auf den auf den von Sendegeräten in das Netzwerk ausgesandten Informationen. Die meisten Sendegeräte sind Speichergeräte (z.B. die Storage chest), welche ihre Informationen auf einem bestimmten Kanal, basierend auf der Menge der gelagerten Objekte / Flüssigkeiten, aussenden. Jedes &amp;quot;Circuit network&amp;quot; beinhaltet einen Kanal für jeden Typ von Objekt oder Flüssigkeit, sowie 45 [[#Virtual signals|Virtuelle Signale]], welche benutzerdefinierbar sind.&lt;br /&gt;
&lt;br /&gt;
&#039;Everything&#039;, &#039;Anything&#039; and &#039;Each&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:InnerOfGreenCable.jpg|right|thumb|400px|A player drawn visualization of the interior of a circuit cable.]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send Information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under Arithmetic Combinator, below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639.&lt;br /&gt;
&lt;br /&gt;
=== Control Devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device.&lt;br /&gt;
&lt;br /&gt;
They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 iron plates, a green wire with 10 copper plates and another green wire with 5 iron plates, the input signal set for that receiver will be 25 iron plates and 10 copper plates.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&lt;br /&gt;
Each entity connectable to one of the networks has icons in its top right corner. By clicking the left icon, you have access to the circuit network settings (if one is connected), by clicking the right icon, you have access to the logistic network settings, if one is reachable. There can be set conditions for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
These devices can interact with the circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Device !! Possible output signals !! Possible control options&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belts}} || Transport belts can send their content to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter|Inserters}} || All inserters can send their held items to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item. &lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Filter inserter|Filter inserter|Filter inserters}} || Same as above. || The filter inserters can additionally set their filters from the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wooden chest|Chests}} || All chests can send their contents to the Circuit network. Logistic chests additionally send their contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester chest}} || Same as above. || Its requested items can be set by the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Storage tank}} || The storage tank can send its fluid content to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Gate}} || Gates can send a signal to the Circuit network. || Gates can be opened on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} || Rail signals can send their state  to the Circuit network. || Rail signals can prevent trains by passing on a condition (set signal to red).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. || Train stations can send the contents of the Circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Accumulator}} || It can send its charge level in percent to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || It can send its logistic network contents or its robot statistics to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electric mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || It can output the current oil mining rate. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} || || Power switches can connect power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Programmable speaker}} || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Lamp}} || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Offshore pump}} || || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pump}} || || The pump can be enabled on a condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire.  Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up . However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[Arithmetic Combinator]] or [[Decider combinator]], take care to connect the wire to the correct input or output side. Use ALT-Key-Mode to see direction of combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which form the network of the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[Constant combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
&lt;br /&gt;
*The [[Arithmetic Combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The Arithmetic Combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device). &lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for Copper Plates and broadcasting it as Copper Plates is an action that results in an infinite loop if output is connected back to input.  The value for Copper Plates will rapidly (but not instantly) shoot upward. (Fun fact: The rate at which it climbs is the current tick rate)  This technique can be combined with Decider Combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The Arithmetic Combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
&lt;br /&gt;
*The [[Decider combinator]] functions much like an Arithmetic Combinator, but is designed to compare values. Essentially, it is a conditional. In terms of Connecting, Feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[Decider combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals == &lt;br /&gt;
&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;Everything&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;. When used the combinator will output all signals that pass the condition. The &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; signals are the only signals used in conditions that can make multiple signals pass a condition.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;Anything&#039;&#039; can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;Each&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as output when also used as input. When used in both the input and output it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&#039;&#039;&#039;[[Circuit-network Cookbook|Circuit Network Cookbook]]&#039;&#039;&#039; - &#039;&#039;Example heavy tutorials; for beginners who want to get to know and use the benefits of the Circuit Network.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combinator Tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic Network ==&lt;br /&gt;
The Logistic network used by [[Logistic robot|Logistic robots]] is essentially a third network (a wireless one), along with the green and red wired network.  The Logistic Network is based on proximity to a central [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See [[Logistic network]] and [[Roboport]] for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Pump]] and [[Offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[Lamp]], [[Storage tank]], [[Pump]] and [[Offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
&lt;br /&gt;
[[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>DrConsole</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Quick_start_guide/de&amp;diff=124719</id>
		<title>Tutorial:Quick start guide/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Quick_start_guide/de&amp;diff=124719"/>
		<updated>2016-04-22T22:42:22Z</updated>

		<summary type="html">&lt;p&gt;DrConsole: /* Kartengenerator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Erste Schritte ==&lt;br /&gt;
Sie haben also grade Factorio entdeckt und das Tuturial durchgespielt und haben keine Idee was Sie machen sollen? Kein Problem. Lassen Sie uns versuchen Ihnen das Spiel etwas näher zu bringen.&lt;br /&gt;
&lt;br /&gt;
=== Spiel beginnen ===&lt;br /&gt;
Wenn Sie das Spiel starten werden Sie zunächst das Hauptmenü sehen. Sie werden hier zunächst die richtigen Punkte anklicken müssen.&lt;br /&gt;
&lt;br /&gt;
Sie sollten zuerst &amp;quot;Spielen&amp;quot; und dann &amp;quot;Neues Spiel&amp;quot; wählen. Dann sollten Sie ein größeres Menü für die [[Game/World generator|Einstellungen der Karte]] sehen.&lt;br /&gt;
Die Vorgabewerte sind für das erste Spiel vollkommen ausreichend.&lt;br /&gt;
&lt;br /&gt;
==== Kartengenerator ====&lt;br /&gt;
Sie können mit diesen Werten etwas rumspielen um die [[Game/World generator|Karte generieren zu lassen]] wie Sie es möchten. Diese Werte können die Schwierigkeit der Karte stark beeinflussen.&lt;br /&gt;
&lt;br /&gt;
Jeder Resourcentyp, ebenso wie Feindbasen, wird durch drei Werte gesteuert: Frequenz, Größe und Reichhaltigkeit.&lt;br /&gt;
* Die Frequenz bestimmt, wie oft Erzvorkommen oder feindliche Basen Ihnen auf der Karte begegnen&lt;br /&gt;
* Die Größe bestimmt, wie große die Erzvorkommen oder Feindbasen sind&lt;br /&gt;
* Die Reichhaltigkeit bestimmt wie viele Resourcen auf einem Erzfeld vorhanden sind und wie dicht die Feindbasen besiedelt sind&lt;br /&gt;
&lt;br /&gt;
Für eine eine einfachere Anfangserfahrung sollten Sie die Frequenz der Resourcen auf &amp;quot;Sehr Hoch&amp;quot; und die Reichhaltigkeit auf &amp;quot;Sehr Gut&amp;quot; setzen.&lt;br /&gt;
Dies wird sicherstellen, dass Sie genug Resourcen zur Verfügung haben und keine Weltreise vom Startpunkt aus unternehmen müssen um Resourcen zu finden. Eventuell sollten Sie die Größe der Feindbasen auf &amp;quot;Sehr Klein&amp;quot; setzten um die Anzahl der Feinde zu senken.&lt;br /&gt;
&lt;br /&gt;
Wenn Sie mehr über den Kartengenerator wissen möchten, sollten Sie [[Game/World generator|diesen Artikel]] lesen.&lt;br /&gt;
&lt;br /&gt;
==== Peaceful Mode ====&lt;br /&gt;
&lt;br /&gt;
If you want to enjoy building and not be bothered by enemies, check the &amp;quot;peaceful mode&amp;quot; option. Enemies will still spawn, but they&#039;ll stay where they are until you go to them.&lt;br /&gt;
&lt;br /&gt;
Once you have changed any options you want to change, press &amp;quot;Generate.&amp;quot; A new world will be generated, your player will spawn, and you&#039;re ready to play!&lt;br /&gt;
&lt;br /&gt;
===Useful Key Bindings===&lt;br /&gt;
&lt;br /&gt;
While most of the controls and key combinations can be found in the controls of the game options, many people tend not to look there. Here are the essentials:&lt;br /&gt;
{{:Game/Keyboard bindings}}&lt;br /&gt;
Please refer to [[Game/Keyboard bindings]] to know more about keybindings and how to configure them.&lt;br /&gt;
&lt;br /&gt;
== The very first moments ==&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
Make sure that you have these four resources close to your spawn location. You want to have [[Coal]], [[Copper ore]], [[Iron ore]], and [[Stone]] within a reasonable proximity to each other; the farther apart they are the harder it will be to use them together (trust us, they will be used together).&lt;br /&gt;
&lt;br /&gt;
If your spawn area doesn&#039;t hold one of these resources, or they are too scarce or too far apart, simply hit the Escape key and choose &amp;quot;Restart.&amp;quot; This will re-generate game world and you will spawn in a new starting location.&lt;br /&gt;
&lt;br /&gt;
Later we will also need [[Water]], and much later we will also need [[Crude Oil]]. However, these two, being liquids, are much easier to transport over distance than the four solid resources. It&#039;s OK if your starting area doesn&#039;t have immediate access to water or oil.&lt;br /&gt;
&lt;br /&gt;
Everything in Factorio is made from these six basic resources, which is why the game will be more difficult if your starting location does not have easy access to most of them (especially the four solid resources).&lt;br /&gt;
&lt;br /&gt;
=== Craft a pickaxe ===&lt;br /&gt;
&lt;br /&gt;
Go towards whichever resource you choose and hold right click. This will give you a small progress bar at the bottom, which when complete will give you some of those resources. You might find that chopping trees and mining ores manually is really slow. If you look at your character, he&#039;s just bashing at them with a stick! How about a tool upgrade? Press E to open up your inventory and the crafting menu. Select the gears tab up the top for &amp;quot;Production&amp;quot;, and left click on the iron pickaxe in there. This will increase your mining speed by a significant amount.&lt;br /&gt;
&lt;br /&gt;
=== Placing mines and furnaces ===&lt;br /&gt;
&lt;br /&gt;
You begin your journey with a humble [[Stone Furnace]] and a [[Burner Mining Drill]]. What do we do with these?&lt;br /&gt;
First of all, you should place your [[Mining drill|drill]] on the edge of an iron deposit, facing towards a [[Furnace]]. &lt;br /&gt;
&lt;br /&gt;
You can change the direction of the Drill by either pressing &amp;quot;R&amp;quot; before you place it, or after by hovering over it with the mouse and pressing &amp;quot;R&amp;quot;. The little yellow arrow shows where the mined iron ore will come out. You want the Furnace to be in front of that arrow, so that the drill automatically inputs into the furnace. You should get something like this.&lt;br /&gt;
:[[File:SimpleOre.PNG|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember to press &amp;quot;ALT&amp;quot; to activate the detailed view.&#039;&#039;&#039; This makes it easier to see what is inputting what into where.&lt;br /&gt;
&lt;br /&gt;
=== Feeding with fuel ===&lt;br /&gt;
Great! But what does the big flashing red symbol mean? Well, there isn&#039;t any &#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039; in the drill or the furnace.&lt;br /&gt;
&lt;br /&gt;
You can power them with either [[Wood]] or [[Coal]]. To collect them, you&#039;ll need to cut trees or mine coal, with right click.&lt;br /&gt;
&lt;br /&gt;
Assuming that you now have a pickaxe and have found some fuel, it&#039;s about time we went and made the furnace and drill start working for you. By left clicking on the furnace or drill, their interface will open.&lt;br /&gt;
:[[File:Interface.PNG|center|thumb|upright=4]]&lt;br /&gt;
To place your fuel into the machine, simply left click it to pick it up and left click again to put it into the fuel slot.&lt;br /&gt;
&lt;br /&gt;
If you want to split a &#039;&#039;&#039;[[Storage/Stack|stack]]&#039;&#039;&#039; in half, so that your furnace and drill can both get half of your fuel, right click the stack in your inventory and then place it in the fuel slot. Easy as that! Now both of your machines should be running and automatically making you some iron plates! Try also CTRL-left click: this will feed half of the stack you&#039;re holding into the machine.&lt;br /&gt;
&lt;br /&gt;
You can use an identical setup for copper ore to get copper plates.&lt;br /&gt;
&lt;br /&gt;
== Production upgrade! ==&lt;br /&gt;
&lt;br /&gt;
You know what&#039;s better than iron plates? &#039;&#039;More&#039;&#039; iron plates! Why don&#039;t we go ahead and get them?&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need to craft some extra drills. If you hover over drill in the crafting menu, you&#039;ll see two lists of materials. The first list shows the components needed to make the drill; the second one at the very bottom of the tooltip window shows the raw resources needed to craft it.&lt;br /&gt;
Unlike other games, you do not need to create the pre-requisite items before you select the item you want to make. All required items are crafted for you.&lt;br /&gt;
You can see this process happening on the bottom left of the screen, where your Crafting Queue is.&lt;br /&gt;
You can also queue up more crafting orders, as long as you have the necessary materials on you, and they&#039;ll get carried out one after the other.&lt;br /&gt;
:[[File:Recipe.PNG|center|upright=2|thumb]]&lt;br /&gt;
Now that you can afford some extra drill and furnaces, you should automate the acquisition of both coal and stone.&lt;br /&gt;
These are easy to set up and work essentially the same as the iron setup.&lt;br /&gt;
For Coal, you can have two drills facing each other: they&#039;ll run on the coal they get fed by their partner and you can collect the surplus.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget that you can collect resources from machines without opening their inventories, with CTRL-LMB.&lt;br /&gt;
You might also want to activate the detailed view, by pressing the ALT key once. You can deactivate it by pressing ALT again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleCoal.PNG|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And for stone you can have the drill output directly into a chest.&lt;br /&gt;
&lt;br /&gt;
Once this is all setup up, you will probably want to make it go faster. Set up more drills with furnaces for the iron, setup some for copper and maybe lay more drills on the coal to cover for the extra coal production.&lt;br /&gt;
In the early game, the most used resource is iron, so you&#039;ll probably need twice as many miners on iron than copper, if not more. But expect copper to become more and more important the more you mess with electricity and electronics!&lt;br /&gt;
&lt;br /&gt;
=== More automation ===&lt;br /&gt;
&lt;br /&gt;
Great! So now you have four or so furnaces making iron, a couple making copper, some stone production and a good amount of coal production.&lt;br /&gt;
But you know what really sucks? having to run the coal around to all your other machines, right? Well let&#039;s automate that too!&lt;br /&gt;
Conveyor belts and inserters are the way of the future! The output slots on the drill can also output onto conveyor belts to be transported to your other machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CoalConveyor.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we can take our coal to other places with no effort, we just need a way to input the coal into those machine.&lt;br /&gt;
This is where [[Inserters]] step in. In the first few stages of the game, you can use burner inserters as a cheap way to move items from anything to anything. You can move object from the ground, chests, machines and put them wherever you want.&lt;br /&gt;
Burner Inserters themselves require coal to run though, which makes this a little counter intuitive to have to fuel them instead of the machines you are trying to fuel anyway.&lt;br /&gt;
Here is a small example of inserters working. Notice that the flat line is where the inserters will pick up from, and the arrow is where they will place the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleOreProcessing.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, so now we know how to automatically mine things and then how to automatically move things from one place to another, and then to place said items into machine or out of machines.&lt;br /&gt;
&lt;br /&gt;
Next up we want to get some [[electric network|electricity]] so that we can have inserters that run of that instead of fuel.&lt;br /&gt;
&lt;br /&gt;
== Electrical power ==&lt;br /&gt;
&lt;br /&gt;
Electricity. This is where things start to get interesting. We&#039;re going to need a single [[Offshore pump|Offshore Pump]], some boilers and a [[Steam engine|Steam Engine]]. These are really simple to set up, they just require twenty-some iron plates and 5 stone per boiler. The offshore pump goes in the water and needs no power to run. From there, you can either use pipes to transport the water to boilers, or you can run boilers straight from the pump. Boilers allow water to flow through them just like pipes do, except they also heat the water along the way and cannot be used as corners. The pipes or the boilers then connect to the middle of the short side of the steam engine. Make sure you connect it in the right place or it won&#039;t work. Moreover, steam engines allow water to run through them just like boilers, so you can have as many engine as you want connected in a row. Here is a small example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleGeneratorSetup.png|center|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you need to use power poles to carry power to your machines. Place some down so that their coverage area (the blue square) overlaps each steam engine in at least one square. If they are going to connect, the machines that use power will be shown with a blue outline around their edges.&lt;br /&gt;
&lt;br /&gt;
If the steam engine is producing power but nothing is using it, it&#039;ll show a yellow flashing icon: right now it&#039;s showing because we don&#039;t have electric machines yet!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LonelyTurbine.PNG|center|upright=1|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your power setup can look however you want it to look.&lt;br /&gt;
A great method is to have a line of boilers that supply a certain amount of steam engines with hot water, and then you can use transport belts to bring coal to them for inserters to place inside them so that your electricity is always running.&lt;br /&gt;
&lt;br /&gt;
The most often used setup is 1 offshore pump, 14 boilers and 10 steam engines. This is due to this being the best ratio between the 3 of them. 1 pump produces enough water for 10 engine, and the 14 boilers is sufficient to heat the water for that many. The example above is easily expanded into this efficient design. But hey, this game is all about experimentation and for you to be able to find ways to do your own things! So get to it, and show off your own unique designs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:steamSetupExample.png|center|upright=4|thumb|Here&#039;s my personal favorite setup. Even easier to power when medium powerpoles are available.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using this power is as simple as creating a machine that runs on electricity and placing a power pole close enough to it that the blue square touches the machine, just like you have to do at the power plant with the engines. Make sure that there is a line of power poles that actually connect to your power plant.&lt;br /&gt;
&lt;br /&gt;
Now that power is explained, we need to increase our resource production.&lt;br /&gt;
&lt;br /&gt;
However, if you want detailed info on your power production/consumption, you can check the [[Power Production#What_can_be_seen_from_the_electric_network_info.3F|Detailed Electric Network Info]], opened by clicking on any powerpole.&lt;br /&gt;
&lt;br /&gt;
== Re-thinking our resources and research ==&lt;br /&gt;
&lt;br /&gt;
Next we really want to get onto automation of items, not just the smelting of ores.&lt;br /&gt;
&lt;br /&gt;
Before we can get to that though, we&#039;re going to have increase our production of ores. This is where things start becoming a little tricky and there are few things you want to do at once.&lt;br /&gt;
We really want to be able to set the factory to make things and let it go. But for that we need some extra utilities which we don&#039;t have and need to get through [[research]].&lt;br /&gt;
&lt;br /&gt;
We haven&#039;t even touched on that yet! lets start by cranking up our resource production. Now that we have electricity, we can use [[Mining Drill|Electric Mining Drills]]. These are much better than those scummy Burner ones. They work exactly the same except they are twice as fast and they don&#039;t rely on fuel, as you could guess by the names. You can have them to output your raw resources onto belts and get them to a place where you can mass process the ores into plates. Here is a small example of what you could do, but let your imagination and your calculating logic figure out other, maybe even better ways of doing it! You want ore to be split more or less evenly on each side of the belts. This helps with the amount of resources that can be carried to your base of operations on a single belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BasicElectricMiners.PNG|center|upright=1.5|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is once again easily expandable all over an iron deposit. This conveyor belt can then take all of the ore to some sort of processing area. The processing area needs some machines that we currently don&#039;t have due to limitations in our research.&lt;br /&gt;
&lt;br /&gt;
Most importantly, we want the [[long handed inserter]]. This inserter is able to reach twice as far as a normal inserter! It is very useful for bringing or placing items to or from conveyor belts that are one extra tile away. So what we need to do is to make some science labs. They don&#039;t cost too many resources, but take a little while to make. Craft one or two of them and connect them to power. When you first place one, you are going to get a popup asking you want you want to research. We really want automation right now. This gives us our inserters and the Assembling machine 1, which is going to be very useful in the near future.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that the cost for this is 10 Science Pack 1&#039;s, or &amp;quot;red potions&amp;quot; or &amp;quot;flasks&amp;quot; as some people like to call them. These are simply another crafted item, which you should craft 10 of now and place them in your labs to begin researching. While you are waiting for your flasks to craft or your research to complete, lets continue building an ore processing center. We want a line of copper, iron and coal to be available for this area. Despite being in the electric era, our furnaces still need coal until a little further down the line.&lt;br /&gt;
&lt;br /&gt;
Below is another sample of how you &#039;&#039;could&#039;&#039; set up your area. There are efficient ways of making them that you might see on the forum, but if you want to learn about what they are and how they work, you can either experiment yourself or search the wiki/forum for some better designs.&lt;br /&gt;
&lt;br /&gt;
[[File:OreProcessingArea.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
As per usual, I leave this area with plenty of room to expand later on when demands become higher. The important parts about this is that you need the red, long handed inserters to be able to reach the coal in the middle to fuel your furnaces. You need seperate belts for your incoming raw materials to be able to be processed, and then another belt outside of them to handle the output after they have been smelted. These materials can then go straight into your base to be made into a myriad of other things. Finally, we have a steady and upgradeable supply of copper and iron plates, and we can get into further automation with the assembling machines so we can automate creation of things like Science Packs, Ammunition and every other item that the player themselves can craft, but without you involved at all!&lt;br /&gt;
&lt;br /&gt;
== Automating that research ==&lt;br /&gt;
&lt;br /&gt;
Ok, so a fair amount has happened. Now, to be able to progress into later parts of the game with better research we are going to want automate the process of making science packs and putting them into the labs. This way we won&#039;t have to worry about research any longer.&lt;br /&gt;
&lt;br /&gt;
There are many designs that you can find on the forums, but I&#039;ll show you something simple, letting you find what works for you. I would highly recommend that you research Logistics as your next research, and in fact manually craft the science required for this. The logistic research gives you some important things: the [[splitters|splitter]], the [[underground belts|underground belt]] and the [[fast inserter]]. The splitter and underground belts are some of the most important items you&#039;ll get at this stage. They do pretty much what their names imply.&lt;br /&gt;
&lt;br /&gt;
So what do science packs require? We need copper plates and iron gears. So far we have only dealt with raw resources, how do we make craftable things? The Assembler answers your prayers! If you place an assembler down and open its interface, it asks you what you would like it to craft. Once you select one, if you put the ingredients in that it requires it will craft the item and you can pull out the finished product. In the case of red science packs, we will need an assembler making iron gears, and an assembler making the actual packs. A nice way of doing this is to have a conveyor belt with 1 side containing the copper plates and the other side taking the gears from another assembler like below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RedScienceProduction.PNG|center|thumb|upright=3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now this picture uses a few neat little tricks that I will explain in detail. If you have your plate belts seperate, and you want them running side by side there can be issues with trying to grab one or the other resources from the far belt. Yes, you could use a long inserter, but in some cases you don&#039;t want this (e.g. you need a fast inserter to get resources quickly into your assemblers).&lt;br /&gt;
&lt;br /&gt;
The area in red is a good way to get around this. By having a splitter, you can move the far belt from your production in close while also allowing it to continue down the line for later use. For the copper, we use an underground belt to go underneath the area that is now taken by the far line which also allows the copper to continue on. Once again, this is only one possible method of doing things and you are in no way obligated to follow it.&lt;br /&gt;
&lt;br /&gt;
The area in blue is a quick way to allow copper to continue down the main line, while also splitting some off for our red science assemblers. Notice how when it joins the line that the gears are on, they only join the bottom side of the belt. The little extra belt that I added to the left stops the belt from becoming a turn, and therefore makes the items only join the side I want them to. The rest is simple: the gears and copper get pulled into the assemblers, they make the science and then it gets pulled out again on the other side. These flasks can then be transported to some labs to automatically do your research for you, for example like this:&lt;br /&gt;
&lt;br /&gt;
[[File:SmallScience.PNG|center|thumb|upright=3]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7765 Newbie Tips?]&lt;/div&gt;</summary>
		<author><name>DrConsole</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Quick_start_guide/de&amp;diff=124718</id>
		<title>Tutorial:Quick start guide/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Quick_start_guide/de&amp;diff=124718"/>
		<updated>2016-04-22T22:41:43Z</updated>

		<summary type="html">&lt;p&gt;DrConsole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Erste Schritte ==&lt;br /&gt;
Sie haben also grade Factorio entdeckt und das Tuturial durchgespielt und haben keine Idee was Sie machen sollen? Kein Problem. Lassen Sie uns versuchen Ihnen das Spiel etwas näher zu bringen.&lt;br /&gt;
&lt;br /&gt;
=== Spiel beginnen ===&lt;br /&gt;
Wenn Sie das Spiel starten werden Sie zunächst das Hauptmenü sehen. Sie werden hier zunächst die richtigen Punkte anklicken müssen.&lt;br /&gt;
&lt;br /&gt;
Sie sollten zuerst &amp;quot;Spielen&amp;quot; und dann &amp;quot;Neues Spiel&amp;quot; wählen. Dann sollten Sie ein größeres Menü für die [[Game/World generator|Einstellungen der Karte]] sehen.&lt;br /&gt;
Die Vorgabewerte sind für das erste Spiel vollkommen ausreichend.&lt;br /&gt;
&lt;br /&gt;
==== Kartengenerator ====&lt;br /&gt;
Sie können mit diesen Werten etwas rumspielen um die [[Game/World generator|Karte generieren zu lassen]] wie Sie es möchten. Diese Werte können die Schwierigkeit der Karte stark beeinflussen.&lt;br /&gt;
&lt;br /&gt;
Jeder Resourcentyp, ebenso wie Feindbasen, wird durch drei Werte gesteuert: Frequenz, Größe und Reichhaltigkeit.&lt;br /&gt;
* Die Frequenz bestimmt, wie oft Erzvorkommen oder feindliche Basen Ihnen auf der Karte begegnen&lt;br /&gt;
* Die Größe bestimmt, wie große die Erzvorkommen oder Feindbasen sind&lt;br /&gt;
* Die Reichhaltigkeit bestimmt wie viele Resourcen auf einem Erzfeld vorhanden sind und wie dicht die Feindbasen besiedelt sind&lt;br /&gt;
&lt;br /&gt;
Für eine eine einfachere Anfangserfahrung sollten Sie die Frequenz der Resourcen aus &amp;quot;Sehr Hoch&amp;quot; und die Reichhaltigkeit auf &amp;quot;Sehr Gut&amp;quot; setzen.&lt;br /&gt;
Dies wird sicherstellen, dass Sie genug Resourcen zur Verfügung haben und keine Weltreise vom Startpunkt aus unternehmen müssen um Resourcen zu finden. Eventuell sollten Sie die Größe der Feindbasen auf &amp;quot;Sehr Klein&amp;quot; setzten um die Anzahl der Feinde zu senken.&lt;br /&gt;
&lt;br /&gt;
Wenn Sie mehr über den Kartengenerator wissen möchten, sollten Sie [[Game/World generator|diesen Artikel]] lesen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Peaceful Mode ====&lt;br /&gt;
&lt;br /&gt;
If you want to enjoy building and not be bothered by enemies, check the &amp;quot;peaceful mode&amp;quot; option. Enemies will still spawn, but they&#039;ll stay where they are until you go to them.&lt;br /&gt;
&lt;br /&gt;
Once you have changed any options you want to change, press &amp;quot;Generate.&amp;quot; A new world will be generated, your player will spawn, and you&#039;re ready to play!&lt;br /&gt;
&lt;br /&gt;
===Useful Key Bindings===&lt;br /&gt;
&lt;br /&gt;
While most of the controls and key combinations can be found in the controls of the game options, many people tend not to look there. Here are the essentials:&lt;br /&gt;
{{:Game/Keyboard bindings}}&lt;br /&gt;
Please refer to [[Game/Keyboard bindings]] to know more about keybindings and how to configure them.&lt;br /&gt;
&lt;br /&gt;
== The very first moments ==&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
Make sure that you have these four resources close to your spawn location. You want to have [[Coal]], [[Copper ore]], [[Iron ore]], and [[Stone]] within a reasonable proximity to each other; the farther apart they are the harder it will be to use them together (trust us, they will be used together).&lt;br /&gt;
&lt;br /&gt;
If your spawn area doesn&#039;t hold one of these resources, or they are too scarce or too far apart, simply hit the Escape key and choose &amp;quot;Restart.&amp;quot; This will re-generate game world and you will spawn in a new starting location.&lt;br /&gt;
&lt;br /&gt;
Later we will also need [[Water]], and much later we will also need [[Crude Oil]]. However, these two, being liquids, are much easier to transport over distance than the four solid resources. It&#039;s OK if your starting area doesn&#039;t have immediate access to water or oil.&lt;br /&gt;
&lt;br /&gt;
Everything in Factorio is made from these six basic resources, which is why the game will be more difficult if your starting location does not have easy access to most of them (especially the four solid resources).&lt;br /&gt;
&lt;br /&gt;
=== Craft a pickaxe ===&lt;br /&gt;
&lt;br /&gt;
Go towards whichever resource you choose and hold right click. This will give you a small progress bar at the bottom, which when complete will give you some of those resources. You might find that chopping trees and mining ores manually is really slow. If you look at your character, he&#039;s just bashing at them with a stick! How about a tool upgrade? Press E to open up your inventory and the crafting menu. Select the gears tab up the top for &amp;quot;Production&amp;quot;, and left click on the iron pickaxe in there. This will increase your mining speed by a significant amount.&lt;br /&gt;
&lt;br /&gt;
=== Placing mines and furnaces ===&lt;br /&gt;
&lt;br /&gt;
You begin your journey with a humble [[Stone Furnace]] and a [[Burner Mining Drill]]. What do we do with these?&lt;br /&gt;
First of all, you should place your [[Mining drill|drill]] on the edge of an iron deposit, facing towards a [[Furnace]]. &lt;br /&gt;
&lt;br /&gt;
You can change the direction of the Drill by either pressing &amp;quot;R&amp;quot; before you place it, or after by hovering over it with the mouse and pressing &amp;quot;R&amp;quot;. The little yellow arrow shows where the mined iron ore will come out. You want the Furnace to be in front of that arrow, so that the drill automatically inputs into the furnace. You should get something like this.&lt;br /&gt;
:[[File:SimpleOre.PNG|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember to press &amp;quot;ALT&amp;quot; to activate the detailed view.&#039;&#039;&#039; This makes it easier to see what is inputting what into where.&lt;br /&gt;
&lt;br /&gt;
=== Feeding with fuel ===&lt;br /&gt;
Great! But what does the big flashing red symbol mean? Well, there isn&#039;t any &#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039; in the drill or the furnace.&lt;br /&gt;
&lt;br /&gt;
You can power them with either [[Wood]] or [[Coal]]. To collect them, you&#039;ll need to cut trees or mine coal, with right click.&lt;br /&gt;
&lt;br /&gt;
Assuming that you now have a pickaxe and have found some fuel, it&#039;s about time we went and made the furnace and drill start working for you. By left clicking on the furnace or drill, their interface will open.&lt;br /&gt;
:[[File:Interface.PNG|center|thumb|upright=4]]&lt;br /&gt;
To place your fuel into the machine, simply left click it to pick it up and left click again to put it into the fuel slot.&lt;br /&gt;
&lt;br /&gt;
If you want to split a &#039;&#039;&#039;[[Storage/Stack|stack]]&#039;&#039;&#039; in half, so that your furnace and drill can both get half of your fuel, right click the stack in your inventory and then place it in the fuel slot. Easy as that! Now both of your machines should be running and automatically making you some iron plates! Try also CTRL-left click: this will feed half of the stack you&#039;re holding into the machine.&lt;br /&gt;
&lt;br /&gt;
You can use an identical setup for copper ore to get copper plates.&lt;br /&gt;
&lt;br /&gt;
== Production upgrade! ==&lt;br /&gt;
&lt;br /&gt;
You know what&#039;s better than iron plates? &#039;&#039;More&#039;&#039; iron plates! Why don&#039;t we go ahead and get them?&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need to craft some extra drills. If you hover over drill in the crafting menu, you&#039;ll see two lists of materials. The first list shows the components needed to make the drill; the second one at the very bottom of the tooltip window shows the raw resources needed to craft it.&lt;br /&gt;
Unlike other games, you do not need to create the pre-requisite items before you select the item you want to make. All required items are crafted for you.&lt;br /&gt;
You can see this process happening on the bottom left of the screen, where your Crafting Queue is.&lt;br /&gt;
You can also queue up more crafting orders, as long as you have the necessary materials on you, and they&#039;ll get carried out one after the other.&lt;br /&gt;
:[[File:Recipe.PNG|center|upright=2|thumb]]&lt;br /&gt;
Now that you can afford some extra drill and furnaces, you should automate the acquisition of both coal and stone.&lt;br /&gt;
These are easy to set up and work essentially the same as the iron setup.&lt;br /&gt;
For Coal, you can have two drills facing each other: they&#039;ll run on the coal they get fed by their partner and you can collect the surplus.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget that you can collect resources from machines without opening their inventories, with CTRL-LMB.&lt;br /&gt;
You might also want to activate the detailed view, by pressing the ALT key once. You can deactivate it by pressing ALT again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleCoal.PNG|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And for stone you can have the drill output directly into a chest.&lt;br /&gt;
&lt;br /&gt;
Once this is all setup up, you will probably want to make it go faster. Set up more drills with furnaces for the iron, setup some for copper and maybe lay more drills on the coal to cover for the extra coal production.&lt;br /&gt;
In the early game, the most used resource is iron, so you&#039;ll probably need twice as many miners on iron than copper, if not more. But expect copper to become more and more important the more you mess with electricity and electronics!&lt;br /&gt;
&lt;br /&gt;
=== More automation ===&lt;br /&gt;
&lt;br /&gt;
Great! So now you have four or so furnaces making iron, a couple making copper, some stone production and a good amount of coal production.&lt;br /&gt;
But you know what really sucks? having to run the coal around to all your other machines, right? Well let&#039;s automate that too!&lt;br /&gt;
Conveyor belts and inserters are the way of the future! The output slots on the drill can also output onto conveyor belts to be transported to your other machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CoalConveyor.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we can take our coal to other places with no effort, we just need a way to input the coal into those machine.&lt;br /&gt;
This is where [[Inserters]] step in. In the first few stages of the game, you can use burner inserters as a cheap way to move items from anything to anything. You can move object from the ground, chests, machines and put them wherever you want.&lt;br /&gt;
Burner Inserters themselves require coal to run though, which makes this a little counter intuitive to have to fuel them instead of the machines you are trying to fuel anyway.&lt;br /&gt;
Here is a small example of inserters working. Notice that the flat line is where the inserters will pick up from, and the arrow is where they will place the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleOreProcessing.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, so now we know how to automatically mine things and then how to automatically move things from one place to another, and then to place said items into machine or out of machines.&lt;br /&gt;
&lt;br /&gt;
Next up we want to get some [[electric network|electricity]] so that we can have inserters that run of that instead of fuel.&lt;br /&gt;
&lt;br /&gt;
== Electrical power ==&lt;br /&gt;
&lt;br /&gt;
Electricity. This is where things start to get interesting. We&#039;re going to need a single [[Offshore pump|Offshore Pump]], some boilers and a [[Steam engine|Steam Engine]]. These are really simple to set up, they just require twenty-some iron plates and 5 stone per boiler. The offshore pump goes in the water and needs no power to run. From there, you can either use pipes to transport the water to boilers, or you can run boilers straight from the pump. Boilers allow water to flow through them just like pipes do, except they also heat the water along the way and cannot be used as corners. The pipes or the boilers then connect to the middle of the short side of the steam engine. Make sure you connect it in the right place or it won&#039;t work. Moreover, steam engines allow water to run through them just like boilers, so you can have as many engine as you want connected in a row. Here is a small example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleGeneratorSetup.png|center|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you need to use power poles to carry power to your machines. Place some down so that their coverage area (the blue square) overlaps each steam engine in at least one square. If they are going to connect, the machines that use power will be shown with a blue outline around their edges.&lt;br /&gt;
&lt;br /&gt;
If the steam engine is producing power but nothing is using it, it&#039;ll show a yellow flashing icon: right now it&#039;s showing because we don&#039;t have electric machines yet!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LonelyTurbine.PNG|center|upright=1|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your power setup can look however you want it to look.&lt;br /&gt;
A great method is to have a line of boilers that supply a certain amount of steam engines with hot water, and then you can use transport belts to bring coal to them for inserters to place inside them so that your electricity is always running.&lt;br /&gt;
&lt;br /&gt;
The most often used setup is 1 offshore pump, 14 boilers and 10 steam engines. This is due to this being the best ratio between the 3 of them. 1 pump produces enough water for 10 engine, and the 14 boilers is sufficient to heat the water for that many. The example above is easily expanded into this efficient design. But hey, this game is all about experimentation and for you to be able to find ways to do your own things! So get to it, and show off your own unique designs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:steamSetupExample.png|center|upright=4|thumb|Here&#039;s my personal favorite setup. Even easier to power when medium powerpoles are available.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using this power is as simple as creating a machine that runs on electricity and placing a power pole close enough to it that the blue square touches the machine, just like you have to do at the power plant with the engines. Make sure that there is a line of power poles that actually connect to your power plant.&lt;br /&gt;
&lt;br /&gt;
Now that power is explained, we need to increase our resource production.&lt;br /&gt;
&lt;br /&gt;
However, if you want detailed info on your power production/consumption, you can check the [[Power Production#What_can_be_seen_from_the_electric_network_info.3F|Detailed Electric Network Info]], opened by clicking on any powerpole.&lt;br /&gt;
&lt;br /&gt;
== Re-thinking our resources and research ==&lt;br /&gt;
&lt;br /&gt;
Next we really want to get onto automation of items, not just the smelting of ores.&lt;br /&gt;
&lt;br /&gt;
Before we can get to that though, we&#039;re going to have increase our production of ores. This is where things start becoming a little tricky and there are few things you want to do at once.&lt;br /&gt;
We really want to be able to set the factory to make things and let it go. But for that we need some extra utilities which we don&#039;t have and need to get through [[research]].&lt;br /&gt;
&lt;br /&gt;
We haven&#039;t even touched on that yet! lets start by cranking up our resource production. Now that we have electricity, we can use [[Mining Drill|Electric Mining Drills]]. These are much better than those scummy Burner ones. They work exactly the same except they are twice as fast and they don&#039;t rely on fuel, as you could guess by the names. You can have them to output your raw resources onto belts and get them to a place where you can mass process the ores into plates. Here is a small example of what you could do, but let your imagination and your calculating logic figure out other, maybe even better ways of doing it! You want ore to be split more or less evenly on each side of the belts. This helps with the amount of resources that can be carried to your base of operations on a single belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BasicElectricMiners.PNG|center|upright=1.5|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is once again easily expandable all over an iron deposit. This conveyor belt can then take all of the ore to some sort of processing area. The processing area needs some machines that we currently don&#039;t have due to limitations in our research.&lt;br /&gt;
&lt;br /&gt;
Most importantly, we want the [[long handed inserter]]. This inserter is able to reach twice as far as a normal inserter! It is very useful for bringing or placing items to or from conveyor belts that are one extra tile away. So what we need to do is to make some science labs. They don&#039;t cost too many resources, but take a little while to make. Craft one or two of them and connect them to power. When you first place one, you are going to get a popup asking you want you want to research. We really want automation right now. This gives us our inserters and the Assembling machine 1, which is going to be very useful in the near future.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that the cost for this is 10 Science Pack 1&#039;s, or &amp;quot;red potions&amp;quot; or &amp;quot;flasks&amp;quot; as some people like to call them. These are simply another crafted item, which you should craft 10 of now and place them in your labs to begin researching. While you are waiting for your flasks to craft or your research to complete, lets continue building an ore processing center. We want a line of copper, iron and coal to be available for this area. Despite being in the electric era, our furnaces still need coal until a little further down the line.&lt;br /&gt;
&lt;br /&gt;
Below is another sample of how you &#039;&#039;could&#039;&#039; set up your area. There are efficient ways of making them that you might see on the forum, but if you want to learn about what they are and how they work, you can either experiment yourself or search the wiki/forum for some better designs.&lt;br /&gt;
&lt;br /&gt;
[[File:OreProcessingArea.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
As per usual, I leave this area with plenty of room to expand later on when demands become higher. The important parts about this is that you need the red, long handed inserters to be able to reach the coal in the middle to fuel your furnaces. You need seperate belts for your incoming raw materials to be able to be processed, and then another belt outside of them to handle the output after they have been smelted. These materials can then go straight into your base to be made into a myriad of other things. Finally, we have a steady and upgradeable supply of copper and iron plates, and we can get into further automation with the assembling machines so we can automate creation of things like Science Packs, Ammunition and every other item that the player themselves can craft, but without you involved at all!&lt;br /&gt;
&lt;br /&gt;
== Automating that research ==&lt;br /&gt;
&lt;br /&gt;
Ok, so a fair amount has happened. Now, to be able to progress into later parts of the game with better research we are going to want automate the process of making science packs and putting them into the labs. This way we won&#039;t have to worry about research any longer.&lt;br /&gt;
&lt;br /&gt;
There are many designs that you can find on the forums, but I&#039;ll show you something simple, letting you find what works for you. I would highly recommend that you research Logistics as your next research, and in fact manually craft the science required for this. The logistic research gives you some important things: the [[splitters|splitter]], the [[underground belts|underground belt]] and the [[fast inserter]]. The splitter and underground belts are some of the most important items you&#039;ll get at this stage. They do pretty much what their names imply.&lt;br /&gt;
&lt;br /&gt;
So what do science packs require? We need copper plates and iron gears. So far we have only dealt with raw resources, how do we make craftable things? The Assembler answers your prayers! If you place an assembler down and open its interface, it asks you what you would like it to craft. Once you select one, if you put the ingredients in that it requires it will craft the item and you can pull out the finished product. In the case of red science packs, we will need an assembler making iron gears, and an assembler making the actual packs. A nice way of doing this is to have a conveyor belt with 1 side containing the copper plates and the other side taking the gears from another assembler like below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RedScienceProduction.PNG|center|thumb|upright=3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now this picture uses a few neat little tricks that I will explain in detail. If you have your plate belts seperate, and you want them running side by side there can be issues with trying to grab one or the other resources from the far belt. Yes, you could use a long inserter, but in some cases you don&#039;t want this (e.g. you need a fast inserter to get resources quickly into your assemblers).&lt;br /&gt;
&lt;br /&gt;
The area in red is a good way to get around this. By having a splitter, you can move the far belt from your production in close while also allowing it to continue down the line for later use. For the copper, we use an underground belt to go underneath the area that is now taken by the far line which also allows the copper to continue on. Once again, this is only one possible method of doing things and you are in no way obligated to follow it.&lt;br /&gt;
&lt;br /&gt;
The area in blue is a quick way to allow copper to continue down the main line, while also splitting some off for our red science assemblers. Notice how when it joins the line that the gears are on, they only join the bottom side of the belt. The little extra belt that I added to the left stops the belt from becoming a turn, and therefore makes the items only join the side I want them to. The rest is simple: the gears and copper get pulled into the assemblers, they make the science and then it gets pulled out again on the other side. These flasks can then be transported to some labs to automatically do your research for you, for example like this:&lt;br /&gt;
&lt;br /&gt;
[[File:SmallScience.PNG|center|thumb|upright=3]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7765 Newbie Tips?]&lt;/div&gt;</summary>
		<author><name>DrConsole</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Quick_start_guide/de&amp;diff=124717</id>
		<title>Tutorial:Quick start guide/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Quick_start_guide/de&amp;diff=124717"/>
		<updated>2016-04-22T22:26:03Z</updated>

		<summary type="html">&lt;p&gt;DrConsole: Beginning of the translation to german&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Erste Schritte ==&lt;br /&gt;
Sie haben also grade Factorio entdeckt und das Tuturial durchgespielt und haben keine Idee was Sie machen sollen? Kein Problem. Lassen Sie uns versuchen Ihnen das Spiel etwas näher zu bringen.&lt;br /&gt;
&lt;br /&gt;
=== Spiel beginnen ===&lt;br /&gt;
Wenn Sie das Spiel starten werden Sie zunächst das Hauptmenü sehen. Sie werden hier zunächst die richtigen Punkte anklicken müssen.&lt;br /&gt;
&lt;br /&gt;
Sie sollten zuerst &amp;quot;Spielen&amp;quot; und dann &amp;quot;Neues Spiel&amp;quot; wählen. Dann sollten Sie ein größeres Menü für die [[Game/World generator|Einstellungen der Karte]] sehen.&lt;br /&gt;
Die Vorgabewerte sind für das erste Spiel vollkommen ausreichend.&lt;br /&gt;
&lt;br /&gt;
==== Kartengenerator ====&lt;br /&gt;
&lt;br /&gt;
You can fiddle with these options to make the [[Game/World generator|world generate]] how you want it to. These options can greatly affect the difficulty of your world.&lt;br /&gt;
&lt;br /&gt;
Each resource type, along with enemy bases, is controlled by 3 values: frequency, size and richness.&lt;br /&gt;
* Frequency relates to how often you&#039;ll see ore veins or enemy bases within the game world&lt;br /&gt;
* Size relates to how large these veins or bases are&lt;br /&gt;
* Richness relates to how many resources ore tiles will product before running dry, and how dense enemy bases are&lt;br /&gt;
&lt;br /&gt;
For an easier beginner experience, set the frequency of iron ore, copper ore, stone, coal, and crude oil to &amp;quot;Very High&amp;quot; and the richness of &amp;quot;Very Good.&amp;quot; This will ensure you have plenty of resources available, and that you will not have to venture far from your starting area to find resources. You may also want to set the size of enemy bases to &amp;quot;Very Small&amp;quot; to lower the number of enemies.&lt;br /&gt;
&lt;br /&gt;
If you want to know more about the world generator, [[Game/World generator|read this article.]]&lt;br /&gt;
&lt;br /&gt;
==== Peaceful Mode ====&lt;br /&gt;
&lt;br /&gt;
If you want to enjoy building and not be bothered by enemies, check the &amp;quot;peaceful mode&amp;quot; option. Enemies will still spawn, but they&#039;ll stay where they are until you go to them.&lt;br /&gt;
&lt;br /&gt;
Once you have changed any options you want to change, press &amp;quot;Generate.&amp;quot; A new world will be generated, your player will spawn, and you&#039;re ready to play!&lt;br /&gt;
&lt;br /&gt;
===Useful Key Bindings===&lt;br /&gt;
&lt;br /&gt;
While most of the controls and key combinations can be found in the controls of the game options, many people tend not to look there. Here are the essentials:&lt;br /&gt;
{{:Game/Keyboard bindings}}&lt;br /&gt;
Please refer to [[Game/Keyboard bindings]] to know more about keybindings and how to configure them.&lt;br /&gt;
&lt;br /&gt;
== The very first moments ==&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
Make sure that you have these four resources close to your spawn location. You want to have [[Coal]], [[Copper ore]], [[Iron ore]], and [[Stone]] within a reasonable proximity to each other; the farther apart they are the harder it will be to use them together (trust us, they will be used together).&lt;br /&gt;
&lt;br /&gt;
If your spawn area doesn&#039;t hold one of these resources, or they are too scarce or too far apart, simply hit the Escape key and choose &amp;quot;Restart.&amp;quot; This will re-generate game world and you will spawn in a new starting location.&lt;br /&gt;
&lt;br /&gt;
Later we will also need [[Water]], and much later we will also need [[Crude Oil]]. However, these two, being liquids, are much easier to transport over distance than the four solid resources. It&#039;s OK if your starting area doesn&#039;t have immediate access to water or oil.&lt;br /&gt;
&lt;br /&gt;
Everything in Factorio is made from these six basic resources, which is why the game will be more difficult if your starting location does not have easy access to most of them (especially the four solid resources).&lt;br /&gt;
&lt;br /&gt;
=== Craft a pickaxe ===&lt;br /&gt;
&lt;br /&gt;
Go towards whichever resource you choose and hold right click. This will give you a small progress bar at the bottom, which when complete will give you some of those resources. You might find that chopping trees and mining ores manually is really slow. If you look at your character, he&#039;s just bashing at them with a stick! How about a tool upgrade? Press E to open up your inventory and the crafting menu. Select the gears tab up the top for &amp;quot;Production&amp;quot;, and left click on the iron pickaxe in there. This will increase your mining speed by a significant amount.&lt;br /&gt;
&lt;br /&gt;
=== Placing mines and furnaces ===&lt;br /&gt;
&lt;br /&gt;
You begin your journey with a humble [[Stone Furnace]] and a [[Burner Mining Drill]]. What do we do with these?&lt;br /&gt;
First of all, you should place your [[Mining drill|drill]] on the edge of an iron deposit, facing towards a [[Furnace]]. &lt;br /&gt;
&lt;br /&gt;
You can change the direction of the Drill by either pressing &amp;quot;R&amp;quot; before you place it, or after by hovering over it with the mouse and pressing &amp;quot;R&amp;quot;. The little yellow arrow shows where the mined iron ore will come out. You want the Furnace to be in front of that arrow, so that the drill automatically inputs into the furnace. You should get something like this.&lt;br /&gt;
:[[File:SimpleOre.PNG|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember to press &amp;quot;ALT&amp;quot; to activate the detailed view.&#039;&#039;&#039; This makes it easier to see what is inputting what into where.&lt;br /&gt;
&lt;br /&gt;
=== Feeding with fuel ===&lt;br /&gt;
Great! But what does the big flashing red symbol mean? Well, there isn&#039;t any &#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039; in the drill or the furnace.&lt;br /&gt;
&lt;br /&gt;
You can power them with either [[Wood]] or [[Coal]]. To collect them, you&#039;ll need to cut trees or mine coal, with right click.&lt;br /&gt;
&lt;br /&gt;
Assuming that you now have a pickaxe and have found some fuel, it&#039;s about time we went and made the furnace and drill start working for you. By left clicking on the furnace or drill, their interface will open.&lt;br /&gt;
:[[File:Interface.PNG|center|thumb|upright=4]]&lt;br /&gt;
To place your fuel into the machine, simply left click it to pick it up and left click again to put it into the fuel slot.&lt;br /&gt;
&lt;br /&gt;
If you want to split a &#039;&#039;&#039;[[Storage/Stack|stack]]&#039;&#039;&#039; in half, so that your furnace and drill can both get half of your fuel, right click the stack in your inventory and then place it in the fuel slot. Easy as that! Now both of your machines should be running and automatically making you some iron plates! Try also CTRL-left click: this will feed half of the stack you&#039;re holding into the machine.&lt;br /&gt;
&lt;br /&gt;
You can use an identical setup for copper ore to get copper plates.&lt;br /&gt;
&lt;br /&gt;
== Production upgrade! ==&lt;br /&gt;
&lt;br /&gt;
You know what&#039;s better than iron plates? &#039;&#039;More&#039;&#039; iron plates! Why don&#039;t we go ahead and get them?&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need to craft some extra drills. If you hover over drill in the crafting menu, you&#039;ll see two lists of materials. The first list shows the components needed to make the drill; the second one at the very bottom of the tooltip window shows the raw resources needed to craft it.&lt;br /&gt;
Unlike other games, you do not need to create the pre-requisite items before you select the item you want to make. All required items are crafted for you.&lt;br /&gt;
You can see this process happening on the bottom left of the screen, where your Crafting Queue is.&lt;br /&gt;
You can also queue up more crafting orders, as long as you have the necessary materials on you, and they&#039;ll get carried out one after the other.&lt;br /&gt;
:[[File:Recipe.PNG|center|upright=2|thumb]]&lt;br /&gt;
Now that you can afford some extra drill and furnaces, you should automate the acquisition of both coal and stone.&lt;br /&gt;
These are easy to set up and work essentially the same as the iron setup.&lt;br /&gt;
For Coal, you can have two drills facing each other: they&#039;ll run on the coal they get fed by their partner and you can collect the surplus.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget that you can collect resources from machines without opening their inventories, with CTRL-LMB.&lt;br /&gt;
You might also want to activate the detailed view, by pressing the ALT key once. You can deactivate it by pressing ALT again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleCoal.PNG|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And for stone you can have the drill output directly into a chest.&lt;br /&gt;
&lt;br /&gt;
Once this is all setup up, you will probably want to make it go faster. Set up more drills with furnaces for the iron, setup some for copper and maybe lay more drills on the coal to cover for the extra coal production.&lt;br /&gt;
In the early game, the most used resource is iron, so you&#039;ll probably need twice as many miners on iron than copper, if not more. But expect copper to become more and more important the more you mess with electricity and electronics!&lt;br /&gt;
&lt;br /&gt;
=== More automation ===&lt;br /&gt;
&lt;br /&gt;
Great! So now you have four or so furnaces making iron, a couple making copper, some stone production and a good amount of coal production.&lt;br /&gt;
But you know what really sucks? having to run the coal around to all your other machines, right? Well let&#039;s automate that too!&lt;br /&gt;
Conveyor belts and inserters are the way of the future! The output slots on the drill can also output onto conveyor belts to be transported to your other machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CoalConveyor.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we can take our coal to other places with no effort, we just need a way to input the coal into those machine.&lt;br /&gt;
This is where [[Inserters]] step in. In the first few stages of the game, you can use burner inserters as a cheap way to move items from anything to anything. You can move object from the ground, chests, machines and put them wherever you want.&lt;br /&gt;
Burner Inserters themselves require coal to run though, which makes this a little counter intuitive to have to fuel them instead of the machines you are trying to fuel anyway.&lt;br /&gt;
Here is a small example of inserters working. Notice that the flat line is where the inserters will pick up from, and the arrow is where they will place the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleOreProcessing.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, so now we know how to automatically mine things and then how to automatically move things from one place to another, and then to place said items into machine or out of machines.&lt;br /&gt;
&lt;br /&gt;
Next up we want to get some [[electric network|electricity]] so that we can have inserters that run of that instead of fuel.&lt;br /&gt;
&lt;br /&gt;
== Electrical power ==&lt;br /&gt;
&lt;br /&gt;
Electricity. This is where things start to get interesting. We&#039;re going to need a single [[Offshore pump|Offshore Pump]], some boilers and a [[Steam engine|Steam Engine]]. These are really simple to set up, they just require twenty-some iron plates and 5 stone per boiler. The offshore pump goes in the water and needs no power to run. From there, you can either use pipes to transport the water to boilers, or you can run boilers straight from the pump. Boilers allow water to flow through them just like pipes do, except they also heat the water along the way and cannot be used as corners. The pipes or the boilers then connect to the middle of the short side of the steam engine. Make sure you connect it in the right place or it won&#039;t work. Moreover, steam engines allow water to run through them just like boilers, so you can have as many engine as you want connected in a row. Here is a small example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleGeneratorSetup.png|center|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you need to use power poles to carry power to your machines. Place some down so that their coverage area (the blue square) overlaps each steam engine in at least one square. If they are going to connect, the machines that use power will be shown with a blue outline around their edges.&lt;br /&gt;
&lt;br /&gt;
If the steam engine is producing power but nothing is using it, it&#039;ll show a yellow flashing icon: right now it&#039;s showing because we don&#039;t have electric machines yet!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LonelyTurbine.PNG|center|upright=1|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your power setup can look however you want it to look.&lt;br /&gt;
A great method is to have a line of boilers that supply a certain amount of steam engines with hot water, and then you can use transport belts to bring coal to them for inserters to place inside them so that your electricity is always running.&lt;br /&gt;
&lt;br /&gt;
The most often used setup is 1 offshore pump, 14 boilers and 10 steam engines. This is due to this being the best ratio between the 3 of them. 1 pump produces enough water for 10 engine, and the 14 boilers is sufficient to heat the water for that many. The example above is easily expanded into this efficient design. But hey, this game is all about experimentation and for you to be able to find ways to do your own things! So get to it, and show off your own unique designs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:steamSetupExample.png|center|upright=4|thumb|Here&#039;s my personal favorite setup. Even easier to power when medium powerpoles are available.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using this power is as simple as creating a machine that runs on electricity and placing a power pole close enough to it that the blue square touches the machine, just like you have to do at the power plant with the engines. Make sure that there is a line of power poles that actually connect to your power plant.&lt;br /&gt;
&lt;br /&gt;
Now that power is explained, we need to increase our resource production.&lt;br /&gt;
&lt;br /&gt;
However, if you want detailed info on your power production/consumption, you can check the [[Power Production#What_can_be_seen_from_the_electric_network_info.3F|Detailed Electric Network Info]], opened by clicking on any powerpole.&lt;br /&gt;
&lt;br /&gt;
== Re-thinking our resources and research ==&lt;br /&gt;
&lt;br /&gt;
Next we really want to get onto automation of items, not just the smelting of ores.&lt;br /&gt;
&lt;br /&gt;
Before we can get to that though, we&#039;re going to have increase our production of ores. This is where things start becoming a little tricky and there are few things you want to do at once.&lt;br /&gt;
We really want to be able to set the factory to make things and let it go. But for that we need some extra utilities which we don&#039;t have and need to get through [[research]].&lt;br /&gt;
&lt;br /&gt;
We haven&#039;t even touched on that yet! lets start by cranking up our resource production. Now that we have electricity, we can use [[Mining Drill|Electric Mining Drills]]. These are much better than those scummy Burner ones. They work exactly the same except they are twice as fast and they don&#039;t rely on fuel, as you could guess by the names. You can have them to output your raw resources onto belts and get them to a place where you can mass process the ores into plates. Here is a small example of what you could do, but let your imagination and your calculating logic figure out other, maybe even better ways of doing it! You want ore to be split more or less evenly on each side of the belts. This helps with the amount of resources that can be carried to your base of operations on a single belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BasicElectricMiners.PNG|center|upright=1.5|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is once again easily expandable all over an iron deposit. This conveyor belt can then take all of the ore to some sort of processing area. The processing area needs some machines that we currently don&#039;t have due to limitations in our research.&lt;br /&gt;
&lt;br /&gt;
Most importantly, we want the [[long handed inserter]]. This inserter is able to reach twice as far as a normal inserter! It is very useful for bringing or placing items to or from conveyor belts that are one extra tile away. So what we need to do is to make some science labs. They don&#039;t cost too many resources, but take a little while to make. Craft one or two of them and connect them to power. When you first place one, you are going to get a popup asking you want you want to research. We really want automation right now. This gives us our inserters and the Assembling machine 1, which is going to be very useful in the near future.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that the cost for this is 10 Science Pack 1&#039;s, or &amp;quot;red potions&amp;quot; or &amp;quot;flasks&amp;quot; as some people like to call them. These are simply another crafted item, which you should craft 10 of now and place them in your labs to begin researching. While you are waiting for your flasks to craft or your research to complete, lets continue building an ore processing center. We want a line of copper, iron and coal to be available for this area. Despite being in the electric era, our furnaces still need coal until a little further down the line.&lt;br /&gt;
&lt;br /&gt;
Below is another sample of how you &#039;&#039;could&#039;&#039; set up your area. There are efficient ways of making them that you might see on the forum, but if you want to learn about what they are and how they work, you can either experiment yourself or search the wiki/forum for some better designs.&lt;br /&gt;
&lt;br /&gt;
[[File:OreProcessingArea.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
As per usual, I leave this area with plenty of room to expand later on when demands become higher. The important parts about this is that you need the red, long handed inserters to be able to reach the coal in the middle to fuel your furnaces. You need seperate belts for your incoming raw materials to be able to be processed, and then another belt outside of them to handle the output after they have been smelted. These materials can then go straight into your base to be made into a myriad of other things. Finally, we have a steady and upgradeable supply of copper and iron plates, and we can get into further automation with the assembling machines so we can automate creation of things like Science Packs, Ammunition and every other item that the player themselves can craft, but without you involved at all!&lt;br /&gt;
&lt;br /&gt;
== Automating that research ==&lt;br /&gt;
&lt;br /&gt;
Ok, so a fair amount has happened. Now, to be able to progress into later parts of the game with better research we are going to want automate the process of making science packs and putting them into the labs. This way we won&#039;t have to worry about research any longer.&lt;br /&gt;
&lt;br /&gt;
There are many designs that you can find on the forums, but I&#039;ll show you something simple, letting you find what works for you. I would highly recommend that you research Logistics as your next research, and in fact manually craft the science required for this. The logistic research gives you some important things: the [[splitters|splitter]], the [[underground belts|underground belt]] and the [[fast inserter]]. The splitter and underground belts are some of the most important items you&#039;ll get at this stage. They do pretty much what their names imply.&lt;br /&gt;
&lt;br /&gt;
So what do science packs require? We need copper plates and iron gears. So far we have only dealt with raw resources, how do we make craftable things? The Assembler answers your prayers! If you place an assembler down and open its interface, it asks you what you would like it to craft. Once you select one, if you put the ingredients in that it requires it will craft the item and you can pull out the finished product. In the case of red science packs, we will need an assembler making iron gears, and an assembler making the actual packs. A nice way of doing this is to have a conveyor belt with 1 side containing the copper plates and the other side taking the gears from another assembler like below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RedScienceProduction.PNG|center|thumb|upright=3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now this picture uses a few neat little tricks that I will explain in detail. If you have your plate belts seperate, and you want them running side by side there can be issues with trying to grab one or the other resources from the far belt. Yes, you could use a long inserter, but in some cases you don&#039;t want this (e.g. you need a fast inserter to get resources quickly into your assemblers).&lt;br /&gt;
&lt;br /&gt;
The area in red is a good way to get around this. By having a splitter, you can move the far belt from your production in close while also allowing it to continue down the line for later use. For the copper, we use an underground belt to go underneath the area that is now taken by the far line which also allows the copper to continue on. Once again, this is only one possible method of doing things and you are in no way obligated to follow it.&lt;br /&gt;
&lt;br /&gt;
The area in blue is a quick way to allow copper to continue down the main line, while also splitting some off for our red science assemblers. Notice how when it joins the line that the gears are on, they only join the bottom side of the belt. The little extra belt that I added to the left stops the belt from becoming a turn, and therefore makes the items only join the side I want them to. The rest is simple: the gears and copper get pulled into the assemblers, they make the science and then it gets pulled out again on the other side. These flasks can then be transported to some labs to automatically do your research for you, for example like this:&lt;br /&gt;
&lt;br /&gt;
[[File:SmallScience.PNG|center|thumb|upright=3]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7765 Newbie Tips?]&lt;/div&gt;</summary>
		<author><name>DrConsole</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:CorrettoSambuca&amp;diff=124716</id>
		<title>User talk:CorrettoSambuca</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:CorrettoSambuca&amp;diff=124716"/>
		<updated>2016-04-22T22:14:26Z</updated>

		<summary type="html">&lt;p&gt;DrConsole: /* How to add ne Languages of pages? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [[Help:Contents|help pages]].&lt;br /&gt;
Again, welcome and have fun! [[User:Slpwnd|Slpwnd]] ([[User talk:Slpwnd|talk]]) 14:11, 31 May 2014 (CEST)&lt;br /&gt;
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== How to add ne Languages of pages? ==&lt;br /&gt;
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Hey,&lt;br /&gt;
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I don&#039;t know if you&#039;re the right one to ask, but I saw the Discusion page at the Quick start guide.&lt;br /&gt;
So my question is, if or how it&#039;s possible to add new translations of existing pages.&lt;br /&gt;
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Would be cool if you could help me.&lt;br /&gt;
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NG&lt;br /&gt;
DrConsole&lt;/div&gt;</summary>
		<author><name>DrConsole</name></author>
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